| Other |
| Functions |
| __declspec( ) | |
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接管本地玩家的控制权【功能:玩家控制】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibGlobalMiscellaneous.cpp] (128) | |
| __declspec( ) | |
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Take over control of the local player |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (429) | |
| __Internal_Game_Autosave( ) | |
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请勿直接调用此函数,应使用Event_Save(STT_Auto)【功能:自动保存】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (175) | |
| __Internal_Game_Quicksave( ) | |
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请勿直接调用此函数,应使用Event_Save(STT_Quick)【功能:快速保存】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (158) | |
| __Internal_Game_SaveGame( ) | |
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请勿直接调用此函数,应使用Event_SaveWithName(STT_Standard)【功能:标准保存】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (198) | |
| __Internal_Game_SaveToFileDev( ) | |
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请勿直接调用此函数,应使用Event_SaveWithName(STT_Dev)【功能:开发保存】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (244) | |
| 0( Void AIPlayer_SetMarkerToUpdateCachedPathToHQ(Player, MarkerID marker, Real pathCheckIntervalSecs ) | |
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设置一个缓存路径,定期更新指定标记点与位置之间的路径。这使AI能够检测到标记点与位置之间的路径可达性变化(例如被城墙封锁)。【功能:AI路径缓存】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (1134) | |
| 0( Void AIPlayer_SetMarkerToUpdateCachedPathToPosition(Player, MarkerID toMarker, Position fromPosition, Real pathCheckIntervalSecs ) | |
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Setup a cached path that periodically updates its path between specified marker and position. This allows the AI to detect whenever pathability is changed to between the marker and position (e.g. being walled off). |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (1169) | |
| ActionMarker_SetVisible( String name, Boolean visible ) | |
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设置动作标记点是否可见。【功能:标记点可见性】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (356) | |
| ActionMarker_StartAction( String name ) | |
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启动指定动作标记点的特效。【功能:特效播放】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (340) | |
| ActionMarker_StopAction( String name ) | |
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停止指定动作标记点的特效。【功能:特效停止】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (348) | |
| AI_AddPrefab( PlayerID player, String name, String behaviourName, Real radius, Integer minDifficulty, Integer maxDifficulty, Boolean canReassign, Boolean active ) | |
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将预制体添加到AI预制体系统。目标必须在后续调用中使用返回的ID进行设置。【功能:AI预制体管理】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIPrefab.cpp] (29) | |
| AI_CacheCombatFeatureTrainingData( Integer conflictID, PlayerID playerA, PlayerID playerB ) | |
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记录指定冲突中某玩家所有小队的战斗结果特征。【功能:AI战斗数据记录】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (1355) | |
| AI_CalculateCombatFitnessEstimate( SGroupID teamASquads, EGroupID teamAEntities, PropertyBagGroup teamAPBGs, SGroupID teamBSquads, EGroupID teamBEntities, PropertyBagGroup teamBPBGs, PlayerID aiPlayerA, PlayerID playerB, Boolean playerAIsAttacker ) | |
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获取战斗适应度评估。返回值在1.0到0.0之间。1.0表示队伍A完胜,0.0表示队伍B完胜。【功能:AI战斗评估】 Buildings will be filtered from attacking team |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (1642) | |
| AI_CanEntityCauseSuppression( PlayerID aiPlayer, EntityID entity ) | |
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检查此实体是否能造成压制效果。【功能:AI压制检测】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2252) | |
| AI_CanLoadSquadAndAttackCurrentTarget( EntityID entity, SquadID squad, Boolean bCheckSquadState, Boolean bOverload ) | |
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检查实体是否能装载小队并在装载后攻击当前目标(此函数仅应由AI调用)。【功能:AI装载攻击检测】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2265) | |
| AI_CanSquadCauseSuppression( PlayerID aiPlayer, SquadID pSquad ) | |
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检查此小队是否能造成压制效果。【功能:AI压制检测】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2258) | |
| AI_CanSquadDecrew( SquadID pDriverSquad, EntityID pDecrewTargetEntity ) | |
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检查此小队是否能卸下实体的乘员。【功能:AI乘员操作】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2291) | |
| AI_ClearCombatTrainingCacheEntry( Integer conflictID ) | |
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从缓存中清除一个战斗条目,通常用于替代记录操作。【功能:AI缓存清理】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (1349) | |
| AI_ClearPrefabAIIntents( UniqueID prefabId, PlayerID player ) | |
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清除此AI预制体关联的所有意图。【功能:AI意图清理】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIPrefab.cpp] (237) | |
| AI_CombatFitnessCharacterizesSquad( PlayerID player, PropertyBagGroup squadPBG ) | |
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如果配置的输入特征计算器能描述此小队,则返回true。【功能:AI小队特征检测】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (1686) | |
| AI_CombatFitnessGetDefensiveUpgradesForStructureArchetypeMember( PropertyBagGroup memberPBG ) | |
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返回此建筑原型成员的防御升级。【功能:AI防御升级获取】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2218) | |
| AI_CombatFitnessGetHealerPBGs( ) | |
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返回治疗者特征选项的蓝图。【功能:AI治疗者蓝图获取】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2093) | |
| AI_CombatFitnessGetOffensiveUpgradesForStructureArchetypeMember( PropertyBagGroup memberPBG ) | |
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返回此建筑原型成员的进攻升级。【功能:AI进攻升级获取】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2229) | |
| AI_CombatFitnessGetPlayerUpgrades( ) | |
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返回玩家升级输入计算器中配置的玩家升级。【功能:AI玩家升级获取】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2189) | |
| AI_CombatFitnessGetSquadArchetypeNames( ) | |
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返回所有小队原型的小队蓝图。【功能:AI小队原型获取】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2119) | |
| AI_CombatFitnessGetSquadArchetypePBGs( String archtypeNameStr ) | |
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返回指定原型的小队蓝图(假设该原型由小队蓝图组成)。【功能:AI小队蓝图获取】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2081) | |
| AI_CombatFitnessGetStructureArchetypePBGs( String archtypeNameStr ) | |
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返回指定原型的实体蓝图(假设该原型由实体蓝图组成)。【功能:AI建筑蓝图获取】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2069) | |
| AI_CreateAICombatFitnessLogs( ) | |
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在游戏日志目录中创建战斗特征日志。【功能:AI战斗日志创建】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (1335) | |
| AI_DebugLogGroupCombatRatings( SGroupID sgroup, EGroupID egroup, PlayerID player ) | |
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在AI日志中打印组内所有小队和实体的详细评级调试信息。【功能:AI调试日志】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2042) | |
| AI_DebugLogPBGCombatRatings( PropertyBagGroup pbgList, PlayerID player ) | |
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在AI日志中打印列表中所有蓝图的详细评级调试信息。【功能:AI调试日志】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2015) | |
| AI_FindClosestOpenPositionForAbility( ConstTargetHandle caster, PropertyBagGroup pAbilityPBG, Position posIn ) | |
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从指定位置查找指定能力蓝图可用的最近开放位置。【功能:AI位置查找】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (1539) | |
| AI_FindClosestOpenPositionForAbilityWithinRange( ConstTargetHandle caster, PropertyBagGroup pAbilityPBG, Position posIn, Integer minDist, Integer maxDist ) | |
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从指定位置查找指定能力蓝图可用的最近开放位置,考虑最小范围限制。【功能:AI位置查找】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (1508) | |
| AI_FindClosestOpenPositionForStructure( PlayerID aiPlayer, PropertyBagGroup pEntityPBG, Position posIn ) | |
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从指定位置查找指定实体蓝图可用的最近开放位置。【功能:AI建筑位置查找】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (1468) | |
| AI_GetAbilityMaxNumTargets( ScarAbilityPBG ability ) | |
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返回指定能力的最大目标数量,如果能力无效则返回-1。【功能:AI能力目标数获取】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2406) | |
| AI_GetAnySquadCombatTarget( SquadID pSquad ) | |
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返回指定小队的当前战斗目标(无目标或目标为非小队实体时返回null)。【功能:AI战斗目标获取】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2239) | |
| AI_LogCombatTrainingData( Integer conflictID, PlayerID playerA, PlayerID playerB, Real score ) | |
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记录指定冲突中两个玩家所有小队的战斗输入特征。【功能:AI战斗数据记录】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (1379) | |
| AI_ProductionGroupMaxNum( PlayerID aiPlayer, ProductionGroupID prodGroupID ) | |
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返回AI玩家观察到的指定蓝图数量。【功能:AI生产计数】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2558) | |
| AI_ProductionGroupMaxNumProduced( PlayerID aiPlayer, ProductionGroupID prodGroupID ) | |
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返回AI玩家观察到的指定蓝图已生产数量。【功能:AI生产计数】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2571) | |
| AI_ProductionGroupPBGIndex( PlayerID aiPlayer, ProductionGroupID prodGroupID, PropertyBagGroup pbg ) | |
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返回指定蓝图在其生产组中的索引。【功能:AI生产索引获取】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2601) | |
| AI_PushPrefabAIIntent( UniqueID prefabId, PlayerID player, String aiPrefabIntentBagName ) | |
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向现有AI预制体推送一个AI意图。需要AI预制体意图蓝图名称。【功能:AI意图推送】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIPrefab.cpp] (220) | |
| AI_SetPrefabActive( UniqueID prefabId, PlayerID player, Boolean active ) | |
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设置现有AI预制体的激活状态。【功能:AI预制体状态设置】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIPrefab.cpp] (67) | |
| AI_SetPrefabCanReassign( UniqueID prefabId, PlayerID player, Boolean canReassign ) | |
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设置现有AI预制体的可重新分配状态。【功能:AI预制体重分配设置】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIPrefab.cpp] (87) | |
| AI_SetPrefabSelection_SGroup( UniqueID prefabId, PlayerID player, SGroupID squads ) | |
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通过小队组设置现有AI预制体的小队选择。【功能:AI预制体选择设置】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIPrefab.cpp] (203) | |
| AI_SetPrefabTarget_EGroup( UniqueID prefabId, PlayerID player, EGroupID entities ) | |
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通过实体组设置现有AI预制体的目标。【功能:AI预制体目标设置】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIPrefab.cpp] (127) | |
| AI_SetPrefabTarget_Position( UniqueID prefabId, PlayerID player, Position position ) | |
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通过位置设置现有AI预制体的目标。【功能:AI预制体目标设置】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIPrefab.cpp] (147) | |
| AI_SetPrefabTarget_SGroup( UniqueID prefabId, PlayerID player, SGroupID squads ) | |
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通过小队组设置现有AI预制体的目标。【功能:AI预制体目标设置】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIPrefab.cpp] (107) | |
| AI_SetPrefabTarget_Waypoints( UniqueID prefabId, PlayerID player, String waypointName ) | |
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通过路径点设置现有AI预制体的目标。【功能:AI预制体目标设置】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIPrefab.cpp] (167) | |
| AIPlayer_CachedPathCrossesEnemyTerritory( PlayerID aiPlayer, Integer requestingID, Real minDistToEnemyTerritory, Boolean unused ) | |
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检查缓存路径是否穿越已知的敌方领土。【功能:AI路径检测】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (1011) | |
| AIPlayer_CanSeeEntity( PlayerID aiPlayer, EntityID canSee ) | |
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测试玩家是否能看见实体。【功能:AI视野检测】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2783) | |
| AIPlayer_ClearCachedPath( PlayerID player, Integer requestingID ) | |
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删除指定ID的缓存路径,请务必记得执行此操作。【功能:AI路径清理】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (1110) | |
| AIPlayer_EnemyTerritoryDetected( PlayerID player ) | |
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如果检测到敌方领土则返回true。【功能:AI领土检测】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (586) | |
| AIPlayer_FindClosestSiegeTarget( PlayerID player, EGroupID eGroup, Integer minSections, Boolean unbreached, Position refPosition ) | |
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测试组内是否有任何实体属于符合指定条件的城墙。eGroup包含要测试的实体列表,minSections是最小连续城墙段数,unbreached表示所有段落必须完好。返回距离参考位置最近的实体。【功能:AI攻城目标查找】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (1233) | |
| AIPlayer_FindClumpContainingPosition( PlayerID aiPlayer, Position pos, Integer targetFilterFlags ) | |
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查找包含指定位置的集群,如果没有则返回-1。【功能:AI集群查找】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (686) | |
| AIPlayer_GetAnchorPosition( PlayerID aiPlayer ) | |
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返回锚点建造位置。【功能:AI锚点位置获取】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2621) | |
| AIPlayer_GetBestClumpForPositionIdx( PlayerID pPlayer, Position position, PropertyBagGroup pAbilityPBG, Real minRange, Real maxRange, Integer targetFilterFlags, Integer minNumSquads ) | |
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返回在指定容差范围内最接近传入位置的敌方小队集群的索引(从0开始)。【功能:AI集群索引获取】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (426) | |
| AIPlayer_GetBestClumpForSquadIdx( PlayerID pPlayer, SquadID pSquad, PropertyBagGroup pAbilityPBG, Real minRange, Real maxRange, Integer targetFilterFlags, Integer minNumSquads ) | |
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返回在指定容差范围内最接近AI小队的敌方小队集群的索引(从0开始)。【功能:AI集群索引获取】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (391) | |
| AIPlayer_GetBestClumpIdx( PlayerID pPlayer, Real minRange, Real maxRange, Real clumpSelectionGlobalBestMinRatio, Integer targetFilterFlags, Integer minNumSquads ) | |
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返回在指定容差范围内最接近AI玩家的友方或敌方小队集群的索引(从0开始)。【功能:AI集群索引获取】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (601) | |
| AIPlayer_GetBestClumpIdxForAbility( PlayerID pPlayer, PropertyBagGroup pAbilityPBG, Real minRange, Real maxRange, Real clumpSelectionGlobalBestMinRatio, Integer targetFilterFlags, Integer minNumSquads ) | |
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返回在指定容差范围内最接近AI玩家的友方或敌方小队集群的索引(从0开始),用于能力施放。【功能:AI集群索引获取】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (535) | |
| AIPlayer_GetBestOwnedClumpIdx( PlayerID pPlayer, Real minRange, Real maxRange, Real clumpSelectionGlobalBestMinRatio, Integer targetFilterFlags, Integer minNumSquads ) | |
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返回在指定容差范围内最接近AI玩家的己方小队集群的索引(从0开始)。【功能:AI集群索引获取】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (626) | |
