前端Lua
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前端Lua
--飞剑效果 FeiJianSKill = {} ---飞剑状态 FeiJianSKill.SwordState = { Idle = 0, --待机 Attack = 1, --攻击中 Back = 2, --收回 AttackCd1 = 3, --攻击等待飞行 AttackCd2 = 4, --攻击等待旋转 } ---常量定义 local CONST = { -- 飞剑数量控制 MAX_
前端Lua
--飞剑效果 FeiJianSKill = {} ---飞剑状态 FeiJianSKill.SwordState = { Idle = 0, --待机 Attack = 1, --攻击中 Back = 2, --收回 AttackCd1 = 3, --攻击等待飞行 AttackCd2 = 4, --攻击等待旋转 } ---常量定义 local CONST = { -- 飞剑数量控制 MAX_
前端Lua
sendredvartoclient(actor)前端怎么获取
后端Lua
后端自定义变量怎么推送到前端
后端Lua
后端变量怎么发送到前端
前端Lua
前端怎么获取服务端的变量
后端Lua
---@diagnostic disable: undefined-global local function sandCity_variable(actor) local number = GetInt(0, actor, "沙城捐献") return number end local function main(actor, msgID, param1, param2, param3, str) if msgID == 5 and param1 == 1 then
TXT语法专家
U变量255个用完了 用啥变量
后端Lua
---@diagnostic disable: undefined-global, invert-if, unresolved-require local cfg = require("Envir.core.Npc配置.人物转生配置") local REQUIRED_LEVEL = 100 local function main(actor, msgID, param1, param2, param3, str) if msgID == 4 and param1 == 1 then
后端Lua
---@diagnostic disable: undefined-global, invert-if, unresolved-require local cfg = require("Envir.core.Npc配置.人物转生配置") local function main(actor, msgID, param1, param2, param3, str) if msgID == 4 and param1 == 1 then local reincarnation_l
前端Lua
---@diagnostic disable: undefined-global, unnecessary-if -- 保存当前界面的引用 local currentParent = nil local function main() -- 如果界面已存在,先关闭它 if currentParent and not GUI:Win_IsNull(currentParent) then GUI:Win_Close(currentParent) c
前端Lua
---@diagnostic disable: undefined-global local cfg = require("GUILayout.Npc配置.人物转生配置") local ui = {} function ui.init(parent) local reincarnation_level = SL:Get_RELEVEL() --玩家转生等级 local next = cfg[reincarnation_level + 1] or cfg[0] local width = S
前端Lua
---@diagnostic disable: undefined-global local cfg = require("GUILayout.Npc配置.人物转生配置") local ui = {} function ui.init(parent) local reincarnation_level = SL:Get_RELEVEL() --玩家转生等级 local next = cfg[reincarnation_level + 1] or cfg[0] local width = S
前端Lua