scardoc;ResourceLoading

scardoc;ResourceLoading
Functions

 Decal_Create( String decalName, Position position, Real xScale, Real yScale, Real zScale, Real rotationDegrees, Integer r, Integer g, Integer b, Integer a )
 

在地形上添加贴花。返回唯一的贴花ID,可通过Decal_Destroy移除。【功能:创建地形贴花】

  Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (338) 

 Decal_Destroy( Integer decalID )
 

通过唯一ID销毁贴花。【功能:销毁贴花】

  Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (359) 

 Decal_GetInvalidID( )
 

获取表示无效贴花的贴花ID(用于检查创建是否失败)。【功能:获取无效贴花ID】

  Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (322) 

 Entity_Precache( ScarEntityPBG ebp, Integer skinItemDefinitionID, PlayerID player, String resourceContainerCacheName, String source, String id )
 

预缓存实体资源,并监听GE_EntityPrecached事件以确认完成。【功能:预缓存实体资源】

callback example: Rule_AddGlobalEvent(EntityPrecacheComplete, GE_EntityPrecached) Params: ebp - entity blueprint skinID - this is the server item id for a skin, it will precache and equip it player - the player that we want to precache the entity or squad for cacheName - name of cache where resource will be loaded into source - helps identify who requested the precaching id - id to table of data that will be used once entity/squad is loaded

  Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (294) 

 ResourceContainer_ClearCache( String cacheName )
 

清理缓存中的资源。仅用于调试目的,不用于正式版(RTM)。【功能:清理资源缓存】

  Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (134) 

 ResourceContainer_CreateCache( String cacheName, Integer cacheSize )
 

创建一个缓存来加载资源,指定其名称和可容纳的资源数量。【功能:创建资源缓存】

Once cache is full, the oldest resource will get removed and clean itself up

  Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (127) 

 ResourceContainer_LogRefs( )
 

将资源引用记录到日志。仅用于调试目的,不用于正式版(RTM)。【功能:记录资源引用】

dumps inventory information to ResourceContainerLog file

  Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (141) 

 Splat_Create( String splatName, Position position, Real xScale, Real zScale, Real rotationDegrees, Integer r, Integer g, Integer b, Integer a, Boolean mirrorX, Boolean mirrorZ )
 

在地形上添加溅射效果。返回唯一的溅射ID,可通过Splat_Destroy移除。【功能:创建地形溅射效果】

  Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (383) 

 Splat_Destroy( TerrainSplatObject* handle )
 

通过唯一ID销毁溅射效果。【功能:销毁溅射效果】

  Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (405) 

 Splat_GetInvalidID( )
 

获取表示无效溅射效果的溅射ID(用于检查创建是否失败)。【功能:获取无效溅射ID】

  Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (366) 

 Squad_Precache( ScarSquadPBG sbp, Integer skinItemDefinitionID, PlayerID player, String resourceContainerCacheName, String source, String id )
 

预缓存小队资源,并监听GE_EntityPrecached事件以确认完成。【功能:预缓存小队资源】

callback example: Rule_AddGlobalEvent(EntityPrecacheComplete, GE_SquadPrecached) Params: sbp - squad blueprint skinID - this is the server item id for a skin, it will precache and equip it player - the player that we want to precache the entity or squad for cacheName - name of cache where resource will be loaded into source - helps identify who requested the precaching id - id to table of data that will be used once entity/squad is loaded

  Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (315) 

 Terrain_LoadHeightMap( )
 

加载已保存的地形高度图。这将恢复地形高度图的状态。【功能:加载地形高度图】

  Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (437) 

 Terrain_SaveHeightMap( )
 

保存当前地形高度图。可通过Terrain_LoadHeightMap恢复到该状态。【功能:保存地形高度图】

  Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (430) 

 TerrainHighlight_Hide( )
 

隐藏地形上的元数据层覆盖。【功能:隐藏地形高亮】

  Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (422) 

 TerrainHighlight_Show( String metadataLayerName, Real opacity )
 

在地形上显示元数据层。替换之前显示的地形高亮。【功能:显示地形高亮】

  Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (412)