| AIPlayer_GetBestOwnedClumpIdxForAbility( PlayerID pPlayer, PropertyBagGroup pAbilityPBG, Real minRange, Real maxRange, Real clumpSelectionGlobalBestMinRatio, Integer targetFilterFlags, Integer minNumSquads ) | |
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返回在指定容差范围内最接近AI玩家的己方小队集群的索引(从0开始),用于能力施放。【功能:AI集群索引获取】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (561) | |
| AIPlayer_GetCachedPathLength( PlayerID player, Integer requestingID ) | |
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获取指定ID请求的路径距离。小于0表示无效请求。【功能:AI路径长度获取】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (1040) | |
| AIPlayer_GetCachedPathPoints( PlayerID player, Integer requestingID ) | |
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如果之前的寻路请求成功且路径至少有两个点,则返回计算路径的路径点。【功能:AI路径点获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (1198) | |
| AIPlayer_GetCapturePoints( PlayerID aiPlayer, StackVar relationshipEnum, Boolean onlyCanPlaceSecuringStructure, EGroupID egroupOut ) | |
|
返回包含地图上由指定玩家拥有的所有占领点的实体组。【功能:AI占领点获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2420) | |
| AIPlayer_GetClumpPosition( PlayerID pPlayer, Integer clumpIndex, Integer targetFilterFlags ) | |
|
用于战术;失败时返回一个不在世界内的"特殊错误位置"。【功能:AI集群位置获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (696) | |
| AIPlayer_GetDistanceToEnemyTerritory( PlayerID player, Position position ) | |
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返回某位置距离敌方领土的距离。【功能:AI距离计算】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (578) | |
| AIPlayer_GetDynamicMultiplier( PlayerID aiPlayer, Key tableName ) | |
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计算表中所有乘数的乘积。【功能:AI乘数计算】 The result is intended to be applied to the tuning value corresponding to tableName, for use in the AI military target scoring function Allowable strings for tableName: front_line |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIMilitaryTargetScoring.cpp] (88) | |
| AIPlayer_GetDynamicUnitTypeMultipliersForEntity( PlayerID aiPlayer, Entity& targetEntity ) | |
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计算与实体单位类型匹配的所有单位类型乘数的乘积。【功能:AI单位乘数计算】 The result is intended to be used in the AI military target scoring function |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIMilitaryTargetScoring.cpp] (101) | |
| AIPlayer_GetDynamicUnitTypeMultipliersForSquad( PlayerID aiPlayer, Squad& targetSquad ) | |
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计算与小队中某实体单位类型匹配的所有单位类型乘数的乘积。【功能:AI单位乘数计算】 The result is intended to be used in the AI military target scoring function |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIMilitaryTargetScoring.cpp] (115) | |
| AIPlayer_GetKnownResourceDeposits( PlayerID aiPlayer, String resourceType, Boolean includeDepleted ) | |
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返回AI玩家看到的所有资源储藏点实体列表。【功能:AI资源探测】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2507) | |
| AIPlayer_GetLocal( Integer playerId ) | |
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根据玩家ID(1000及以上)返回本地AI玩家。【功能:AI玩家获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (304) | |
| AIPlayer_GetLocalFromPlayer( PlayerID pPlayerIn ) | |
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根据玩家指针返回本地AI玩家。【功能:AI玩家获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (312) | |
| AIPlayer_GetNumPBG( PlayerID aiPlayer, Integer countType, PropertyBagGroup pbg ) | |
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返回AI玩家观察到的指定蓝图数量。【功能:AI蓝图计数】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2550) | |
| AIPlayer_GetOrCreateHomebase( PlayerID aiPlayer, Position targetPosition ) | |
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获取指定位置的基地。如果不存在则会创建一个。【功能:AI基地管理】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2768) | |
| AIPlayer_GetOwnedClumpPosition( PlayerID pPlayer, Integer clumpIndex ) | |
|
用于战术;失败时返回一个不在世界内的"特殊错误位置"。【功能:AI集群位置获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (715) | |
| AIPlayer_GetOwnedMilitaryPointEntitiesInRange( EntityPBG militaryPointPBG, Position position, Number range ) | |
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返回在指定位置范围内由玩家拥有的所有符合指定类型的军事要点实体组。【功能:AI军事要点获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2465) | |
| AIPlayer_GetPositionsOfMilitaryPointsWithRelation( PlayerID aiPlayer, StackVar relationshipEnum ) | |
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返回与玩家结盟的所有军事要点位置。【功能:AI军事要点位置获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (808) | |
| AIPlayer_GetSquadPBGProductionUtility( PlayerID aiPlayer, ScarSquadPBG squadPBG ) | |
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返回建造指定蓝图小队的效用值,如果未找到则返回0。【功能:AI生产效用评估】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2490) | |
| AIPlayer_IsDamagedStructureOnPathToTarget( PlayerID aiPlayer, SquadID squad, PropertyBagGroup structurePbg, Real damagePercentage, Real searchRadius, Position targetPosition ) | |
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通往目标的路径是否经过中立的受损建筑。【功能:AI路径障碍检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (1087) | |
| AIPlayer_IsOnAnIsland( ) | |
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返回玩家是否在岛屿上(海军地图)。【功能:AI地图类型检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (877) | |
| AIPlayer_IsPathProcessed( PlayerID aiPlayer, Integer requestedPathRequestID ) | |
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请求的路径是否已处理完成。【功能:AI路径状态检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (1073) | |
| AIPlayer_IsPointThreatened( PlayerID aiPlayer, Position pos, Boolean filterEnemyBuildings, Real thresholdFitness ) | |
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返回某点是否受到威胁(从传入玩家的视角)。【功能:AI威胁检测】 If enemy builds are not filtered, allied will be. ThresholdFitness is from allied perspective. Typically you want to filter enemy buildings when defending, allied when attacking |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (782) | |
| AIPlayer_PopScoreMultiplier( PlayerID aiPlayer, Key tuningValueName, AIScoreMultiplierID id ) | |
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移除之前应用的用于改变目标评分中某条件权重的乘数。【功能:AI评分乘数移除】 The multiplier will be removed from the table for the given tuningValueName. Pass in the multiplier id returned from AIPlayer_PushScoreMultiplier. Allowable strings for tuningValueName: front_line |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIMilitaryTargetScoring.cpp] (41) | |
| AIPlayer_PopUnitTypeScoreMultiplier( PlayerID aiPlayer, Key unitTypeName, AIScoreMultiplierID id ) | |
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移除之前应用于某单位类型的目标评分乘数。【功能:AI评分乘数移除】 The multiplier will be removed from the table for the given unitTypeName. Pass in the multiplier id used earlier with AIPlayer_PushScoreMultiplier. |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIMilitaryTargetScoring.cpp] (72) | |
| AIPlayer_ProcessedPathSuccessful( PlayerID aiPlayer, Integer processedPathRequestID ) | |
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处理的路径是否成功?仅对已处理的路径提供请求ID。【功能:AI路径结果检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (1097) | |
| AIPlayer_PushScoreMultiplier( PlayerID aiPlayer, Key tuningValueName, Real multiplier, AIScoreMultiplierID multiplierID ) | |
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添加一个乘数以改变目标评分中某条件的权重。【功能:AI评分乘数添加】 The multiplier will be pushed to a table for the given tuningValueName. All multipliers in the table will be multiplied together and applied to the corresponding static tuning value. The multiplierID passed in can be passed to AIPlayer_PopScoreMultiplier to remove it. Allowable strings for tuningValueName: front_line DefendStructure AttackStructure EnemyClump |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIMilitaryTargetScoring.cpp] (25) | |
| AIPlayer_PushUnitTypeScoreMultiplier( PlayerID aiPlayer, Key unitTypeName, Real multiplier, AIScoreMultiplierID multiplierID ) | |
|
添加一个乘数以赋予某单位类型在目标评分中的权重。【功能:AI评分乘数添加】 The multiplier will be pushed to a table for the given unitTypeName. All multipliers in the table will be multiplied together and applied to targets with the corresponding unit type. multiplierId identifies the |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIMilitaryTargetScoring.cpp] (57) | |
| AIPlayer_RemoveEntityHomebase( PlayerID aiPlayer, EGroupID eGroup ) | |
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移除实体(建筑)的基地分配。实体必须由玩家拥有。【功能:AI基地分配移除】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2742) | |
| AIPlayer_RemoveSquadHomebase( PlayerID aiPlayer, SGroupID sGroup ) | |
|
移除小队的基地分配。小队必须由玩家拥有。【功能:AI基地分配移除】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2665) | |
| AIPlayer_RequestHighPath( PlayerID player, Integer requestingID, Position start, Position end, PropertyBagGroup pathingEntityPBG, Boolean requiresPartialPath ) | |
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请求起点和终点之间的高级路径,提供唯一ID和将沿路径移动的最大实体的蓝图。【功能:AI路径请求】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (986) | |
| AIPlayer_ResetAbilityPriorityOverride( PlayerID player, PropertyBagGroup abilityPBG ) | |
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清除能力优先级覆盖设置。【功能:AI能力优先级重置】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (958) | |
| AIPlayer_ResetAIAbilityPriorityOverride( PlayerID player, PropertyBagGroup aiAbilityPBG ) | |
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清除AI能力包中所有能力的能力优先级覆盖设置。【功能:AI能力优先级重置】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (1419) | |
| AIPlayer_SetAbilityPriorityOverride( PlayerID player, PropertyBagGroup abilityPBG, Real priority ) | |
|
为玩家拥有的所有AI小队设置能力优先级覆盖。-1表示禁用该能力。注意:遭遇战覆盖具有更高优先级。【功能:AI能力优先级设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (940) | |
| AIPlayer_SetAIAbilityPriorityOverride( PlayerID player, PropertyBagGroup aiAbilityPBG, Real priority ) | |
|
为玩家拥有的所有AI小队的AI能力包中的所有能力设置优先级覆盖。-1表示禁用该能力。注意:遭遇战覆盖具有更高优先级。【功能:AI能力优先级设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (1397) | |
| AIPlayer_SetEntityHomebase( PlayerID aiPlayer, EGroupID eGroup, Integer homeBaseID ) | |
|
将实体(建筑)添加到基地。实体必须由玩家拥有。【功能:AI基地分配】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2692) | |
| AIPlayer_SetSquadHomebase( PlayerID aiPlayer, SGroupID sGroup, Integer homeBaseID ) | |
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将小队添加到基地。小队必须由玩家拥有。【功能:AI基地分配】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2629) | |
| AIPlayer_SetStrategicBaseIntention( PlayerID player, String intentionName, Real value ) | |
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设置玩家的基础战略意图。【功能:AI战略意图设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (1441) | |
| AIPlayer_ToggleDrawCachedPath( Integer requestingID, Boolean on ) | |
|
切换指定路径的调试绘制,-1将绘制所有路径。【功能:AI路径调试绘制】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (1123) | |
| AIPlayer_UpdateGathering( PlayerID pPlayer ) | |
|
更新遭遇战AI想要采集的资源。【功能:AI采集更新】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (908) | |
| AIPlayer_UpdateSkirmishAttackAndCaptureTasks( PlayerID pPlayer ) | |
|
请求遭遇战AI更新攻击遭遇和占领任务。【功能:AI任务更新】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (915) | |
| AIPlayer_UpdateSkirmishPlayerAbilities( PlayerID pPlayer ) | |
|
请求遭遇战AI更新玩家能力。【功能:AI能力更新】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (933) | |
| AIPlayer_UpdateSkirmishProduction( PlayerID pPlayer ) | |
|
更新遭遇战AI正在尝试生产的内容。【功能:AI生产更新】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (893) | |
| AIPlayer_UpdateSkirmishScoutingTasks( PlayerID pPlayer ) | |
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请求遭遇战AI更新侦察遭遇。【功能:AI侦察更新】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (924) | |
| AISquad_FindFilteredCoverCompareCurrent( PlayerID player, SquadID aiSquad, Real maxPathDistanceFromGoal, Boolean compareToCurrentCover ) | |
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尝试在指定位置的某半径范围内寻找掩体,移动最大距离到达那里,并可能与当前位置的掩体进行比较。如果未找到掩体,则返回无效位置。【功能:AI掩体查找】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (276) | |
| AISquad_GetClosestCuttableObstruction( SquadID pSquad, Real radius ) | |
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返回距离指定小队最近的可切割障碍物实体。【功能:AI障碍物查找】 |
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| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2331) | |
| AISquad_GetClosestObstruction( SquadID pSquad, Real radius, Boolean bFilterAllied ) | |
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返回距离指定小队最近的障碍物实体。【功能:AI障碍物查找】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2319) | |
| AISquad_GetClosestObstructionOfType( SquadID pSquad, Real radius, PropertyBagGroup pbgtype ) | |
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返回距离指定小队最近的指定类型障碍物实体。【功能:AI障碍物查找】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (2325) | |
| AISquad_GetClumpFarBound( SquadID aiSquad, Integer clumpIndex, Integer targetFilterFlags ) | |
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获取相对于指定小队的集群远端位置。【功能:AI集群边界获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (851) | |
| AISquad_GetCurrentFallBackPosition( SquadID aiSquad ) | |
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返回当前的撤退位置。【功能:AI撤退位置获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (236) | |
| AISquad_HasBeenAttacked( SquadID pAISquad, Integer historyTicks ) | |
|
检查小队是否在指定时间内被攻击过。【功能:AI攻击状态检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (217) | |
| AISquad_HasFiredWeapon( SquadID pAISquad, Integer historyTicks ) | |
|
检查小队是否在指定时间内开火过。【功能:AI开火状态检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (207) | |
| AISquad_HasPathWithinDistance( SquadID aiSquad, Position targetPosition, Real maxDistance ) | |
|
如果AI小队与目标之间存在小于最大距离的路径,则返回true。【功能:AI路径距离检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (295) | |
| AISquad_ShouldFallBackOrBraceSelf( SquadID pAISquad ) | |
|
根据当前情况检查小队是否应该撤退或准备防御。【功能:AI战术决策】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (228) | |
| AITactic_GetObjectiveTimerSeconds( Integer objectiveID ) | |
|
获取目标计时器的秒数。【功能:AI计时器获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\lualibs\LuaLibAIUtility.cpp] (3023) | |
| AllMarkers_FromName( String name, String type ) | |
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返回场景编辑器中具有指定名称的所有ScarMarker。如果不关心类型,传入空字符串("")。【功能:标记点获取】 The type is defined on the ScarMarkerBlueprint in the Scenario Editor\n |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (85) | |
| App_ClearMovieModeFramerate( ) | |
|
移除电影模式的帧率限制。【功能:帧率设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibApp.cpp] (1112) | |
| app_currenttime( ) | |
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返回当前应用程序时间。【功能:时间获取】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibApp.cpp] (484) | |
| app_setidealframerate( Integer frameRate ) | |
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设置游戏的理想帧率。设置为0表示无帧率限制。【功能:帧率设置】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibApp.cpp] (478) | |
| App_SetMovieModeFramerate( Integer frameRate ) | |
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以指定帧率运行游戏(用于录制电影)。仅支持60或120,其他值默认为60。设置为0禁用电影模式。【功能:电影模式帧率设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibApp.cpp] (1106) | |
| Camera_ClampToMarker( MarkerID marker ) | |
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将相机目标位置限制在标记点。【功能:相机限制】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (605) | |
| Camera_ExecuteBSplinePan( Real totalT, Boolean controlRotation ) | |
