| 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 ) | |
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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】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (338) | |
| Decal_Destroy( Integer decalID ) | |
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通过唯一ID销毁贴花。【功能:销毁贴花】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (359) | |
| Decal_GetInvalidID( ) | |
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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】 |
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| 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 ) | |
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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 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (294) | |
| ResourceContainer_ClearCache( String cacheName ) | |
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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】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (134) | |
| ResourceContainer_CreateCache( String cacheName, Integer cacheSize ) | |
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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 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (127) | |
| ResourceContainer_LogRefs( ) | |
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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 |
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| 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 ) | |
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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】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (383) | |
| Splat_Destroy( TerrainSplatObject* handle ) | |
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通过唯一ID销毁溅射效果。【功能:销毁溅射效果】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (405) | |
| Splat_GetInvalidID( ) | |
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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】 |
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| 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 ) | |
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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 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (315) | |
| Terrain_LoadHeightMap( ) | |
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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】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (437) | |
| Terrain_SaveHeightMap( ) | |
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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】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (430) | |
| TerrainHighlight_Hide( ) | |
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隐藏地形上的元数据层覆盖。【功能:隐藏地形高亮】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (422) | |
| TerrainHighlight_Show( String metadataLayerName, Real opacity ) | |
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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】 |
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| Source: [E:\P4Share\engine\source\runtime\presentation\public\presentation\lua\lualibs\scenario\LuaLibPresentation.cpp] (412) | |