Projectile
投射物
add_tag
(method) Projectile:add_tag(tag: string)
投射物添加标签
@param tag
— 标签
add_time
(method) Projectile:add_time(duration: number)
增加持续时间
@param duration
— 持续时间
break_mover
(method) Projectile:break_mover()
打断运动器
create
function Projectile.create(data: Projectile.CreateData)
-> Projectile
创建投射物
@param data
— 投射物创建数据
event
fun(self: Projectile, event: "投射物-创建", callback: fun(trg: Trigger, data: EventParam.投射物-创建)):Trigger
get_ability
(method) Projectile:get_ability()
-> ability: Ability?
获得关联技能
@return ability
— 投射物或魔法效果的关联技能
get_by_handle
function Projectile.get_by_handle(py_projectile: py.ProjectileEntity)
-> projectile: Projectile?
get_by_id
function Projectile.get_by_id(id: py.ProjectileID)
-> Projectile
get_facing
(method) Projectile:get_facing()
-> angle: number
获取投射物朝向
@return angle
— 投射物朝向
get_height
(method) Projectile:get_height()
-> height: number
获取投射物高度
@return height
— 高度
get_key
(method) Projectile:get_key()
-> projectile_key: py.ProjectileKey
获取投射物的类型ID
get_left_time
(method) Projectile:get_left_time()
-> duration: number
获取投射物剩余持续时间
@return duration
— 投射物剩余持续时间
get_owner
(method) Projectile:get_owner()
-> unit: Unit?
获取投射物的拥有者
@return unit
— 投射物的拥有者
get_point
(method) Projectile:get_point()
-> point: Point
获取投射物所在点
@return point
— 投射物所在点
handle
py.ProjectileEntity
投掷物对象
has_tag
(method) Projectile:has_tag(tag: string)
-> is_has_tag: boolean
是否拥有标签
@param tag
— 标签
@return is_has_tag
— 是否拥有标签
id
integer
is_destroyed
(method) Projectile:is_destroyed()
-> boolean|unknown
is_exist
(method) Projectile:is_exist()
-> is_exist: boolean
是否存在
@return is_exist
— 是否存在
key
integer?
kv_has
(method) KV:kv_has(key: string)
-> boolean
是否拥有指定键值对。可以与ECA互通。
kv_key
string?
kv_load
(method) KV:kv_load(key: string, lua_type: 'boolean'|'integer'|'number'|'string'|'table'...(+1))
-> any
lua_type:
| 'boolean'
| 'number'
| 'integer'
| 'string'
| 'table'
kv_remove
(method) KV:kv_remove(key: any)
kv_save
(method) KV:kv_save(key: string, value: KV.SupportType)
保存自定义键值对。可以与ECA互通。
mover_curve
(method) Projectile:mover_curve(mover_data: Mover.CreateData.Curve)
-> Mover
创建曲线运动器
mover_line
(method) Projectile:mover_line(mover_data: Mover.CreateData.Line)
-> Mover
创建直线运动器
mover_round
(method) Projectile:mover_round(mover_data: Mover.CreateData.Round)
-> Mover
创建环绕运动器
mover_target
(method) Projectile:mover_target(mover_data: Mover.CreateData.Target)
-> Mover
创建追踪运动器
object_event_manager
EventManager?
phandle
py.ProjectileEntity
投掷物对象
ref_manager
unknown
remove
(method) Projectile:remove()
销毁
remove_mover
(method) Projectile:remove_mover()
移除运动器
remove_tag
(method) Projectile:remove_tag(tag: string)
投射物移除标签
@param tag
— 标签
set_ability
(method) Projectile:set_ability(ability: Ability)
设置关联技能
@param ability
— 关联技能
set_animation_speed
(method) Projectile:set_animation_speed(speed: number)
设置动画速度
set_facing
(method) Projectile:set_facing(direction: number)
设置朝向
@param direction
— 朝向
set_height
(method) Projectile:set_height(height: number)
设置高度
@param height
— 高度
set_owner
(method) Projectile:set_owner(unit: Unit)
设置所属单位
@param unit
— 所属单位
set_point
(method) Projectile:set_point(point: Point)
设置坐标
@param point
— 点坐标
set_rotation
(method) Projectile:set_rotation(x: number, y: number, z: number)
设置旋转
@param x
— x轴
@param y
— y轴
@param z
— z轴
set_scale
(method) Projectile:set_scale(x: number, y: number, z: number)
设置缩放
@param x
— x轴
@param y
— y轴
@param z
— z轴
set_time
(method) Projectile:set_time(duration: number)
设置持续时间
@param duration
— 持续时间
set_visible
(method) Projectile:set_visible(visible: boolean, player_or_group?: Player|PlayerGroup)
设置投射物的可见性
@param visible
— 是否可见
@param player_or_group
— 应用于哪些玩家,默认为所有玩家
storage_all
(method) Storage:storage_all()
-> table
获取存储数据的容器
storage_get
(method) Storage:storage_get(key: any)
-> any
获取存储的值
storage_set
(method) Storage:storage_set(key: any, value: any)
存储任意值
storage_table
table
subscribe_event
(method) ObjectEvent:subscribe_event(event_name: string, ...any)
-> any[]?
2. Trigger.CallBack
3. Unsubscribe: function
type
string
Projectile.CreateData
ability
Ability
投射物关联技能
angle
number
投射物朝向
height
number
投射物高度
key
py.ProjectileKey
投射物类型ID
owner
Player|Unit
投射物拥有者
remove_immediately
boolean
是否立即移除表现,如果不填会读表
socket
string
投射物关联骨骼,只有当 target
为单位时才有效
target
Point|Unit
创建位置
time
number
投射物持续时间
visible_rule
integer|y3.Const.VisibleType
粒子特效可见性规则,默认为1