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基于排队的控制点执行样条平移。使用B样条插值点。【功能:相机平移】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (195) | |
| Camera_ExecuteCaptureCameraPan( StackVarTable cameraPanTable ) | |
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执行使用捕获工具捕获的相机平移。期望"camera_spline"相机集已推送到CameraSwitchboard,使用Camera_Push("camera_spline")。返回样条持续时间,以便用户可以调用Camera_Pop()。【功能:相机平移】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (203) | |
| Camera_ExecuteCatromSplinePan( Real totalT, Boolean controlRotation ) | |
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基于排队的控制点执行样条平移。使用Catmull-Rom插值点。【功能:相机平移】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (189) | |
| Camera_ExecuteLinearSplinePan( Real totalT, Boolean controlRotation ) | |
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基于排队的控制点执行样条平移。使用点之间的线性插值。【功能:相机平移】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (183) | |
| Camera_FocusOnPosition( Position position ) | |
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将相机聚焦到指定位置。【功能:相机聚焦】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (110) | |
| Camera_FollowEntity( EntityID entity ) | |
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使相机跟随指定实体。【功能:相机跟随】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (410) | |
| Camera_FollowSelection( ) | |
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使相机跟随当前完整选择。【功能:相机跟随】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (419) | |
| Camera_FollowSquad( SquadID squad ) | |
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使相机跟随指定小队。【功能:相机跟随】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (433) | |
| Camera_GetCurrentPos( ) | |
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获取相机的当前位置。(相机当前所在位置。)【功能:相机位置获取】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (558) | |
| Camera_GetCurrentTargetPos( ) | |
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获取相机的当前目标位置。(相机当前所在位置。)【功能:相机位置获取】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (552) | |
| Camera_GetDeclination( ) | |
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获取相机的当前倾斜角。【功能:相机角度获取】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (454) | |
| Camera_GetDefaultOrbit( ) | |
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获取相机的默认轨道旋转。【功能:相机旋转获取】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (466) | |
| Camera_GetOrbit( ) | |
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获取相机的当前轨道旋转。【功能:相机旋转获取】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (460) | |
| Camera_GetPivot( ) | |
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获取相机的枢轴点。(相机围绕旋转的位置。)【功能:相机枢轴获取】 For autodeclinate camera, this is the lookat position. |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (565) | |
| Camera_GetTargetPos( ) | |
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获取相机的期望目标位置。(相机试图到达的位置。)【功能:相机位置获取】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (546) | |
| Camera_GetZoomDist( ) | |
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获取相机的当前缩放距离。【功能:相机缩放获取】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (472) | |
| Camera_HideMesh( ) | |
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隐藏相机网格。【功能:相机网格隐藏】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (73) | |
| Camera_IsInputEnabled( ) | |
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返回相机输入的启用/禁用状态。(非确定性)【功能:相机输入状态检测】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (593) | |
| Camera_IsMeshShown( ) | |
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相机网格是否正在显示?【功能:相机网格状态检测】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (42) | |
| Camera_QueueRelativeSplinePanPos( Position deltaPos ) | |
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通过相对于上一个排队位置的位置排队一个样条控制点。平移延迟直到执行函数请求。【功能:相机控制点排队】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (137) | |
| Camera_QueueSplinePanPos( Position pos ) | |
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通过绝对位置排队一个样条控制点。平移延迟直到执行函数请求。【功能:相机控制点排队】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (144) | |
| Camera_ResetFocus( ) | |
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使相机停止跟随任何东西。【功能:相机跟随重置】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (442) | |
| Camera_ResetOrbit( ) | |
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设置相对于当前轨道的相机轨道(相对旋转)。【功能:相机旋转重置】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (514) | |
| Camera_ResetToDefault( ) | |
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将相机位置重置为默认初始位置。【功能:相机位置重置】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (448) | |
| Camera_SetDeclination( Real declination ) | |
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设置相机的当前倾斜角。【功能:相机角度设置】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (478) | |
| Camera_SetDefaultDeclination( Real declination ) | |
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设置相机的默认倾斜角。【功能:相机角度设置】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (490) | |
| Camera_SetDefaultOrbit( Real orbit ) | |
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设置相机的默认轨道旋转。【功能:相机旋转设置】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (502) | |
| Camera_SetDefaultZoomDist( Real distance ) | |
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设置相机的默认缩放距离。【功能:相机缩放设置】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (540) | |
| Camera_SetFov( Real fov ) | |
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设置相机的当前视野范围。【功能:相机视野设置】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (484) | |
| Camera_SetInputEnabled( Boolean enabled ) | |
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启用/禁用相机输入。【功能:相机输入控制】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (599) | |
| Camera_SetOrbit( Real orbit ) | |
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设置相机的当前轨道旋转。【功能:相机旋转设置】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (496) | |
| Camera_SetOrbitRelative( Real deltaOrbit ) | |
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设置相对于当前轨道的相机轨道(相对旋转)。【功能:相机旋转设置】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (508) | |
| Camera_SetZoomDist( Real distance ) | |
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设置相机的当前缩放距离。【功能:相机缩放设置】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (534) | |
| Camera_ShowMesh( ) | |
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显示相机网格。【功能:相机网格显示】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (63) | |
| Camera_StartDeltaOrbit( Real deltaOrbit, Real totalT ) | |
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在指定时间内将相机从当前轨道位置顺时针旋转指定度数。【功能:相机轨道旋转】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (521) | |
| Camera_StartOrbit( Real endOrbit, Real totalT ) | |
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在指定时间内将相机从当前轨道位置旋转到目标轨道位置。将选择最短旋转方向。【功能:相机轨道旋转】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (528) | |
| Camera_StartPan( Position startPos, Position endPos, Real totalT, Real zoomDistance ) | |
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在指定时间内将相机在两个位置之间平移。将相机插值到指定缩放。【功能:相机平移】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (117) | |
| Camera_StartPanTo( Position endPos, Real totalT, Real zoomDistance ) | |
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在指定时间内将相机从队列前面的位置平移到目标位置。【功能:相机平移】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (123) | |
| Camera_StartRelativePan( Position deltaPos, Real totalT, Real zoomDistance ) | |
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在指定时间内将相机平移一定量。这是相对于队列前面的位置。【功能:相机平移】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (130) | |
| Camera_StartRelativeZoomDist( Real deltaZoomDist, Real totalT ) | |
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开始在指定时间内过渡到相对缩放距离。【功能:相机缩放过渡】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (404) | |
| Camera_StartZoomDist( Real startZoomDist, Real endZoomDist, Real totalT ) | |
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开始在指定时间内从一个缩放距离过渡到另一个。【功能:相机缩放过渡】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (392) | |
| Camera_StartZoomDistTo( Real endZoomDist, Real totalT ) | |
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开始在指定时间内过渡到指定缩放距离。【功能:相机缩放过渡】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (398) | |
| Camera_StopPan( ) | |
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停止正在进行的相机平移。【功能:相机平移停止】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (386) | |
| Camera_ToggleDebugCamera( ) | |
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切换调试自由相机。【功能:调试相机切换】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (571) | |
| Camera_ToggleMeshShown( Boolean show ) | |
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切换相机网格显示。【功能:相机网格切换】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (53) | |
| Camera_Unclamp( ) | |
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释放相机(使其不再被限制在标记点)。【功能:相机限制解除】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (623) | |
| Cheat_GrantAllRibbonsAndMedals( ) | |
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作弊:授予所有勋章和奖章。【功能:作弊功能】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibApp.cpp] (606) | |
| Cheat_ResetAchievementProgress( ) | |
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作弊:重置所有成就进度。【功能:作弊功能】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibApp.cpp] (600) | |
| cmdline_string( String name ) | |
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获取命令行参数的值。【功能:命令行参数获取】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibApp.cpp] (537) | |
| cursor_hide( ) | |
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隐藏光标。【功能:光标隐藏】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibApp.cpp] (466) | |
| cursor_setposition( Real x, Real y ) | |
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设置光标位置。【功能:光标位置设置】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibApp.cpp] (472) | |
| cursor_show( ) | |
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显示光标。【功能:光标显示】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibApp.cpp] (460) | |
| dca_get_variable_value( EntityID pEntity, String variableName ) | |
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获取实体的DCA变量值。可用于从Lua验证呈现状态。【功能:DCA变量获取】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\global\LuaLibSimVis.cpp] (217) | |
| Decal_GetNextDecalId( ) | |
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返回当前使用的贴花ID;与Decal_RemoveAllDecalsAfterId配合使用。【功能:贴花ID获取】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (93) | |
| Decal_RemoveAllDecalsAfterId( Integer id ) | |
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删除指定ID之后(含)的所有已放置贴花;与Decal_GetNextDecalId配合使用。【功能:贴花删除】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (108) | |
| dr_clear( String frame ) | |
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清除调试渲染。【功能:调试渲染清除】 |
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| Source: [E:\P4Share\engine\source\runtime\essence\public\essence\lua\lualibs\LuaLibDebugRender.cpp] (22) | |
| dr_drawCircle( String frame, Real x, Real y, Real z, Real radius, Integer r, Integer g, Integer b ) | |
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绘制一个圆形,定位在3D空间,对齐屏幕。【功能:调试圆形绘制】 |
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| Source: [E:\P4Share\engine\source\runtime\essence\public\essence\lua\lualibs\LuaLibDebugRender.cpp] (56) | |
| dr_setautoclear( String frame, Boolean bEnable ) | |
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为命名帧设置自动清除。【功能:调试自动清除设置】 |
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| Source: [E:\P4Share\engine\source\runtime\essence\public\essence\lua\lualibs\LuaLibDebugRender.cpp] (28) | |
| dr_setdisplay( String frame, Boolean bEnable ) | |
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设置命名帧的显示。【功能:调试显示设置】 |
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| Source: [E:\P4Share\engine\source\runtime\essence\public\essence\lua\lualibs\LuaLibDebugRender.cpp] (34) | |
| dr_text2d( String frame, Real x, Real y, String cmd, Integer r, Integer g, Integer b ) | |
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绘制文本,定位在2D,对齐屏幕。【功能:调试文本绘制】 (x,y) gives position in normalized screen coordinates cmd is the text to print r,g,b give colour values from 0-255 |
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| Source: [E:\P4Share\engine\source\runtime\essence\public\essence\lua\lualibs\LuaLibDebugRender.cpp] (44) | |
| dr_text3d( String frame, Real x, Real y, Real z, String cmd, Integer r, Integer g, Integer b ) | |
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绘制文本,定位在3D,对齐屏幕。【功能:调试文本绘制】 |
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| Source: [E:\P4Share\engine\source\runtime\essence\public\essence\lua\lualibs\LuaLibDebugRender.cpp] (50) | |
| DrawOBB( RenderModel* pModel, Transform& transform ) | |
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绘制模型的参考姿态定向包围盒。【功能:调试包围盒绘制】 |
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| Source: [E:\P4Share\engine\source\runtime\essence\public\essence\renderer\renderanim\RenderModelUtil.h] (41) | |
| EGroup_CallEntityFunction( EGroupID egroup, Function entityFunction, variable argument list ) | |
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对实体组中的每个实体调用Entity_函数。【功能:实体组函数调用】 Example: EGroup_CallEntityFunction( eg_emplacements, Entity_SetAnimatorAction, actionName ) will call Entity_SetAnimatorAction( entity, actionName ) for every entity in eg_emplacements The first parameter of the supplied function must be EntityID |
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| Source: [E:\P4Share\engine\assets\engine\scar\groups.scar] (347) | |
| EGroup_CallEntityFunctionAllOrAny( EGroupID egroup, Boolean all, Function entityFunction, variable argument list ) | |
|
返回实体组中所有或任一实体是否满足条件,使用Entity_函数对每个实体执行查询。【功能:实体组条件检测】 Example: EGroup_CallEntityFunctionAllOrAny( eg_emplacements, ANY, Misc_IsEntityOnScreen, pct ) will call Misc_IsEntityOnScreen( entity, pct ) to determine whether ANY entity in eg_emplacements is on screen The first parameter of the supplied function must be EntityID |
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| Source: [E:\P4Share\engine\assets\engine\scar\groups.scar] (358) | |
| Event_Save( SaveTriggerType type ) | |
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以与Event_Start相同的方式启动保存事件,但自动设置最高优先级并提升请求。【功能:事件保存】 up the queue automatically. It waits for the existing event to finish, and does not cancel the existing event. STT_Quick: Saves the game by user request. Name is generated from campaign mission or skirmish preset name. STT_Auto: Campaign only. Saves the game by script request. Name is generated from campaign mission. STT_Standard: Saves the game using the name provided, overwriting if necessary - a suitable filename will be generated - saves to Campaign or Skirmish folder depending on currently running scenario STT_Dev: Saves the game using the filename provided - for development and testing only |
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| Source: [E:\P4Share\engine\source\runtime\simulation\public\simulation\lua\scar\Scar.cpp] (790) | |
| Event_SaveWithName( SaveTriggerType type, String fileName ) | |
