| scardoc;Core |
| Functions |
| Core_AddPlayerToTeam( PlayerID player, Team teams_table ) | |
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让玩家加入指定队伍【功能:玩家加入队伍】 Will remove the player from his previous team. If you pass in nil for newTeam, will add to a new empty team |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (1012) | |
| Core_Compare( Number value1, Number value2, COMPARISON comparator ) | |
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使用指定的比较器比较两个值【功能:值比较】 |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (1133) | |
| Core_GetActiveTeamCount( ) | |
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返回剩余未淘汰的队伍数量【功能:获取存活队伍数】 |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (687) | |
| Core_GetPlayerName( PlayerID player ) | |
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返回指定玩家的名称【功能:获取玩家名称】 |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (557) | |
| Core_GetPlayersTableEntry( PlayerID player ) | |
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返回PLAYERS表中指定条目的表引用【功能:获取玩家表条目引用】 |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (571) | |
| Core_GetPlayersTableEntryFromIndex( Integer playerIndex ) | |
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返回PLAYERS表中指定索引的表引用【功能:按索引获取玩家表条目引用】 |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (584) | |
| Core_GetPlayerTeamsEntry( PlayerID player ) | |
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返回玩家TEAMS表中条目的表引用【功能:获取玩家队伍表条目引用】 |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (611) | |
| Core_GetTeamsEntryFromIndex( Integer index ) | |
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返回Teams表中对应给定teamIndex的条目【功能:按索引获取队伍表条目】 NOTE: Use the teams table's .id entry - not the actual index of the table. |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (623) | |
| Core_IsModuleRegistered( String name ) | |
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如果模块已注册用于委托调用则返回true,如果委托调用被禁用则返回false,如果模块不在模块注册表中则返回nil【功能:检查模块注册状态】 |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (477) | |
| Core_IsPlayerEliminated( PlayerID player ) | |
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如果玩家已被淘汰则返回true【功能:检查玩家淘汰状态】 |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (969) | |
| Core_IsPlayerOnPlayerTeam( ) | |
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如果两个指定玩家在同一队伍则返回true【功能:检查玩家同队】 |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (1001) | |
| Core_IsPlayersTableEntryValid( PlayerID player ) | |
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如果PLAYERS表包含指定玩家则返回true【功能:验证玩家表条目有效性】 |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (597) | |
| Core_IsTeamEliminated( Team teams_table ) | |
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如果队伍已被淘汰则返回true。当队伍中所有玩家都被淘汰时,该队伍被视为淘汰【功能:检查队伍淘汰状态】 |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (979) | |
| Core_IsTeamsEntryIndexValid( Integer index ) | |
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如果teamIndex是Teams表中的有效索引则返回true【功能:验证队伍索引有效性】 NOTE: Use the teams table's .id entry - not the actual index of the table. |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (637) | |
| Core_OnGameOver( ) | |
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调用此函数通知其他模块(通过其***_OnGameOver()回调)比赛即将结束【功能:游戏结束通知】 Modules typically implement this for cleanup purposes (i.e. remove rules and UI elements) prior to the match end UI. |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (993) | |
| Core_RegisterModule( String name ) | |
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注册脚本模块用于委托调用。名称应为该模块中所有委托函数使用的前缀。需要在模块脚本的*全局*作用域中调用,使用模块的前缀名称;使用此函数代替Scar_AddInit【功能:注册模块】 For example, if you call Core_RegisterModule("MySystem") then any delegate functions in your script such as "MySystem_OnGameSetup" or "MySystem_OnInit" will be called at the appropriate time during the game initialization process (after the Project delegates but before the Mission delegates). |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (445) | |
| Core_RemovePlayerFromPlayersTable( PlayerID player ) | |
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从玩家表和队伍表中移除玩家【功能:移除玩家】 |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (649) | |
| Core_RevealFOWOnEliminationEnabled( ) | |
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返回"淘汰时显示战争迷雾"比赛选项的值【功能:获取淘汰显示迷雾选项】 |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (1117) | |
| Core_SetDefaultDefeatPresentation( Table presentationTable ) | |
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设置被淘汰玩家的默认展示表【功能:设置失败展示】 |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (947) | |
| Core_SetDefaultVictoriousPresentation( function presentationFunction ) | |
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设置获胜玩家的默认展示函数【功能:设置胜利展示】 |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (866) | |
| Core_SetMutualPlayerRelationship( PlayerID player1, PlayerID player2, Integer relationship ) | |
