• API(eca&lua)
  • Lua
  • API
  • Savedata

SaveData

存档

load_boolean

function SaveData.load_boolean(player: Player, slot: integer)
  -> boolean

获取玩家的存档数据(布尔)

load_integer

function SaveData.load_integer(player: Player, slot: integer)
  -> integer

获取玩家的存档数据(整数)

load_real

function SaveData.load_real(player: Player, slot: integer)
  -> number

获取玩家的存档数据(实数)

load_string

function SaveData.load_string(player: Player, slot: integer)
  -> string

获取玩家的存档数据(字符串)

load_table

function SaveData.load_table(player: Player, slot: integer, disable_cover: boolean)
  -> table

获取玩家的存档数据(表)

@param disable_cover — 是否禁用覆盖,必须和存档设置中的一致

load_table_with_cover_disable

function SaveData.load_table_with_cover_disable(player: Player, slot: integer)
  -> table

load_table_with_cover_enable

function SaveData.load_table_with_cover_enable(player: Player, slot: integer)
  -> table

save_boolean

function SaveData.save_boolean(player: Player, slot: integer, value: boolean)

保存玩家的存档数据(布尔)

save_integer

function SaveData.save_integer(player: Player, slot: integer, value: integer)

保存玩家的存档数据(整数)

save_real

function SaveData.save_real(player: Player, slot: integer, value: number)

保存玩家的存档数据(实数)

save_string

function SaveData.save_string(player: Player, slot: integer, value: string)

保存玩家的存档数据(字符串)

save_table

function SaveData.save_table(player: Player, slot: integer, t: table)

保存玩家的存档数据(表),存档设置中必须使用允许覆盖模式

table_cache

table

timer_map

{ [Player]: LocalTimer }

upload_save_data

function SaveData.upload_save_data(player: Player)