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以与Event_Save相同的方式启动保存事件,但指定文件名。【功能:事件保存】 STT_Quick: Saves the game by user request. Name is generated from campaign mission or skirmish preset name. Supplied filename is ignored. STT_Auto: Campaign only. Saves the game by script request. Name is generated from campaign mission. Supplied filename is ignored. STT_Standard: Saves the game using the name provided, overwriting if necessary - a suitable filename will be generated - saves to Campaign or Skirmish folder depending on currently running scenario STT_Dev: Saves the game using the filename provided - for development and testing only |
|
| Source: [E:\P4Share\engine\source\runtime\simulation\public\simulation\lua\scar\Scar.cpp] (801) | |
| fatal( lua_State* state ) | |
|
向Lua抛出错误并打印错误消息。【功能:错误抛出】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\lua\AILuaUtil.cpp] (133) | |
| fatal( lua_State* state ) | |
|
Throws an error to lua and print out the error message |
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| Source: [E:\P4Share\engine\source\runtime\simulation\public\simulation\lua\scar\Scar.cpp] (187) | |
| Formation_GetDimensionsAndOffset( SGroupID sgroup ) | |
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计算指定小队阵型的尺寸和中心偏移。返回ScarPosition {x = 宽度, y = 高度, z = 沿前进方向(高度)的中心偏移}。如果出错返回零向量。【功能:阵型尺寸计算】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaFormation.cpp] (223) | |
| Formation_OverrideDefaultFormationSpotGenerator( SGroupID sgroup, String formationPBGNameShort ) | |
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用'formationPBGNameShort'指定的位置生成器覆盖'sgroup'中小队的默认位置生成器。要恢复原始默认阵型位置生成器,为'formationPBGNameShort'传入nil或空字符串。【功能:阵型位置生成器覆盖】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaFormation.cpp] (273) | |
| Formation_PlaceSquadGroupsInFormation( SGroupID sgroup, Position position, Position direction ) | |
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将小队组或小队组表放置在阵型中。【功能:阵型放置】 |
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| Source: [E:\P4Share\engine\assets\engine\scar\formation.scar] (4) | |
| Formation_PlaceSquadsInFormation( SGroupID sgroup, Position position, Position direction ) | |
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计算阵型位置并将小队位置设置为阵型位置。【功能:阵型放置】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaFormation.cpp] (158) | |
| Formation_PlaceSquadsInFormationByFormationName( SGroupID sgroup, Position position, Position direction, String formationPBGNameShort ) | |
|
使用提供的阵型位置生成器计算阵型位置并将小队位置设置为阵型位置。【功能:阵型放置】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaFormation.cpp] (193) | |
| fx_dump( ) | |
|
强制伽马值。【功能:特效伽马设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\global\LuaLibFX.cpp] (16) | |
| fx_forcelod( Integer lod ) | |
|
强制特效系统的细节级别(使用0启用动态细节级别)。【功能:特效细节级别设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\global\LuaLibFX.cpp] (42) | |
| fx_logenable( Boolean enable ) | |
|
启用特效日志记录(如果尚未启用)。【功能:特效日志启用】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\global\LuaLibFX.cpp] (23) | |
| fx_toggle( ) | |
|
切换特效开关。【功能:特效开关】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\global\LuaLibFX.cpp] (49) | |
| fx_toggleRendering( ) | |
|
切换特效渲染开关。【功能:特效渲染开关】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\global\LuaLibFX.cpp] (57) | |
| fx_usedebugshader( Boolean enable ) | |
|
使用调试着色器,将所有特效渲染为绿色。【功能:特效调试着色器】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\global\LuaLibFX.cpp] (30) | |
| Game_DeleteSaveGameDev( String filename ) | |
|
删除存档,即使当前游戏版本无法加载。【功能:存档删除】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (290) | |
| Game_EnableInput( Boolean enable ) | |
|
启用/禁用除ESC和F10外的所有输入。【功能:输入控制】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (438) | |
| Game_FastForwardProduction( Real secondsForward ) | |
|
快进所有生产队列,就像经过了x秒,返回已生产内容的信息。返回格式为{(string)PlayerID : {(string)EntityProducerName : {"research" : {(string)researchedItemName : (int)研究次数}, "production" : {(string)producedItemName : (int)生产数量}, }, }, }的Lua表。【功能:生产快进】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (559) | |
| Game_FastForwardResourceIncome( Real secondsForward ) | |
|
对所有玩家快进资源收入,就像经过了x秒。【功能:资源快进】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (663) | |
| Game_GetAutoSaveCooldownSeconds( ) | |
|
获取再次执行自动保存前的秒数。【功能:自动保存冷却获取】 Returns the number of seconds before an auto-save can be performed.\n If zero, an auto-save can be performed at any time.\n This value may change over time, and is platform dependent. |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (509) | |
| Game_GetSimRate( ) | |
|
获取模拟更新速率。【功能:模拟速率获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (500) | |
| Game_GetSPDifficulty( ) | |
|
返回当前单人游戏难度。根据比赛类型返回当前难度设置值(定义在root\sysconfig.lua中)。对于战役,返回"CampaignDifficulty"设置的当前值。对于rogue模式,返回"RogueModeDifficulty"设置的当前值。【功能:难度获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameMiscellaneous.cpp] (129) | |
| Game_GetTerrainTypeVariables( StackVarTable terrainVars ) | |
|
将地形类型值注入传入的表中,用于地形创建。【功能:地形类型获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (322) | |
| Game_HasMatchTypeFlag( Integer matchTypeFlag ) | |
|
检查场景是否具有指定的比赛类型标志。【功能:比赛类型检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (390) | |
| Game_IsDataLocked( String dataID ) | |
|
返回dataID指定位置的存储数据的锁定状态。【功能:数据锁定状态检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (736) | |
| Game_IsFtue( ) | |
|
检查场景在比赛设置中是否设置了FTUE布尔值。【功能:FTUE检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (369) | |
| Game_IsRTM( ) | |
|
用于测试游戏是否在RTM模式下运行。从命令行使用-rtm将使此函数在非RTM版本中也返回true。【功能:RTM模式检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (483) | |
| Game_IsSaving( ) | |
|
检查保存系统是否有保存排队或正在保存。【功能:保存状态检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (191) | |
| Game_LaunchSPGeneratedMap( String biomePbgName, String layoutPbgName, String sizePbgName, Integer difficulty, StackVarTable terrainResult ) | |
|
将此场景作为单人比赛加载。【功能:单人比赛加载】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (346) | |
| Game_LoadAtmosphereSettings( String fileName, String settingsName ) | |
|
将大气设置加载到目录中。这使Game_TransitionToState可以从遭遇战地图的scar文件中使用。【功能:大气设置加载】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameMiscellaneous.cpp] (146) | |
| Game_LoadBinaryDataStore( String id, String path, Integer expectedVersion ) | |
|
将二进制数据存储加载到磁盘。【功能:数据存储加载】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (710) | |
| Game_LoadFromFileDev( String filename ) | |
|
将此游戏作为单人比赛加载,期望完整路径但不包括扩展名。【功能:游戏加载】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (260) | |
| Game_LoadGame( String name ) | |
|
根据当前运行的场景,从战役或遭遇战文件夹加载指定内部名称的存档。【功能:存档加载】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (215) | |
| Game_LoadSP( String scenarioName, Integer difficulty ) | |
|
将此场景作为单人比赛加载。【功能:单人比赛加载】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (304) | |
| Game_LoadTextDataStore( String id, String path ) | |
|
将文本数据存储加载到磁盘。【功能:数据存储加载】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (704) | |
| Game_LockRandom( ) | |
|
如果正在运行非确定性内容(如getlocalplayer条件),可以锁定随机数以确保调用堆栈下方没有人会使游戏随机索引不同步并导致同步错误。完成后记得解锁。【功能:随机数锁定】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (470) | |
| Game_PauseChallengeTracking( ) | |
|
暂停挑战追踪。【功能:挑战追踪暂停】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (748) | |
| Game_QuitApp( ) | |
|
立即退出应用程序。【功能:应用程序退出】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (445) | |
| Game_QuitAppWithCode( Integer exitCode ) | |
|
使用指定的退出代码立即退出应用程序。【功能:应用程序退出】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (452) | |
| Game_RemoveTableData( String path ) | |
|
删除指定路径的数据存储。【功能:数据存储删除】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (690) | |
| Game_ResumeChallengeTracking( ) | |
|
恢复挑战追踪。注意:暂停不等于停止/禁用。【功能:挑战追踪恢复】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (754) | |
| Game_RetrieveTableData( String dataID, Boolean clearFromStorage ) | |
|
将存储在datastore[dataID]的表数据加载到名为 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (697) | |
| Game_SaveBinaryDataStore( String id, String path, Integer version ) | |
|
将二进制数据存储保存到磁盘。【功能:数据存储保存】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (723) | |
| Game_SaveGameExistsDev( String filename ) | |
|
检查存档是否存在于开发文件夹中且可加载,期望文件名但不包括文件夹和扩展名。【功能:存档存在检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (275) | |
| Game_SaveInitAtmosphereSettings( String settingsName ) | |
|
将当前生物群系的初始大气设置加载到目录中。这使Game_TransitionToState可以从遭遇战地图的scar文件中使用。【功能:大气设置保存】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameMiscellaneous.cpp] (154) | |
| Game_SaveTextDataStore( String id, String path ) | |
|
将文本数据存储保存到磁盘。【功能:数据存储保存】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (717) | |
| Game_ScreenFade( Real r, Real g, Real b, Real a, Real timeSecs ) | |
|
在指定秒数内将屏幕淡入到指定的RGBA颜色。【功能:屏幕淡入】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (459) | |
| Game_SendCustomChallengeEvent( PlayerID player, ChallengeEventType eventType, Real amount ) | |
|
更新游戏内成就或挑战的状态。【功能:挑战事件发送】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (742) | |
| Game_SendTributeSentEvent( PlayerID player, Real amountsBeforeTax ) | |
|
发送向其他玩家进贡资源的事件。【功能:进贡事件发送】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (958) | |
| Game_SetDataLock( String dataID, Boolean lock ) | |
|
设置dataID指定位置的存储数据的锁定状态。【功能:数据锁定设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (730) | |
| Game_SetSimRate( Real rate ) | |
|
设置模拟更新速率。【功能:模拟速率设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (494) | |
| Game_ShowPauseMenu( ) | |
|
显示暂停菜单。游戏直到当前模拟帧结束才会暂停,因此函数中Game_ShowPauseMenu之后的任何内容仍会执行,以及设置为在该帧运行的任何规则。【功能:暂停菜单显示】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\wpfgfrontend\hud\lua\LuaLibWPFGUI.cpp] (643) | |
| Game_StoreTableData( String dataID, RefTable table ) | |
|
将提供的表存储到dataID指定位置的长期数据存储中。如果已存在表,将替换它。【功能:表数据存储】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (683) | |
| Game_TransitionToState( String stateName, Real transitionTimeSec ) | |
|
过渡到另一个大气状态。覆盖当前过渡。使用预定义的大气设置(仅与EEditor地图兼容)。【功能:大气过渡】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameMiscellaneous.cpp] (138) | |
| Game_UnLockRandom( ) | |
|
仅从之前的lockrandom调用解锁随机数。【功能:随机数解锁】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (476) | |
| GetCameraNameFromPbgName( String pbgPath ) | |
|
从蓝图路径获取相机名称。【功能:相机名称获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (34) | |
| Initialize( ) | |
|
一个类似类的对象,用作单例来读写JSON文件。【功能:JSON文件读写】 Initializes based on command line parameter -test_result_file <alias:path>. Checks for temporary logs on creation and inserts them into the result data. NOTE: A lot of information in the file is redundant to make it easier to process and easier to read for a human. |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\standard_test.scar] (154) | |
| inv_dump( ) | |
|
将库存内容转储到文件。【功能:库存转储】 |
|
| Source: [E:\P4Share\engine\source\runtime\essence\public\essence\lua\lualibs\LuaLibInventory.cpp] (14) | |
| IsEconomyClassStructure_CS( PropertyBagGroup pbg ) | |
|
如果蓝图类列表包含具有经济效用的类型,则返回true。【功能:经济建筑检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\aiproduction\AIProductionUtil.cpp] (632) | |
| IsSecuringStructure_CS( PropertyBagGroup pbg ) | |
|
此建筑是否可用于占领领土。【功能:领土占领建筑检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\aiproduction\AIProductionUtil.cpp] (610) | |
| IsSecuringStructurePlacedOnPoint_CS( PropertyBagGroup pbg ) | |
|
此建筑是否可用于占领领土。【功能:领土占领建筑检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\aiproduction\AIProductionUtil.cpp] (621) | |
| IsStructure_CS( PropertyBagGroup pbg ) | |
|
如果此对象是建筑(具有site_ext的对象),则返回true。【功能:建筑类型检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\ai\public\ai\aiproduction\AIProductionUtil.cpp] (604) | |
| listplayers( ) | |
|
打印所有玩家信息。【功能:玩家信息打印】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibGlobalMiscellaneous.cpp] (245) | |
| Loadout_GetEquippedArmyUnitAtIndex( PlayerID player, Integer index ) | |
|
获取玩家当前设置种族在指定索引处装备的精英单位。【功能:精英单位获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameMiscellaneous.cpp] (180) | |
| Loadout_GetEquippedArmyUnitsCount( PlayerID player ) | |
|
获取玩家当前种族当前装备的精英单位数量。【功能:精英单位计数】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameMiscellaneous.cpp] (196) | |
| LOC( String string ) | |
|
仅开发用:将ANSI文本转换为本地化文本。【功能:文本本地化】 Your text will have to get localized properly at some point before final. When converting text with this function you will get LOC: prefixed to your text |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\common\LuaLibLocalizer.cpp] (289) | |
| Loc_Empty( ) | |
|
返回一个空的本地化字符串。【功能:空本地化字符串】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\common\LuaLibLocalizer.cpp] (223) | |
| Loc_FormatInteger( Integer integer ) | |
|
返回包含整数的本地化字符串。【功能:整数格式化】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\common\LuaLibLocalizer.cpp] (147) | |
| Loc_FormatNumber( Real number, Integer numDecimalPlaces ) | |
|
返回包含指定小数位数的数字的本地化字符串。【功能:数字格式化】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\common\LuaLibLocalizer.cpp] (155) | |
| Loc_FormatTime_H_M_S( Real secs, Boolean leading_zeroes ) | |
|
返回格式化的时间字符串(小时、分钟和秒)。可省略前导零。【功能:时间格式化】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\common\LuaLibLocalizer.cpp] (167) | |
| Loc_FormatTime_M_S( Real secs, Boolean leading_zeroes ) | |
|
返回格式化的时间字符串(分钟和秒)。可省略前导零。【功能:时间格式化】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\common\LuaLibLocalizer.cpp] (186) | |
| Loc_FormatTime_M_S_MS( Real secs, Boolean leading_zeroes ) | |
|
返回格式化的时间字符串(分钟、秒和毫秒)。可省略前导零。【功能:时间格式化】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\common\LuaLibLocalizer.cpp] (204) | |
| Loc_GetString( StackVar id ) | |
|
返回由指定ID标识的本地化字符串。【功能:本地化字符串获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\common\LuaLibLocalizer.cpp] (229) | |
| lockstep_simulation_presentation_toggle( ) | |
|
以锁定步进方式运行模拟和呈现,每帧执行模拟(对调试同步错误有用)。【功能:锁定步进模式切换】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibApp.cpp] (252) | |
| Marker_Create( String name, String type, Position pos, Position direction, Real radius ) | |
|
返回具有指定属性的新创建标记点。[direction]期望方向向量,而不是相对于[pos]的位置。【功能:标记点创建】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (106) | |
| Marker_CreateMarkerFromEntityMarker( EntityID entity, String internalMarker, String newMarker ) | |
|
在实体中查找标记点,在那里创建SCAR标记点并返回新标记点的名称。【功能:实体标记点创建】 Uses the MarkerExt to find a marker inside an entity. Creates a SCAR marker at the internal marker's location. Returns the new SCAR marker's name. |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (167) | |
| Marker_Destroy( MarkerID marker ) | |
|
删除此标记点,仅推荐用于动态创建的标记点。【功能:标记点删除】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (142) | |
| Marker_DoesNumberAttributeExist( MarkerID marker, String name ) | |
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如果标记点类型存在通用数字属性,则返回true。【功能:标记点属性检测】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (315) | |
| Marker_DoesStringAttributeExist( MarkerID marker, String name ) | |
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如果标记点类型存在通用字符串属性,则返回true。【功能:标记点属性检测】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (303) | |
| Marker_Exists( String name, String type ) | |
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如果标记点存在则返回true。如果不关心类型,传入空字符串("")。【功能:标记点存在检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (91) | |
| Marker_FromName( String name, String type ) | |
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从场景编辑器返回ScarMarker。如果不关心类型,传入空字符串("")。【功能:标记点获取】 The type is defined on the ScarMarkerBlueprint in the Scenario Editor\n |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (58) | |