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设置两个玩家之间的关系【功能:设置玩家关系】 |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (704) | |
| Core_SetMutualRelationship( PlayerID/Table player/teams_table, PlayerID/Table player/teams_table, Relationship relationship ) | |
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设置两个条目之间的关系【功能:设置条目关系】 NOTE: You should generally be setting Team to Team only. Valid Relationships: R_NEUTRAL, R_ALLY, R_ENEMY, R_UNDEFINED |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (717) | |
| Core_SetPlayerDefeated( PlayerID player, function presentationFunction, winReason reason ) | |
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将玩家设置为失败状态【功能:设置玩家失败】 |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (888) | |
| Core_SetPlayerVictorious( PlayerID player, function presentationFunction, winReason reason ) | |
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将玩家设置为比赛获胜者【功能:设置玩家胜利】 |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (788) | |
| Core_SetTeamDefeated( Team teams_table, Table presentationTable ) | |
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设置队伍是否失败【功能:设置队伍失败】 |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (954) | |
| Core_SetTeamVictorious( Team teams_table, function presentationFunction, winReason reason ) | |
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将队伍设置为比赛获胜者【功能:设置队伍胜利】 |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (874) | |
| Core_UnregisterModule( String name ) | |
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从委托调用系统中移除脚本模块【功能:注销模块】 This is usually used for a module to remove itself if it decided it isn't needed (i.e. a game mode that isn't relevant given the map). Please don't have modules removing each other! |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (460) | |
| Core_WinnerlessGameOver( function presentationFunction, winReason reason ) | |
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将游戏设置为没有明确获胜者的游戏结束状态【功能:无胜者结束游戏】 |
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| Source: [E:\P4Share\engine\assets\engine\scar\core.scar] (833) | |
| Event_Delay( Real seconds ) | |
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暂停指定的时间。此函数必须仅在NISlet事件中从CTRL对象调用【功能:事件延迟】 See Event_Start for more information on NISlet events. |
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| Source: [E:\P4Share\engine\source\runtime\simulation\public\simulation\lua\scar\Scar.cpp] (1684) | |
| Event_IsBeingSkipped( ) | |
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如果事件正在被跳过则返回true【功能:检查事件跳过】 |
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| Source: [E:\P4Share\engine\source\runtime\simulation\public\simulation\lua\scar\Scar.cpp] (1665) | |
| Event_Skip( ) | |
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立即完成事件执行(所有Wait()调用将被忽略)【功能:跳过事件】 |
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| Source: [E:\P4Share\engine\source\runtime\simulation\public\simulation\lua\scar\Scar.cpp] (1659) | |
| Event_Start( LuaFunction eventFunction, Integer int ) | |
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启动事件。事件将在本帧所有规则评估完成后才会启动【功能:启动事件】 We allow saving events in multiplayer so please don't put any non-UI events in multiplayer Running events are not saved at all. |
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| Source: [E:\P4Share\engine\source\runtime\simulation\public\simulation\lua\scar\Scar.cpp] (1644) | |
| Event_StartEx( LuaFunction eventFunction, Integer int, LuaFunction onComplete ) | |
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以与Event_Start相同的方式启动事件,但在事件结束时调用用户定义的函数【功能:启动事件并回调】 |
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| Source: [E:\P4Share\engine\source\runtime\simulation\public\simulation\lua\scar\Scar.cpp] (1650) | |
| Scar_AddInit( LuaFunction f ) | |
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向SCAR系统注册初始化函数【功能:注册初始化函数】 This init function will be called when scar is started up.\n **Important: Make sure you do not register two functions with the same name; the init function names should be unique. |
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| Source: [E:\P4Share\engine\source\runtime\simulation\public\simulation\lua\scar\Scar.cpp] (1560) | |
| Scar_InitComplete( ) | |
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让Lua通知游戏初始化已完成【功能:标记初始化完成】 |
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| Source: [E:\P4Share\engine\source\runtime\simulation\public\simulation\lua\scar\Scar.cpp] (1608) | |
| Scar_InitExists( LuaFunction f ) | |
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如果存在初始化函数则返回true【功能:检查初始化函数存在】 |
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| Source: [E:\P4Share\engine\source\runtime\simulation\public\simulation\lua\scar\Scar.cpp] (1599) | |
| Scar_RemoveInit( LuaFunction f ) | |
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注销通过Scar_AddInit注册的初始化函数【功能:注销初始化函数】 |
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| Source: [E:\P4Share\engine\source\runtime\simulation\public\simulation\lua\scar\Scar.cpp] (1587) | |