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前端Lua

setVisible这个是设置控件可见吗?

前端Lua

local zhuansheng = {} function zhuansheng.main(param1, param2, param3, param4) SL:print("===== 转生界面打开 =====") lib:Require(param1, function(state) if state then if param1 then zhuansheng.parent = lib:o

前端Lua

for i = 22, 26 do local effect = ui["Effect_"..i] if not GUI:Win_IsNull(effect) then GUI:setVisible(effect, false) end end -- 下面是你原来的动画代码,完全不动 for i = 1, effectPos do local widget = ui["Effect_" .. i] if not GUI:Win_IsNul

前端Lua

设置控件尺寸是哪个函数

前端Lua

设置控件位置是哪个函数

前端Lua

-- 显示并播放动画(只播最新点亮的那个) for i = 1, effectPos do local widget = ui["Effect_" .. i] if GUI:Win_IsNotNull(widget) then GUI:setVisible(widget, true) -- 只给新点亮的播放动画 if i == effectPos and effectPos ~= lastEffectPos then

前端Lua

local zhuansheng = {} function zhuansheng.main(param1, param2, param3, param4) SL:print("===== 转生界面打开 =====") lib:Require(param1, function(state) if state then if param1 then zhuansheng.parent = lib:o

前端Lua

local playedEffects = {} for i = 1, effectPos do local effectName = "Effect_" .. i if GUI:Win_IsNotNull(ui[effectName]) then GUI:setVisible(ui[effectName], true) -- 检查是否已经播放过这个特效 if not playedEffects[effectNa

前端Lua

local zhuansheng = {} function zhuansheng.main(param1, param2, param3, param4) SL:print("===== 转生界面打开 =====") lib:Require(param1, function(state) if state then if param1 then zhuansheng.parent = lib:o

前端Lua

function lib:createitemlist(winid, data, interval, hide_bg, has_eff, default_color, dataitem, has_opc_parent, effectid, item_bg_path, not_scale, omit_val, count_color) local check = winid and type(data) == "table" and true or false local

前端Lua

[LUA-print] [18:03:17-212] LUA ERROR: ASSERT FAILED ON LUA EXECUTE: child already added. It can't be added again 这个是什么意思

前端Lua

function lib:createitemlist(winid, data, interval, hide_bg, has_eff, default_color, dataitem, has_opc_parent, effectid, item_bg_path, not_scale, omit_val, count_color) local check = winid and type(data) == "table" and true or false local

前端Lua

写的子节点怎么添加到列表容器内

前端Lua

PlayerSkill = {} local showJobSel = { { 1, 2 }, { 1, 2 }, { 1, 2 }, {}, { 9 } } local tips = { "基础技能", "神级技能" } -- local showJobSel = {{8}, {1, 2, 3, 4, 7}, {5, 6, 7, 8}, {}, {9}} function PlayerSkill.main() local param = GUI:GetLayerOpenParam()

前端Lua

可以动态控制裂神符弹射数量吗