| Marker_GetDirection( MarkerID marker ) | |
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返回标记点方向的向量。【功能:标记点方向获取】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (334) | |
| Marker_GetName( MarkerID marker ) | |
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返回指定标记点的名称。此值在场景编辑器中设置。【功能:标记点名称获取】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (259) | |
| Marker_GetNumberAttribute( MarkerID marker, String name ) | |
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返回标记点中定义的通用数字属性。【功能:标记点属性获取】 Different marker types have different attributes. Note: All marker types have Name and Proximity. Do not use this function to retrieve these values, use Marker_GetName and Marker_GetProximity instead. |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (275) | |
| Marker_GetPosition( MarkerID marker ) | |
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返回指定标记点的位置。【功能:标记点位置获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (148) | |
| Marker_GetProximityDimensionsOrDefault( MarkerID marker, Real defaultWidth, Real defaultHeight ) | |
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返回指定标记点的接近范围尺寸。如果非矩形,返回默认值。尺寸是2D但以3D世界空间返回(地形映射到x,z)。此值在场景编辑器中设置。【功能:标记点范围获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (216) | |
| Marker_GetProximityRadius( MarkerID marker ) | |
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返回指定标记点的接近范围半径。如果非圆形,返回默认值。此值在场景编辑器中设置。【功能:标记点范围获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (243) | |
| Marker_GetProximityRadiusOrDefault( MarkerID marker, Real defaultValue ) | |
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返回指定标记点的接近范围半径。如果非圆形,返回默认值。此值在场景编辑器中设置。【功能:标记点范围获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (230) | |
| Marker_GetStringAttribute( MarkerID marker, String name ) | |
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返回标记点中定义的通用字符串属性。【功能:标记点属性获取】 Different marker types can have different attributes.\n Note: All marker types have Name and Proximity. Do not use this function to retrieve these values, use Marker_GetName and Marker_GetProximity instead.\n See markertypes.lua for a listing of all the marker types. |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (292) | |
| Marker_GetType( MarkerID marker ) | |
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返回指定标记点的类型名称。这是场景编辑器中的类型名称(放置标记点时显示的名称)。【功能:标记点类型获取】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (266) | |
| Marker_HasProximityRange( MarkerID marker ) | |
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返回标记点是否具有定义的(非默认)接近范围。【功能:标记点范围检测】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (208) | |
| Marker_InProximity( MarkerID marker, Position pos ) | |
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如果指定位置在标记点的接近范围半径或矩形内(取决于类型),则返回true。【功能:标记点范围检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (328) | |
| Marker_SetProximityCircle( MarkerID marker, Real radius ) | |
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将标记点的接近范围形状设置为指定半径的圆形。【功能:标记点范围设置】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (129) | |
| Marker_SetProximityPoint( MarkerID marker ) | |
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将标记点的接近范围形状设置为点标记点(无接近范围)。【功能:标记点范围设置】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (123) | |
| Marker_SetProximityRectangle( MarkerID marker, Real width, Real height ) | |
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将标记点的接近范围形状设置为指定宽度和高度的矩形。【功能:标记点范围设置】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (135) | |
| Marker_StartActionAt( String name, Position pos ) | |
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在指定位置启动动作。返回ID以便使用Marker_StopActionById停止动作。【功能:标记点动作启动】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (365) | |
| Marker_StopActionById( Integer id ) | |
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通过ID停止动作。Marker_StartActionAt返回的ID可在此使用。【功能:标记点动作停止】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaMarker.cpp] (375) | |
| memdump( ) | |
|
将已分配内存的操作系统映射写入日志文件夹。【功能:内存转储】 |
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| Source: [E:\P4Share\engine\source\runtime\essence\public\essence\lua\lualibs\LuaLibMemory.cpp] (60) | |
| memdumpf( String foldername ) | |
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将已分配内存的操作系统映射写入日志文件夹。【功能:内存转储】 |
|
| Source: [E:\P4Share\engine\source\runtime\essence\public\essence\lua\lualibs\LuaLibMemory.cpp] (81) | |
| mempoolcount( ) | |
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返回内存池数量。【功能:内存池计数】 |
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| Source: [E:\P4Share\engine\source\runtime\essence\public\essence\lua\lualibs\LuaLibMemory.cpp] (24) | |
| mempoolinuse( Integer int ) | |
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给定池ID,返回当前使用的内存。【功能:内存使用获取】 |
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| Source: [E:\P4Share\engine\source\runtime\essence\public\essence\lua\lualibs\LuaLibMemory.cpp] (36) | |
| mempoolmax( Integer int ) | |
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给定池ID,返回此池已分配的最大内存量。【功能:内存最大值获取】 |
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| Source: [E:\P4Share\engine\source\runtime\essence\public\essence\lua\lualibs\LuaLibMemory.cpp] (44) | |
| mempoolname( Integer poolid ) | |
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给定池ID,返回池的名称。【功能:内存池名称获取】 |
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| Source: [E:\P4Share\engine\source\runtime\essence\public\essence\lua\lualibs\LuaLibMemory.cpp] (52) | |
| memshrink( ) | |
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请求操作系统减少分配给游戏的内存。【功能:内存收缩】 |
|
| Source: [E:\P4Share\engine\source\runtime\essence\public\essence\lua\lualibs\LuaLibMemory.cpp] (15) | |
| memtofile( String pool ) | |
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将指定池的所有分配内容写入文件。【功能:内存内容写入】 |
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| Source: [E:\P4Share\engine\source\runtime\essence\public\essence\lua\lualibs\LuaLibMemory.cpp] (135) | |
| Misc_AbortToFE( ) | |
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直接退出游戏到前端,不询问用户。【功能:强制退出】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameMiscellaneous.cpp] (82) | |
| Misc_AppendToFile( String filename, String text ) | |
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将指定字符串追加到文件,期望接收带有别名的文件名,保留现有文件内容。返回成功写入的字节数。【功能:文件追加】 |
|
| Source: [E:\P4Share\engine\source\runtime\essence\public\essence\lua\lualibs\LuaLibFileSystem.cpp] (90) | |
| Misc_DetectKeyboardInput( Real sinceTime ) | |
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如果应用程序在过去一秒内有任何键盘输入,则返回true。【功能:键盘输入检测】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameMiscellaneous.cpp] (268) | |
| Misc_DetectMouseInput( Real sinceTime ) | |
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如果应用程序在过去一秒内有任何鼠标输入,则返回true。【功能:鼠标输入检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameMiscellaneous.cpp] (257) | |
| Misc_EnablePerformanceTest( Boolean toEnable ) | |
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开启或关闭性能测试监控。【功能:性能测试控制】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibGlobalMiscellaneous.cpp] (192) | |
| Misc_GetCommandLineString( String option ) | |
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返回命令行选项的字符串参数。例如:对于"-init test.lua",它将返回"test.lua"。【功能:命令行参数获取】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameSetup.cpp] (23) | |
| Misc_GetFileSize( String filename ) | |
|
返回文件大小,期望接收带有别名的文件名。返回文件大小,如果无法读取则返回0。【功能:文件大小获取】 |
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| Source: [E:\P4Share\engine\source\runtime\essence\public\essence\lua\lualibs\LuaLibFileSystem.cpp] (55) | |
| Misc_IsCommandLineOptionSet( String option ) | |
|
如果命令行中指定了-option,则返回true。【功能:命令行选项检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameSetup.cpp] (11) | |
| Misc_IsDevMode( ) | |
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返回游戏是否在开发模式下运行。【功能:开发模式检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameSetup.cpp] (67) | |
| Misc_IsPosOnScreen( Position pos, Real percent ) | |
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检查位置是否在屏幕上(1表示整个屏幕,0.5表示从中心点开始的50%屏幕)。【功能:屏幕位置检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameCamera.cpp] (630) | |
| Misc_QueryDataDirectory( String pathQuery, Boolean recursiveFind ) | |
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假设'data:'为根目录;返回包含匹配指定路径的文件名的表。【功能:数据目录查询】 Wildcards are allowed. |
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| Source: [E:\P4Share\engine\source\runtime\essence\public\essence\lua\lualibs\LuaLibFileSystem.cpp] (155) | |
| Misc_QueryDirectory( String pathQuery, Boolean recursiveFind ) | |
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返回包含匹配指定路径的文件名的表。【功能:目录查询】 Wildcards are allowed. |
|
| Source: [E:\P4Share\engine\source\runtime\essence\public\essence\lua\lualibs\LuaLibFileSystem.cpp] (138) | |
| Misc_ReadFile( String filename ) | |
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将文件作为字符串读取,期望接收带有别名的文件名。返回文件内容,如果无法读取则返回空字符串。【功能:文件读取】 |
|
| Source: [E:\P4Share\engine\source\runtime\essence\public\essence\lua\lualibs\LuaLibFileSystem.cpp] (70) | |
| Misc_RemoveFile( String filename ) | |
|
删除指定文件,期望接收带有别名的文件名。如果文件已删除或原本不存在则返回true,否则返回false。【功能:文件删除】 |
|
| Source: [E:\P4Share\engine\source\runtime\essence\public\essence\lua\lualibs\LuaLibFileSystem.cpp] (125) | |
| Misc_Screenshot( ) | |
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保存截图。【功能:截图保存】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibGlobalMiscellaneous.cpp] (166) | |
| Misc_ScreenshotExt( String fileExtension ) | |
|
设置截图的图形文件类型(.jpg, .tga)。【功能:截图格式设置】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibGlobalMiscellaneous.cpp] (160) | |
| Misc_SetCurrentAutotest( String description ) | |
|
设置当前使用的自动测试。用于在崩溃报告中设置默认文本。【功能:自动测试设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameMiscellaneous.cpp] (279) | |
| Misc_SetDesignerSplatsVisibility( Boolean bVisible ) | |
|
显示或隐藏设计师贴花,即UI文件夹中的贴花。【功能:设计师贴花可见性】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibGlobalMiscellaneous.cpp] (209) | |
| Misc_WriteFile( String filename, String text ) | |
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将指定字符串写入文件,期望接收带有别名的文件名,覆盖任何现有文件内容。返回成功写入的字节数。【功能:文件写入】 |
|
| Source: [E:\P4Share\engine\source\runtime\essence\public\essence\lua\lualibs\LuaLibFileSystem.cpp] (21) | |
| Modifier_ApplyToEntity( ScarModifier modifier, EntityID entity, Real durationSeconds ) | |
|
将实体修改器应用于实体。持续时间为0表示无限期修改器。【功能:实体修改器应用】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaModifier.cpp] (166) | |
| Modifier_ApplyToPlayer( ScarModifier modifier, PlayerID player, Real durationSeconds ) | |
|
将玩家修改器应用于玩家。持续时间为0表示无限期修改器。【功能:玩家修改器应用】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaModifier.cpp] (206) | |
| Modifier_ApplyToSquad( ScarModifier modifier, SquadID squad, Real durationSeconds ) | |
|
将小队修改器应用于小队。持续时间为0表示无限期修改器。【功能:小队修改器应用】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaModifier.cpp] (127) | |
| Modifier_Create( ModifierApplicationType applicationType, String modtype, ModifierUsageType usageType, Boolean exclusive, Real value, StackVar v ) | |
|
返回一个可以应用于对象的修改器。【功能:修改器创建】 applicationType : MAT_EntityType, MAT_Entity, MAT_Player, MAT_Squad, MAT_SquadType, MAT_Weapon, MAT_EntityTypeAndDescendants,\n or MAT_SquadTypeAndDescendants.\n modtype : Name of modifier from the modifiers table in the attribute editor.\n usageType : MUT_Addition, MUT_Multiplication, MUT_MultiplyAdd or MUT_Enable.\n exclusive : This field is not currently used for modifiers created through script. \n value : The value for the modifier.\n extname : The name of the entity/squad blueprint for when the applicationType is MAT_EntityType, MAT_SquadType,\n MAT_EntityTypeAndDescendants or MAT_SquadTypeAndDescendants |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaModifier.cpp] (52) | |
| Modifier_InitResourceBasedModifierTables( ) | |
|
设置表以跟踪按资源应用的修改器。【功能:修改器表初始化】 The game specific <game_title>/modifiers.scar file should define tables with an entry per resource and pass them as arguments |
|
| Source: [E:\P4Share\engine\assets\engine\scar\modifiers.scar] (89) | |
| Modifier_IsEnabled( EntityID pEntity, String modtype, Boolean bEnabledByDefault ) | |
|
检查修改器是否启用(需要实体和实体启用/禁用修改器)。【功能:修改器状态检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaModifier.cpp] (239) | |
| MovieCapture_Start( Boolean lowResolution ) | |
|
开始捕获电影,可选择缩小到低分辨率。【功能:电影捕获启动】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibApp.cpp] (1118) | |
| MovieCapture_Stop( ) | |
|
停止之前启动的电影捕获。【功能:电影捕获停止】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibApp.cpp] (1124) | |
| network_show_calls( ) | |
|
切换未完成的网络调用信息显示。【功能:网络调用信息显示】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibApp.cpp] (440) | |
| network_show_statgraph( ) | |
|
切换网络统计图显示。【功能:网络统计图显示】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibApp.cpp] (446) | |
| Obj_Create( PlayerID player, String title, String desc, String icon, String dataTemplate, String faction, ObjectiveType type, Integer parentID, String telemetryTitle ) | |
|
创建一个目标并返回其唯一ID。【功能:目标创建】 titleLocID and descLocID are the localization IDs for the title and description text. icon is the path to the objective icon type could be OT_Primary, OT_Secondary, OT_Bonus OT_Information |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (35) | |
| Obj_Delete( Integer objectiveID ) | |
|
删除指定ID的目标。【功能:目标删除】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (66) | |
| Obj_DeleteAll( ) | |
|
删除所有目标。【功能:目标删除】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (72) | |
| Obj_GetCounterCount( Integer objectiveID ) | |
|
获取目标上计数器的当前计数。【功能:目标计数获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (276) | |
| Obj_GetCounterMax( Integer objectiveID ) | |
|
获取目标上计数器的最大计数。【功能:目标计数获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (326) | |
| Obj_GetCounterType( Integer objectiveID ) | |
|
获取目标的计数器类型。【功能:目标计数器类型获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (201) | |
| Obj_GetCounterVisible( Integer objectiveID ) | |
|
获取计数器可见性。(非确定性)【功能:目标计数器可见性获取】 True by default |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (240) | |
| Obj_GetProgress( Integer objectiveID ) | |
|
获取目标进度条值。【功能:目标进度获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (189) | |
| Obj_GetProgressVisible( Integer objectiveID ) | |
|
获取目标进度条可见性。(非确定性)【功能:目标进度可见性获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (167) | |
| Obj_GetSecondaryCounterCount( Integer objectiveID ) | |
|
获取目标上次级计数器的当前计数。【功能:目标次级计数获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (453) | |
| Obj_GetSecondaryCounterMax( Integer objectiveID ) | |
|
获取目标上次级计数器的最大计数。【功能:目标次级计数获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (503) | |
| Obj_GetSecondaryCounterType( Integer objectiveID ) | |
|
获取目标的次级计数器类型。【功能:目标次级计数器类型获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (378) | |
| Obj_GetSecondaryCounterVisible( Integer objectiveID ) | |
|
获取次级计数器可见性。(非确定性)【功能:目标次级计数器可见性获取】 True by default |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (417) | |
| Obj_GetShowColour( Integer objectiveID ) | |
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设置是否显示颜色。【功能:目标颜色显示获取】 IE. Wonder controlled by player's colour |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (600) | |
