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前端Lua

elseif eventType == 'LUA_EVENT_NPCLAYER_OPENSTATUS' then -- NPC层开启状态的处理逻辑 if data then local NPCLayerMediator = global.Facade:retrieveMediator("NPCLayerMediator") if not NPCLayerMediator._layer then

前端Lua

是否可以在GUI:Util中进行全局定义?

前端Lua

我要打开NPC界面 出现 Timeline_Window1(widget, timelineCB)动画

前端Lua

elseif eventType == 'LUA_EVENT_NPCLAYER_OPENSTATUS' then -- NPC层开启状态的处理逻辑 if data then local NPCLayerMediator = global.Facade:retrieveMediator("NPCLayerMediator") if not NPCLayerMediator._layer then

前端Lua

角色外框前端文件是哪一个

前端Lua

怎么设置道具框的编号

前端Lua

获取物品Index

前端Lua

如何获取全局字符型变量值

前端Lua

创建一个NPC,消耗灵符兑换称号,获得称号属性。

前端Lua

做一个列表容器出来 20个

前端Lua

老三端和新三端 都支持spine的那个版本?

前端Lua

---@diagnostic disable: undefined-global local function main() --创建界面 local parent = GUI:Win_Create("Layout", 0, 0, 0, 0) if GUI:Win_IsNull(parent) then SL:Print("Error: Failed to create window") return end GUI:Loa

前端Lua

[LUA-print] [15:25:36-899] [GUI WARNING] GUI:Win_Create, Win exist, close it Layout [LUA-print] [15:25:36-930] ---------------------------------------- [LUA-print] [15:25:36-930] LUA ERROR: target is nil value [LUA-print] [15:25:36-931] stack traceba

前端Lua

for i = 1 , 3 do GUI:addOnClickEvent(ui["Button_"..i],function() GUI:Button_setTitleColor(ui.Button_1, "#ffffff") GUI:Button_setTitleColor(ui.Button_2, "#ffffff") GUI:Button_setTitleColor(ui.Button_3, "#ffffff") local text = GUI:Button_get

前端Lua

for i = 1 ,#config["初级地图"] do local newbtn = GUI:Clone(ui.rbt1) GUI:ListView_pushBackCustomItem(ui.ListView_1, newbtn) GUI:Button_setTitleText(newbtn, config["初级地图"][i].name) GUI:setName(newbtn,"newbtn"..i) GUI:Button_set