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前端Lua

初始坐标为255,280 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.p

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

LUA ERROR: [string "GUILayout/NPC/zhuansheng.lua"]:245: attempt to perform arithmetic on local 'startY' (a nil value) [LUA-print] stack traceback: [string "scripts/main.lua"]:14: in function '__sub' [string "GUILayout/NPC/zhuansheng.

前端Lua

[LUA-print] stack traceback: [string "scripts/main.lua"]:14: in function '__sub' [string "GUILayout/NPC/zhuansheng.lua"]:245: in function 'callback' [string "scripts/util/util.lua"]:870: in function <[string "scripts/util/util

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 targetX = 77 -- 最终X坐标 local targetY = 281 -- 最终Y坐标 -- 在动作序列最后添加一个CallFunc来设置固定位置 local callback = function() -- 设置控件到最终位置 GUI:setPosition(

前端Lua

local targetX = 77 -- 最终X坐标 local targetY = 281 -- 最终Y坐标 -- 在动作序列最后添加一个CallFunc来设置固定位置 local callback = function() -- 设置控件到最终位置 GUI:setPosition(

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

GUI:runAction(ui.Image_9, GUI:ActionSequence(GUI:ActionScaleTo(0.5, 1.4), GUI:ActionScaleTo(0.5, 1), GUI:CallFunc(callback),GUI:ActionMoveTo(0.5,0,0), GUI:ActionMoveBy(0.2,77,281)))怎么将Image_9固定在最后停留的位子

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

后端Lua

local enemy = {hp = 100 ,attack = 10 } function enemy:new(name) local obj ={ name = name } local mt = { __newindex = function (t,k,v) if k == 'hp' and v*1 > 10000 then error('血量不能超过10000')

结构策划

libpng warning: iCCP: known incorrect sRGB profile libpng warning: tRNS: invalid with alpha channel libpng warning: tRNS: invalid with alpha channel libpng warning: tRNS: invalid with alpha channel

TXT语法专家

libpng warning: iCCP: known incorrect sRGB profile libpng warning: tRNS: invalid with alpha channel libpng warning: tRNS: invalid with alpha channel libpng warning: tRNS: invalid with alpha channel

后端Lua

创建Enemy敌人类,要求: 类包含hp=100和attack=10两个默认属性 构造函数new接收name参数,创建对象时name写入对象自身 使用__index让对象继承类的hp和attack 使用__newindex限制:hp不能超过10000,attack不能超过1000,使用rawset写入 添加hurt方法,接收damage参数,从hp中扣除 类里面有hp了 会走__newindex吗

前端Lua

[string "GUILayout/NPC/zhuansheng.lua"]:133: attempt to call method 'ActionDelay' (a nil value) local zhuansheng = {} function zhuansheng.main(param1, param2, param3, param4) SL:print("===== 转生界面打开 =====") lib:Require(param1, function(s