| Obj_GetState( Integer objectiveID ) | |
|
获取目标状态(OS_Off, OS_Incomplete, OS_Complete, OS_Failed)。(非确定性)【功能:目标状态获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (123) | |
| Obj_GetVisible( Integer objectiveID ) | |
|
获取目标可见性。(非确定性)【功能:目标可见性获取】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (145) | |
| Obj_SetColour( Integer objectiveID, Integer red, Integer green, Integer blue, Integer alpha ) | |
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设置目标颜色。依次为红、绿、蓝、透明度。【功能:目标颜色设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (555) | |
| Obj_SetCounterCount( Integer objectiveID, Integer count ) | |
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设置目标上计数器的当前计数。【功能:目标计数设置】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (301) | |
| Obj_SetCounterMax( Integer objectiveID, Integer max ) | |
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设置目标上计数器的最大计数。【功能:目标计数设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (352) | |
| Obj_SetCounterTimerSeconds( Integer objectiveID, Real timerSeconds ) | |
|
设置带计时器的目标的秒数。仅用于通知UI。【功能:目标计时器设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (252) | |
| Obj_SetCounterType( Integer objectiveID, Integer counterType ) | |
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设置目标的计数器类型。【功能:目标计数器类型设置】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (212) | |
| Obj_SetCounterVisible( Integer objectiveID, Boolean visible ) | |
|
设置计数器可见性。【功能:目标计数器可见性设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (229) | |
| Obj_SetDescription( Integer objectiveID, String desc ) | |
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设置目标的描述文本本地化ID。【功能:目标描述设置】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (90) | |
| Obj_SetIcon( Integer objectiveID, String icon ) | |
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设置目标的图标路径。【功能:目标图标设置】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (102) | |
| Obj_SetObjectiveFunction( Integer id, ObjectiveFn fnType, LuaFunction f ) | |
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设置目标的回调函数。(非确定性)【功能:目标回调设置】 FN_OnActivate is for triggering situation report. FN_OnShow is used to assign UI element when tactical map is open. FN_OnSelect is used to assign UI element when the objective is highlighted |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (567) | |
| Obj_SetProgress( Integer objectiveID, Real progress ) | |
|
设置目标进度条值。【功能:目标进度设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (179) | |
| Obj_SetProgressVisible( Integer objectiveID, Boolean visible ) | |
|
设置目标进度条可见性。【功能:目标进度可见性设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (157) | |
| Obj_SetSecondaryCounterCount( Integer objectiveID, Integer count ) | |
|
设置目标上次级计数器的当前计数。【功能:目标次级计数设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (478) | |
| Obj_SetSecondaryCounterMax( Integer objectiveID, Integer max ) | |
|
设置目标上次级计数器的最大计数。【功能:目标次级计数设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (529) | |
| Obj_SetSecondaryCounterTimerSeconds( Integer objectiveID, Real timerSeconds ) | |
|
设置带计时器的目标的次级计时器秒数。仅用于通知UI。【功能:目标次级计时器设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (429) | |
| Obj_SetSecondaryCounterType( Integer objectiveID, Integer counterType ) | |
|
设置目标的次级计数器类型。【功能:目标次级计数器类型设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (389) | |
| Obj_SetSecondaryCounterVisible( Integer objectiveID, Boolean visible ) | |
|
设置次级计数器可见性。【功能:目标次级计数器可见性设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (406) | |
| Obj_SetShowColour( Integer objectiveID, Boolean showColour ) | |
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设置是否显示颜色。【功能:目标颜色显示设置】 IE. Wonder controlled by player's colour |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (589) | |
| Obj_SetState( Integer objectiveID, State state ) | |
|
设置目标状态(OS_Off, OS_Incomplete, OS_Complete, OS_Failed)。【功能:目标状态设置】 Objectives must be visible for state changes to take effect. |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (113) | |
| Obj_SetTitle( Integer objectiveID, String title ) | |
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设置目标的标题文本本地化ID。【功能:目标标题设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (78) | |
| Obj_SetVisible( Integer objectiveID, Boolean visible ) | |
|
设置目标可见性。【功能:目标可见性设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaObjectives.cpp] (135) | |
| PerfStats_Disable( ) | |
|
禁用Essence性能分析器显示。【功能:性能分析器禁用】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\global\LuaLibProfile.cpp] (27) | |
| PerfStats_Dump( ) | |
|
将Essence性能分析器数据转储到文件。【功能:性能分析器转储】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\global\LuaLibProfile.cpp] (33) | |
| PerfStats_Enable( ) | |
|
启用Essence性能分析器显示。【功能:性能分析器启用】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\global\LuaLibProfile.cpp] (21) | |
| PerfStats_IsEnabled( ) | |
|
获取性能统计切换值。【功能:性能统计状态获取】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\global\LuaLibProfile.cpp] (39) | |
| PerfStats_Toggle( ) | |
|
切换Essence性能分析器显示。【功能:性能分析器切换】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\global\LuaLibProfile.cpp] (15) | |
| Physics_GetNumRBodies( ) | |
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返回物理世界中的刚体数量。【功能:刚体计数】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameMiscellaneous.cpp] (235) | |
| Physics_IsEnabled( ) | |
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如果当前规格允许物理播放,则返回true。【功能:物理状态检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameMiscellaneous.cpp] (228) | |
| Physics_PurgeOrphans( ) | |
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从世界中移除所有孤立物理对象。【功能:物理对象清理】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameMiscellaneous.cpp] (247) | |
| Player_GetState( PlayerID pPlayer ) | |
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返回玩家的当前游戏状态。【功能:玩家状态获取】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (927) | |
| Player_GetTributeIncrementModifier( ) | |
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返回玩家的进贡增量修改器。【功能:进贡修改器获取】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (936) | |
| Players_AreSquadsNearMarker( ) | |
|
如果指定玩家中的任何小队靠近标记点,则返回true。【功能:小队位置检测】 Returns true if any squads from any of the specified players are near the marker |
|
| Source: [E:\P4Share\engine\assets\engine\scar\players.scar] (62) | |
| Players_CanSeeSGroup( ) | |
|
如果任何玩家能看到小队组中的任何单位,则返回true。【功能:视野检测】 Returns true if any of the players can see any of the units in the sgroup |
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| Source: [E:\P4Share\engine\assets\engine\scar\players.scar] (87) | |
| Players_GetAllEntities( Table of Players player, SGroupID sgroup ) | |
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用指定玩家的所有实体填充实体组。【功能:实体获取】 Fills an EGroup with all of the entities belonging to the players specified Does not clear it first |
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| Source: [E:\P4Share\engine\assets\engine\scar\players.scar] (26) | |
| Players_GetAllEntitiesNearMarker( Player player, EGroupID egroup, Marker/Position marker, Real OPT_range ) | |
|
收集属于指定玩家且靠近标记点或位置的实体。实体组不会预先清除。【功能:实体收集】 You can override a marker's normal proximity by specifying a range. |
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| Source: [E:\P4Share\engine\assets\engine\scar\players.scar] (52) | |
| Players_GetAllSquads( Table of Players player, SGroupID sgroup ) | |
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用指定玩家的所有小队填充小队组。【功能:小队获取】 Fills an SGroup with all of the squads belonging to the players specified Does not clear it first |
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| Source: [E:\P4Share\engine\assets\engine\scar\players.scar] (15) | |
| Players_GetAllSquadsNearMarker( Player player, SGroupID sgroup, Marker/Position marker, Real OPT_range ) | |
|
收集属于指定玩家且靠近标记点或位置的小队。小队组不会预先清除。【功能:小队收集】 You can override a marker's normal proximity by specifying a range. |
|
| Source: [E:\P4Share\engine\assets\engine\scar\players.scar] (38) | |
| Players_RevealArea( ) | |
|
为玩家列表中的每个玩家调用FOW_PlayerRevealArea。【功能:区域揭示】 Calls FOW_PlayerRevealArea for each player in players |
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| Source: [E:\P4Share\engine\assets\engine\scar\players.scar] (72) | |
| Players_SGroupIsOnScreen( ) | |
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如果任何玩家的小队组在屏幕上,则返回true。【功能:屏幕检测】 Returns true if any of the players have the sgroup on-screen |
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| Source: [E:\P4Share\engine\assets\engine\scar\players.scar] (97) | |
| Players_UnRevealArea( ) | |
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为玩家列表中的每个玩家调用FOW_PlayerUnRevealArea。【功能:区域隐藏】 Calls FOW_PlayerUnRevealArea for each player in players |
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| Source: [E:\P4Share\engine\assets\engine\scar\players.scar] (80) | |
| PrintOnScreen( String text ) | |
|
在屏幕上打印消息。【功能:屏幕消息打印】 Prints the given message on the screen. It will stay there until you call PrintOnScreen_RemoveFromScreen() or print another message on the screen to replace it. |
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| Source: [E:\P4Share\engine\assets\engine\scar\printonscreen.scar] (11) | |
| PrintOnScreen_Add( Object object, String id, String OPT_style ) | |
|
在屏幕上打印对象的Lua内容。【功能:对象内容打印】 Prints the given message on the screen. If you would like to print multiple messages without clearing them you can assign them unique ID's. Must use PrintOnScreen_Remove(id) to remove each instance |
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| Source: [E:\P4Share\engine\assets\engine\scar\printonscreen.scar] (88) | |
| PrintOnScreen_Remove( String id ) | |
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移除指定ID的屏幕打印文本。【功能:屏幕文本移除】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\printonscreen.scar] (102) | |
| PrintOnScreen_RemoveFromScreen( ) | |
|
从屏幕移除所有消息。【功能:屏幕消息清除】 Removes from the screen any messages put there with PrintOnScreen() |
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| Source: [E:\P4Share\engine\assets\engine\scar\printonscreen.scar] (41) | |
| quit( ) | |
|
退出到Windows。【功能:游戏退出】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibApp.cpp] (79) | |
| render_viewport_toggle( ) | |
|
禁用渲染和渲染更新。【功能:渲染切换】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibApp.cpp] (265) | |
| restart( ) | |
|
重启单人游戏、遭遇战游戏或前端。(在多人游戏中无效)【功能:游戏重启】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameMiscellaneous.cpp] (58) | |
| RulesProfiler_Activate( Boolean on ) | |
|
激活SCAR规则分析器。【功能:规则分析器激活】 |
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| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibGlobalMiscellaneous.cpp] (345) | |
| RulesProfiler_Enable( Boolean on ) | |
|
启用SCAR规则分析器使其在后台运行。在RulesProfiler_Activate之前调用此函数。【功能:规则分析器启用】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibGlobalMiscellaneous.cpp] (327) | |
| RulesProfiler_IsActive( ) | |
|
如果SCAR规则分析器处于活动状态,则返回true。【功能:规则分析器状态检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibGlobalMiscellaneous.cpp] (351) | |
| RulesProfiler_ResetTypeFilter( ) | |
|
不过滤规则分析器显示的规则。【功能:规则过滤器重置】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibGlobalMiscellaneous.cpp] (339) | |
| RulesProfiler_SetTypeFilter( String filter ) | |
|
过滤规则分析器以仅显示指定类型的规则。例如:"SCAR"、"AI"。【功能:规则过滤器设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibGlobalMiscellaneous.cpp] (333) | |
| Scar_DebugCheatMenuExecute( String command ) | |
|
在作弊菜单域中执行命令字符串。仅在开发模式启用时有效!(RTM版本默认关闭)【功能:作弊菜单执行】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (143) | |
| Scar_DebugConsoleExecute( String command ) | |
|
执行控制台命令字符串。仅在开发模式启用时有效!(RTM版本默认关闭)【功能:控制台命令执行】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (126) | |
| scartype( StackVar v ) | |
|
返回ST_NIL、ST_BOOLEAN、ST_NUMBER、ST_STRING、ST_TABLE、ST_FUNCTION、ST_SCARPOS、ST_EGROUP、ST_ENTITY、ST_SGROUP、ST_SQUAD、ST_TEAM、ST_MARKER、ST_PBG或ST_UNKNOWN。【功能:类型检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\simulation\public\simulation\lua\lualibs\global\LuaLibScarBase.cpp] (53) | |
| scartype_enum_tostring( StackVar v ) | |
|
当传入scartype枚举值时,返回表示scartype的字符串。【功能:类型枚举转换】 |
|
| Source: [E:\P4Share\engine\source\runtime\simulation\public\simulation\lua\lualibs\global\LuaLibScarBase.cpp] (108) | |
| scartype_tostring( StackVar v ) | |
|
返回表示scartype的字符串。【功能:类型字符串转换】 |
|
| Source: [E:\P4Share\engine\source\runtime\simulation\public\simulation\lua\lualibs\global\LuaLibScarBase.cpp] (129) | |
| setsimframecap( Real fcap ) | |
|
设置模拟速率。【功能:模拟速率设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibGlobalMiscellaneous.cpp] (239) | |
| setsimrate( Real rate ) | |
|
设置模拟速率。【功能:模拟速率设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibGlobalMiscellaneous.cpp] (233) | |
| Setup_GetSlotOptions( StackVarTable outOptions, Integer playerIndex ) | |
|
用指定玩家的槽位选项填充表 - 架构从.win文件加载。【功能:槽位选项获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaGameSetup.cpp] (139) | |
| Setup_GetWinConditionOptions( StackVarTable outOptions ) | |
|
用胜利条件选项填充表 - 架构从.win文件加载。【功能:胜利条件选项获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaGameSetup.cpp] (99) | |
| Setup_SetPlayerName( PlayerID player, String name ) | |
|
设置指定玩家的UI名称。【功能:玩家名称设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaGameSetup.cpp] (81) | |
| Setup_SetPlayerRace( PlayerID player, ScarRacePBG racePBG ) | |
|
设置指定玩家的种族。使用World_GetRaceBlueprint()从ME名称获取种族ID。【功能:玩家种族设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaGameSetup.cpp] (31) | |
| Setup_SetPlayerStartingPosition( PlayerID player, Position pos ) | |
|
设置指定玩家的起始位置。【功能:玩家起始位置设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaGameSetup.cpp] (228) | |
| Setup_SetPlayerTeam( PlayerID p, Integer team_id ) | |
|
将玩家放入队伍。使用TEAM_NEUTRAL作为team_id将玩家设为中立。【功能:玩家队伍设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaGameSetup.cpp] (204) | |
| SGroup_CallEntityFunction( SGroupID sgroup, Function entityFunction, variable argument-list ) | |
|
对小队组中的每个小队调用Entity_函数,针对第一个实体。【功能:小队组实体函数调用】 Example: SGroup_CallEntityFunction( sg_riflemen, Entity_SetCrushable, false ) will call Entity_SetCrushable( entity, false ) for every squad (and containing first entity) in sg_riflemen. The first parameter of the supplied function must be EntityID |
|
| Source: [E:\P4Share\engine\assets\engine\scar\groups.scar] (391) | |
| SGroup_CallSquadFunction( SGroupID sgroup, Function squadFunction, variable argument list ) | |
|
对小队组中的每个小队调用Squad_函数。【功能:小队组函数调用】 Example: SGroup_CallSquadFunction( sg_riflemen, Squad_IncreaseVeterancyRank, 2, true ) will call Squad_IncreaseVeterancyRank( squad, 2, true ) for every squad in sg_riflemen. The first parameter of the supplied function must be SquadID |
|
| Source: [E:\P4Share\engine\assets\engine\scar\groups.scar] (369) | |
| SGroup_CallSquadFunctionAllOrAny( SGroupID sgroup, Boolean all, Function squadFunction, variable argument list ) | |
|
返回小队组中所有或任一小队是否满足条件,使用Squad_函数对每个小队执行查询。【功能:小队组条件检测】 Example: SGroup_CallSquadFunctionAllOrAny( sg_commandos, ANY, Misc_IsSquadOnScreen, pct ) will call Misc_IsSquadOnScreen( squad, pct ) to determine whether ANY squad in sg_commandos is on screen The first parameter of the supplied function must be SquadID |
|
| Source: [E:\P4Share\engine\assets\engine\scar\groups.scar] (380) | |
| Sim_GetDrawMarketInfo( ) | |
|
市场信息当前是否正在绘制?【功能:市场信息绘制检测】 |
|
| Source: [E:\P4Share\source\runtime\cardinalcommon\private\cardinal\MarketTrade\Presentation\debug\LuaDebugSimLibMarketTrade.cpp] (28) | |
| Sim_SetDrawMarketInfo( Boolean bEnable ) | |
|
设置/清除市场信息的绘制。【功能:市场信息绘制控制】 |
|
| Source: [E:\P4Share\source\runtime\cardinalcommon\private\cardinal\MarketTrade\Presentation\debug\LuaDebugSimLibMarketTrade.cpp] (34) | |
| SitRep_PlayMovie( String url ) | |
|
播放指定的电影。【功能:电影播放】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\wpfgfrontend\hud\lua\LuaLibWPFGUI.cpp] (626) | |
| SitRep_StopMovie( ) | |
|
停止当前播放的电影。【功能:电影停止】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\wpfgfrontend\hud\lua\LuaLibWPFGUI.cpp] (635) | |
| Sound_Debug_ShowAudioRegions( Boolean enable ) | |
|
切换地形音频环境区域的显示开关。【功能:音频区域显示】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibSound.cpp] (98) | |
| Sound_IsPlaying( Integer handle ) | |
|
如果与句柄关联的声音当前正在播放,则返回true。【功能:声音播放检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibSound.cpp] (66) | |
| Sound_Play2D( String eventName ) | |
|
播放2D声音。返回声音事件的句柄。【功能:2D声音播放】 The sound will be 2D \Sound_Play2D( "VictoryEvent" )\n |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibSound.cpp] (43) | |
| Sound_Play3D( String eventName, EntityID actor ) | |
|
在实体上播放3D声音。返回声音事件的句柄。【功能:3D声音播放】 The sound will be 3D. \Sound_Play3D( "AddOnComplete", TheActor )\n |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibSound.cpp] (35) | |
| Sound_PostEvent( String eventName, Integer handle ) | |
|
在已播放的声音上发布事件。返回新声音事件的句柄。【功能:声音事件发布】 Can be used to e.g. call a stop event or enable/disable effects on playing sounds. \Sound_PostEvent( "VictoryEvent", handle )\n |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibSound.cpp] (59) | |
| Sound_Stop( Integer handle ) | |
|
停止与句柄关联的声音。【功能:声音停止】 |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibSound.cpp] (72) | |
| standard_test( String unique_name Table unit_tests Boolean is_long_test ) | |
|
一个基于闭包的类对象,定义单个单元测试。【功能:单元测试定义】 unique_name A name used as identifier in the json result file unit_tests A table containing UnitTest objects which this driver manages is_long_test (Optional, default is false) The driver will only run if the command line argument -TestLong is set |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\standard_test.scar] (1219) | |
| standard_test( String unique_name String description Function start_function Function update_function Function finish_function Number timeout_seconds ) | |
|
A closure-based class-like object defining a single unit test unique_name - Unique name of the test. It is used as a key in the JSON result file. description - Description of this test and the feature it tests. start_function - Executed at test start to setup any preconditions to running the test (e.g. spawning a unit) update_function - Function which is repeatedly executed to test when the test should end. Should return true when the test needs to continue and false when the test needs to end. e.g. a timer which returns true until 5 seconds have elapsed, a predicate which returns true while a unit is still alive etc. finish_function - A predicate which tests the success of the test. This is invoked when the test is finished (indicated by the update function). If finish returns true then the test is successful otherwise the test is a failure. timeout_seconds - A timeout will result in test termination and the test will be considered a failure. |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\standard_test.scar] (1715) | |
| StateTree_QueueGlobalStateTreeEntity( Boolean keepAlive, String openingBranchName, EntityID entity ) | |
|
在实体上运行全局状态树。【功能:实体状态树运行】 The state tree will be queued to run when safe to do so. A global state tree has its own lifetime, separate from any other state trees running on the target. parameters: - keepAlive: whether the state tree should restart if it finishes running - openingBranchName: name of state tree node to run - entity: the entity to run the tree on. This will be the context owner for the spawned state controller |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaStateTree.cpp] (41) | |
| StateTree_QueueGlobalStateTreePlayer( Boolean keepAlive, String openingBranchName, PlayerID player ) | |
|
在玩家上运行全局状态树。【功能:玩家状态树运行】 The state tree will be queued to run when safe to do so. A global state tree has its own lifetime, separate from any other state trees running on the target. parameters: - keepAlive: whether the state tree should restart if it finishes running - openingBranchName: name of state tree node to run - player: the player to run the tree on. This will be the context owner for the spawned state controller |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaStateTree.cpp] (113) | |
| StateTree_QueueGlobalStateTreeSquad( Boolean keepAlive, String openingBranchName, SquadID squad ) | |
|
在小队上运行全局状态树。【功能:小队状态树运行】 The state tree will be queued to run when safe to do so. A global state tree has its own lifetime, separate from any other state trees running on the target. parameters: - keepAlive: whether the state tree should restart if it finishes running - openingBranchName: name of state tree node to run - squad: the squad to run the tree on. This will be the context owner for the spawned state controller |
|
| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\unsorted\LuaStateTree.cpp] (77) | |
| statgraph_save( Boolean begin ) | |
|
将统计图输出保存到文件。【功能:统计图保存】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibApp.cpp] (452) | |
| std( ) | |
|
进行断言。如果断言结果为假,则引发错误。【功能:断言】 e.g. f = std.TypePredicate(); f() => 1; f() => 2 ... |
|
| Source: [E:\P4Share\engine\assets\engine\scar\standard.scar] (10) | |
| std( ) | |
|
Performs basic type-checking on [value] e.g. foo = 7; std.Validate(foo, 'foo', T_NUMBER, false) |
|
| Source: [E:\P4Share\engine\assets\engine\scar\standard.scar] (47) | |
| std( ) | |
|
Makes an assertion. If the assertion turns out to be false, raises an error. e.g. foo = 7; assert(foo ~= nil, 'foo should not be nil!', 'If foo is nil we don't know how many bars to spawn!'') This is intended to be a more scripter friendly version of LUA assert. |
|
| Source: [E:\P4Share\engine\assets\engine\scar\standard.scar] (96) | |
| switchplayer( lua_State* state ) | |
|
更改本地玩家。【功能:玩家切换】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\global\LuaLibGlobalMiscellaneous.cpp] (318) | |
| SyncWeapon_CanAttackNow( SyncWeaponID weapon, EGroupID target ) | |
|
检查同步武器是否可以在不移动或转向的情况下攻击目标。【功能:同步武器攻击检测】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\syncweapons.scar] (194) | |
| SyncWeapon_Exists( SyncWeaponID weapon ) | |
|
如果同步武器在游戏世界中仍然存在,则返回true。【功能:同步武器存在检测】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\syncweapons.scar] (151) | |
| SyncWeapon_GetEntity( SyncWeaponID weapon ) | |
|
返回同步武器的实体ID,如果已被销毁则返回nil。【功能:同步武器实体获取】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\syncweapons.scar] (131) | |
| SyncWeapon_GetFromEGroup( EGroupID egroup ) | |
|
[已弃用] 在实体组中注册同步武器并返回可用于跟踪它的SyncWeaponID。【功能:同步武器注册】 This is deprecated because it will only check the first entity in the squad. |
|
| Source: [E:\P4Share\engine\assets\engine\scar\syncweapons.scar] (17) | |
| SyncWeapon_GetFromSGroup( SGroupID sgroup ) | |
|
在小队组中注册同步武器并返回可用于跟踪它的SyncWeaponID。【功能:同步武器注册】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\syncweapons.scar] (62) | |
| SyncWeapon_GetPosition( SyncWeaponID weapon ) | |
|
返回同步武器的位置,如果已被销毁则返回nil。【功能:同步武器位置获取】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\syncweapons.scar] (141) | |
| SyncWeapon_IsAttacking( SyncWeaponID weapon, Real time ) | |
|
检查小队中的实际同步武器是否正在攻击。【功能:同步武器攻击状态检测】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\syncweapons.scar] (181) | |
| SyncWeapon_IsOwnedByPlayer( SyncWeaponID weapon, PlayerID OPT_player ) | |
|
如果指定玩家拥有同步武器,则返回true。使用nil的playerid检查是否无主。【功能:同步武器所有权检测】 If player is not specified, then the code will check to see if the SyncWeapon is owned by the world. |
|
| Source: [E:\P4Share\engine\assets\engine\scar\syncweapons.scar] (99) | |
| SyncWeapon_SetAutoTargetting( SyncWeaponID weapon, String hardpoint, Boolean enable ) | |
|
设置武器是否自动瞄准目标。【功能:同步武器自动瞄准设置】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\syncweapons.scar] (159) | |
| Table_AppendTable( ) | |
|
将第二个表的内容追加到第一个表。【功能:表追加】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\table.scar] (242) | |
| Table_Concatenate( LuaTable table1, LuaTable table2 ) | |
|
创建第三个表,按顺序指向table1和table2中的每个可枚举元素。【功能:表连接】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\table.scar] (118) | |
| Table_Contains( LuaTable OriginalTable, Item item ) | |
|
检查表是否包含指定项。【功能:表包含检测】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\table.scar] (84) | |
| Table_Copy( LuaTable OriginalTable ) | |
|
复制原始表的内容,返回包含该表内容的新表。【功能:表复制】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\table.scar] (135) | |
| Table_Copy_Deterministic( LuaTable OriginalTable ) | |
|
确定性地复制原始表的内容,返回包含该表内容的新表。【功能:确定性表复制】 Copies the contents of the original table returns a new table with the contents of that table The input table must be enumeratable by Table_DeterministicOrderedPairs. |
|
| Source: [E:\P4Share\engine\assets\engine\scar\table.scar] (156) | |
| Table_DeterministicOrderedPairs( ) | |
|
按键的字母顺序排序遍历表的条目。【功能:确定性表遍历】 Necessary if you require deterministic iteration of a table. Keys must be numbers, strings, or tables with a __deterministicID entry. |
|
| Source: [E:\P4Share\engine\assets\engine\scar\table.scar] (334) | |
| Table_FillWithDefaultValues( Table myTable, Table myDefaults, String OPT_errorMessage ) | |
|
通过为未显式声明的项目应用myDefaults表中的默认值来更新myTable。【功能:表默认值填充】 If the myDefaults table has any item with the value REQUIRED_DATA, then you are declaring that there is no default for this item and that you REQUIRE the user provides a value. You will get a Fatal Scar Error if these are left out, listing exactly which required keys are missing. |
|
| Source: [E:\P4Share\engine\assets\engine\scar\table.scar] (254) | |
| Table_GetRandomItem( Table table, Integer OPT_numberofitems ) | |
|
从表中返回随机项。可以通过传入可选的数字参数返回多个项(不重复)。【功能:表随机项获取】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\table.scar] (10) | |
| Table_GetValues( Table table ) | |
|
获取表并返回包含原始值的新表(数组格式)。用于字典样式表。【功能:表值获取】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\table.scar] (297) | |
| Table_GetValues_Deterministic( Table table ) | |
|
确定性地获取表并返回包含原始值的新表(数组格式)。【功能:确定性表值获取】 Takes a table and returns a new table containing the values of the the original in array format. Intended to be used with dictionary style tables. The input table must be enumeratable by Table_DeterministicOrderedPairs. |
|
| Source: [E:\P4Share\engine\assets\engine\scar\table.scar] (311) | |
| Table_HasKey( LuaTable table, Variable key ) | |
|
检查表是否包含指定键。【功能:表键检测】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\table.scar] (106) | |
| Table_MakeReadOnly( Table table, Boolean OPT_recursive, String OPT_errorMessage ) | |
|
将表设为只读。可以递归地应用于任何子表。【功能:表只读设置】 Any attempts to write to this table after this has been called will trigger a Fatal SCAR Error. You can customize the error message that will be given with the "error" parameter. |
|
| Source: [E:\P4Share\engine\assets\engine\scar\table.scar] (176) | |
| Table_RemoveFirstItem( TABLE table, OBJECT toRemove ) | |
|
在指定表中查找指定项的第一个实例并移除它。【功能:表项移除】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\table.scar] (202) | |
| Table_RemoveFirstItem_Deterministic( TABLE table, OBJECT toRemove ) | |
|
确定性地在指定表中查找指定项的第一个实例并移除它。【功能:确定性表项移除】 Finds the first instance of a given item in the given table and removes it The input table must be enumeratable by Table_DeterministicOrderedPairs. |
|
| Source: [E:\P4Share\engine\assets\engine\scar\table.scar] (222) | |
| Table_Reverse( Table table ) | |
|
反转表中项的顺序。【功能:表反转】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\table.scar] (68) | |
| Table_Shuffle( Table table ) | |
|
随机化表中项的顺序。【功能:表随机化】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\table.scar] (55) | |
| Table_StringSplit( String StringToSplit, String Delimiter ) | |
|
根据传入的分隔符分割字符串。【功能:字符串分割】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\table.scar] (322) | |
| Terrain_GetCoverType_AsNumber( Position pos ) | |
|
获取ScarPosition并返回表示该位置掩体类型的数字。【功能:地形掩体类型获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameMiscellaneous.cpp] (204) | |
| Terrain_GetCoverType_AsString( Position pos ) | |
|
获取ScarPosition并返回表示该位置掩体类型的字符串。【功能:地形掩体类型获取】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGameMiscellaneous.cpp] (220) | |
| Test_SpawnSquad( a table of tests to pass blueprint_name, the name of the SBP to spawn expected_population, Optional value to provide the expected population cost of the unit timeout_seconds, Optional how long before the test times out ) | |
|
验证提供的SBP在游戏中正确生成。【功能:小队生成测试】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\common.scar] (14) | |
| Test_SquadAttackMove( ) | |
|
可选的expect_kill覆盖自动目标发现。【功能:小队攻击移动测试】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\common.scar] (268) | |
| Test_SquadAttackMoveEntity( ) | |
|
可选的expect_kill覆盖自动目标发现。【功能:小队攻击实体测试】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\common.scar] (468) | |
| Test_SquadMoveWithOptionalFacing( table t_test_group string blueprint_name table move_and_face_targets float move_pos_x float move_pos_z float face_pos_x (optional) float face_pos_z (optional) int timeout_seconds (optional - default 20) int desired_tick_rate (optional) float move_target_acceptable_distance (optional - default 0.5) float facing_tolerance_degrees (optional - default 5) float spawn_pos_x (optional - default 7.5) float spawn_pos_z (optional - default 7.5) float deviation_tolerance (optional - default 1.0) ) | |
|
设计用于允许可选朝向的移动测试。【功能:小队移动测试】 Spawns a given unit blueprint and moves them to the given target destination, rotating the unit to the optional given facing if given upon arrival. |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\squad_move.scar] (28) | |
| TestConfig_AutoGenerateTestTemplate( stack_level (optional) target stack level to grab the parameters from name (optional) give the test a name to make it easier to identify in logs/config files ) | |
|
自动生成测试配置模板并存储以供稍后保存。这是一个调试功能。【功能:测试模板自动生成】 The system tries to gather the parameters of the calling function and auto generates a template for it. The resulting template is added to a list which is written to cache:AutoConfig.json (see TestConfig_SaveCachedTestTemplates() above). If you use a non json compatible type you need to update _SerializeParameters above. See example for ScarPos. |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\testconfig.scar] (519) | |
| TestConfig_LoadFromCommandLine( ) | |
|
尝试从命令行参数加载测试配置。参见上面的TEST_CONFIG_ARGUMENT_TEST_CONFIG。参见TestConfig_LoadFromFile的定义。【功能:测试配置加载】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\testconfig.scar] (458) | |
| TestConfig_LoadFromFile( path path (containing alias) to the file e.g: cache:AutoConfig.json ) | |
|
尝试从指定文件加载测试配置。【功能:测试配置加载】 The test configuration file is a json file containing groups of tests. Each test is defined with a function to call and its parameters. The system parses the file and tries to invoke the functions in the global space (by calling _G[function_string] ). Tests marked as active: false are skipped. Parameters either need to be json compatible (strings, numbers, boolean) or have a 'constructor' function associated to them. e.g: 2D positions { "parameters": [ 0, -20 ], "func": "Util_ScarPos" } |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\testconfig.scar] (270) | |
| TestConfig_SaveCachedTestTemplates( ) | |
|
将测试写入json文件。【功能:测试模板保存】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\testconfig.scar] (489) | |
| TestGroup_BuildingBasics( ) | |
|
expect_destruction=nil将让测试根据实体目标设置确定此值。【功能:建筑基础测试】 expect_destruction=nil will let the test determine this value based on entity targeting settings |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\common_test_groups.scar] (278) | |
| TestGroup_SquadBasics( ) | |
|
每次运行中使用的idx应该是唯一的,以防止实体堆叠。【功能:小队基础测试】 expect_destruction=nil will let the test determine this value based on entity targeting settings |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\common_test_groups.scar] (7) | |
| TestGroup_SquadBasics_NoCombat( ) | |
|
TestGroup_SquadBasics()的简化版本,不包含战斗特定测试。【功能:小队基础测试】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\common_test_groups.scar] (257) | |
| TestPhysics_Destruction( ) | |
|
在网格中生成单位实例,然后杀死它以触发物理破坏。如果创建了太多刚体则失败。参数表:testName、unitPath、quantity、spacing、slowdown、timeout_seconds、use_telemetry。【功能:物理破坏测试】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\physics.scar] (8) | |
| TestUtil_CallWithoutBlocking( Table t_function_parameter function callback ) | |
|
逐个调用给定的方法/参数组合,以避免长时间调用阻塞。【功能:非阻塞调用】 Expects to receive a table in the format of {{func=<function>,params=<table-containing-parameters in order}}. Calls one function at a time and queues the next function after completing the call. This allows the engine to simulate in between and will not block the other threads for extended amounts of time. Useful for tests that spawn a large amount of squads and entities and need to give them commands. Giving a callback to notify when the list has been processed is optional. |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\testutil.scar] (389) | |
| TestUtil_DestroyAllNeutralEntities( ) | |
|
销毁中立实体,如残骸、盖亚等。【功能:中立实体销毁】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\testutil.scar] (221) | |
| TestUtil_DestroyAllPlayerSquadsAndEntities( Player player ) | |
|
销毁玩家小队和实体。【功能:玩家单位销毁】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\testutil.scar] (209) | |
| TestUtil_DestroyAllSquadsAndEntities( ) | |
|
销毁所有玩家拥有的小队和每个玩家或中立实体。【功能:所有单位销毁】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\testutil.scar] (231) | |
| TestUtil_DestroySpecifiedPlayerSquadsAndEntities( Player player, String t_blueprintsToDestroy ) | |
|
从蓝图列表销毁指定玩家的小队和实体。【功能:指定玩家单位销毁】 Destroys all squads and entities belonging to player that match one of the |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\testutil.scar] (194) | |
| TestUtil_GetAllBlueprintNames( Boolean do_entity - true for entity blueprints, false for squad blueprints string base_filter - specify a string that matches a path inside attrib/instances usually used to match a folder table of strings - specify a black list filter after the base filter has been applied usually used to exclude files based on string matches (e.g: "villager_armed") ) | |
|
返回匹配指定过滤器的所有蓝图。【功能:蓝图名称获取】 Filters the property bags inside attrib/instances and returns the paths that match the filters. After matching the base filter this part of the path is removed and the detail filter is applied. Example: base_filter "sbps\\races\\eng\\" will match all english units. detail filter "archer" will return return a table with "unit_archer_2_eng", "unit_archer_3_eng", "unit_archer_4_eng" |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\testutil.scar] (686) | |
| TestUtil_HighlightCircleRadius( ScarPos position real radius real opt_lifetime real opt_red_value real opt_green_value real opt_blue_value real opt_number_of_circle_segments int opt_thickness_of_circle_border ) | |
|
在指定位置绘制圆形。【功能:圆形高亮绘制】 calls a render debug function in a way that creates a visible outline on terrain. Any provided colour value that isn't within the char bit range (0 - 255) will be adjusted. The colour, segment and thickness parameters are optional and will default to reasonable values if excluded. |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\testutil.scar] (771) | |
| TestUtil_MakeBuildingFast( String ebpname_building ) | |
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应用修改器使玩家1更快建造指定蓝图。返回修改器。【功能:快速建造修改器】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\testutil.scar] (665) | |
| TestUtil_PrintAllSquadsAndEntities( ) | |
|
打印所有玩家拥有的小队和实体的位置和生命值。【功能:单位信息打印】 Iterates over all players and prints the position and health of all squads and entities the player owns. |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\testutil.scar] (800) | |
| TestUtil_PrintPlayerEntities( Player player ) | |
|
打印玩家拥有的所有实体的位置和生命值。【功能:玩家实体信息打印】 Iterates over all entities a player owns and prints their blueprint name, position and health. |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\testutil.scar] (850) | |
| TestUtil_PrintPlayerSquads( Player player ) | |
|
打印玩家拥有的所有小队的位置和生命值。【功能:玩家小队信息打印】 Iterates over all squads a player owns and prints their blueprint name, position and health. |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\testutil.scar] (820) | |
| TestUtil_RegisterTest( t_test_group a table of tests to be run by the same driver ) | |
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创建新的单元测试并将其添加到指定表中。【功能:测试注册】 Once all tests have been added using this function, the test group passed to t_test_group should be passed |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\testutil.scar] (30) | |
| TestUtil_SpawnEntitiesInGridWithoutBlocking( Player player EGroup egroup, Table t_ebpnames Position pos_top_left Number spacing function callback ) | |
|
基于蓝图名称列表在网格中生成实体。【功能:实体网格生成】 Grabs one entry of the given blueprint list each iteration and spawns it. Then it creates a new timed rule requesting to be called again as soon as possible. This gives the engine time to update in between calls so that the other threads are not blocked in case a huge list of units needs to get spawned. Once every unit is spawned the given callback function will be called. The spawning grid starts at the given top left corner and spawns in an axis aligned grid based on the given spacing. The grid expands towards positive x/z |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\testutil.scar] (370) | |
| TestUtil_SpawnSquadsInGridWithoutBlocking( Player player SGroup sgroup, Table t_sbpnames Position pos_spawn function callback ) | |
|
基于蓝图名称列表生成小队。【功能:小队网格生成】 Grabs one entry of the given blueprint list each iteration and spawns it. Then it creates a new timed rule requesting to be called again as soon as possible. This gives the engine time to update in between calls so that the other threads are not blocked in case a huge list of units needs to get spawned. Once every unit is spawned the given callback function will be called. |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\testutil.scar] (255) | |
| TestUtil_TestClose( Any value1, Any value2, Number OPT_acceptable_difference, String OPT_value1_name, String OPT_value2_name ) | |
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比较两个值,如果足够接近则打印到standard_test。【功能:近似值测试】 Uses equality if acceptable_difference is nil or 0 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\testutil.scar] (75) | |
| TestUtil_TestCompare( Any value1, Any value2, String OPT_value1_name, String OPT_value2_name ) | |
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使用指定的比较器比较两个值。【功能:值比较测试】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\testutil.scar] (114) | |
| TestUtil_TestDirectionsSame( EGroupID item1, EGroupID item2 ) | |
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检查方向是否相等,如果不相等则打印消息到standard_test。【功能:方向相等测试】 The items must of of types that can have a direction resolved on them with Util_GetDirection() |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\testutil.scar] (168) | |
| TestUtil_TestEqual( Any value1, Any value2, String OPT_value1_name, String OPT_value2_name ) | |
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比较两个值,如果相等则打印到standard_test。【功能:相等值测试】 Uses equality if acceptable_difference is nil or 0 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\testutil.scar] (107) | |
| TestUtil_TestPositionsSame( EGroupID object1, EGroupID object2, Number max_accepted_difference ) | |
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检查位置是否相等,如果不相等则打印消息到standard_test。【功能:位置相等测试】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\test\testutil.scar] (137) | |
| UI_AddChild( String elementName, String typeName, String childName, StackVarTable propertyTable ) | |
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向elementName添加名为childName、类型为typeName的新子元素。【功能:UI子元素添加】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\wpfgfrontend\hud\lua\LuaLibWPFGUI.cpp] (428) | |
| UI_AddCommandBinding( String groupName, String bindingName, String callbackName ) | |
|
为groupName.bindingName添加命令绑定到全局函数callbackName。【功能:UI命令绑定】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\wpfgfrontend\hud\lua\LuaLibWPFGUI.cpp] (515) | |
| UI_AddEventHandler( String elementName, String eventName, String callbackName ) | |
|
在elementName上为事件eventName添加事件处理程序到全局函数callbackName(elementName, eventName)。【功能:UI事件处理】 The callback function should take two arguments, the element name and the event name. |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\wpfgfrontend\hud\lua\LuaLibWPFGUI.cpp] (491) | |
| UI_AddText( String elementName, String text ) | |
|
向elementName添加文本。【功能:UI文本添加】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\wpfgfrontend\hud\lua\LuaLibWPFGUI.cpp] (441) | |
| UI_Clear( String elementName ) | |
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清除elementName的内容。【功能:UI内容清除】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\wpfgfrontend\hud\lua\LuaLibWPFGUI.cpp] (459) | |
| UI_IsLayerContentLoaded( FrontEnd_Layer layer, String contentPath ) | |
|
检查特定图层的内容是否已加载。【功能:UI图层加载检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\wpfgfrontend\hud\lua\LuaLibWPFGUI.cpp] (573) | |
| UI_MessageBoxHide( DialogResult dialogResult ) | |
|
如果消息框已激活,关闭它。回调将接收给定的按钮参数。【功能:UI消息框隐藏】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\wpfgfrontend\hud\lua\LuaLibWPFGUI.cpp] (103) | |
| UI_MessageBoxReset( ) | |
|
重置之前调用设置的消息框数据(以显示新消息框)。【功能:UI消息框重置】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\wpfgfrontend\hud\lua\LuaLibWPFGUI.cpp] (110) | |
| UI_MessageBoxSetButton( DialogResult dialogResult, String text, String tooltip, String icon, Boolean isEnabled ) | |
|
设置对话框上按钮的文本/工具提示/启用状态。【功能:UI消息框按钮设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\wpfgfrontend\hud\lua\LuaLibWPFGUI.cpp] (122) | |
| UI_MessageBoxSetText( String title, String message ) | |
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设置对话框的标题和消息正文。【功能:UI消息框文本设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\wpfgfrontend\hud\lua\LuaLibWPFGUI.cpp] (130) | |
| UI_Remove( String elementName ) | |
|
从父元素中移除elementName。【功能:UI元素移除】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\wpfgfrontend\hud\lua\LuaLibWPFGUI.cpp] (451) | |
| UI_RemoveCommandBinding( String groupName, String bindingName ) | |
|
移除groupName.bindingName的命令绑定。【功能:UI命令绑定移除】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\wpfgfrontend\hud\lua\LuaLibWPFGUI.cpp] (525) | |
| UI_RemoveEventHandler( String elementName, String eventName, String callbackName ) | |
|
移除elementName上事件eventName的事件处理程序到全局函数callbackName(elementName, eventName)。【功能:UI事件处理移除】 The callback function should take two arguments, the element name and the event name. |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\wpfgfrontend\hud\lua\LuaLibWPFGUI.cpp] (504) | |
| UI_SetDataContext( String elementName, StackVarTable table ) | |
|
将表转换为elementName绑定的数据上下文。【功能:UI数据上下文设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\wpfgfrontend\hud\lua\LuaLibWPFGUI.cpp] (533) | |
| UI_SetEntityDataContext( EntityID entity, StackVarTable table ) | |
|
将表转换为通过实体模型暴露的数据上下文。【功能:UI实体数据上下文设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\wpfgfrontend\hud\lua\LuaLibWPFGUI.cpp] (543) | |
| UI_SetPlayerDataContext( PlayerID player, StackVarTable table ) | |
|
将表转换为通过玩家模型暴露的数据上下文。【功能:UI玩家数据上下文设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\wpfgfrontend\hud\lua\LuaLibWPFGUI.cpp] (553) | |
| UI_SetPropertyValue( String elementName, String propertyName, StackVar stackVar ) | |
|
将elementName上的属性propertyName设置为值stackVar。【功能:UI属性值设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\wpfgfrontend\hud\lua\LuaLibWPFGUI.cpp] (467) | |
| UI_SetPropertyValues( String elementName, StackVarTable propertyTable ) | |
|
将elementName上的属性设置为propertyTable中的键值对。【功能:UI属性值批量设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\wpfgfrontend\hud\lua\LuaLibWPFGUI.cpp] (478) | |
| UI_SetSquadDataContext( SquadID squad, StackVarTable table ) | |
|
将表转换为通过小队模型暴露的数据上下文。【功能:UI小队数据上下文设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\wpfgfrontend\hud\lua\LuaLibWPFGUI.cpp] (563) | |
| UnitEntry_CompleteAllDeploymentsImmediately( ) | |
|
强制所有进行中的部署立即完成。【功能:部署立即完成】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\core_unitentry.scar] (611) | |
| UnitEntry_CompleteDeploymentImmediately( DeploymentID deployment ) | |
|
强制特定的进行中部署立即完成。【功能:部署立即完成】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\core_unitentry.scar] (626) | |
| UnitEntry_DeploySquads( PlayerID player, SGroupID sgroup, Table units, MarkerID/Pos spawn, Table OPT_entryMethod, Real OPT_stagger, Table OPT_options ) | |
|
一次性创建并生成一组单位(一次"部署")。【功能:单位部署】 See details here: http://relicwiki/display/EE/Core+Unit+Entry+Framework |
|
| Source: [E:\P4Share\engine\assets\engine\scar\core_unitentry.scar] (19) | |
| UnitEntry_ResolveSpawnLocation( ) | |
|
返回生成位置和朝向。如果单位有自定义生成位置,则使用它,否则从部署获取。【功能:生成位置解析】 |
|
| Source: [E:\P4Share\engine\assets\engine\scar\core_unitentry.scar] (674) | |
| World_EndSP( Boolean localPlayerWon, WinReason winReason ) | |
|
以指定胜利原因使本地队伍赢得/输掉单人队伍任务。【功能:单人任务结束】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (854) | |
| World_IsGameOver( ) | |
|
游戏是否结束?【功能:游戏状态检测】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (907) | |
| World_KillPlayer( PlayerID player, KillPlayerReason reason ) | |
|
以指定原因杀死玩家。【功能:玩家击杀】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (805) | |
| World_LeaveGameMatch( ) | |
|
退出游戏而不宣布结束,返回前端。【功能:游戏退出】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (901) | |
| World_SetPlayerLose( PlayerID player ) | |
|
将玩家设为失败状态,附带失败原因,并杀死玩家。【功能:玩家失败设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (790) | |
| World_SetPlayerWin( PlayerID player ) | |
|
将玩家设为胜利状态。【功能:玩家胜利设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (799) | |
| World_SetTeamWin( Integer winningTeam, WinReason winReason ) | |
|
将队伍中的每个玩家设为胜利状态,附带胜利原因。同时将所有其他玩家设为失败状态并杀死他们(如果他们尚未死亡)。【功能:队伍胜利设置】 |
|
| Source: [E:\P4Share\engine\source\runtime\gamecore\public\gamecore\lua\lualibs\scenario\LuaLibGame.cpp] (818) | |