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前端Lua

local root = GUI:bg('win') GUI:jiazaiui(root,212) local ui = GUI:getui(root) GUI:chumo(ui.Image_1,true) GUI:youjiantunshi(root,true) GUI:tuozhuai(root,ui.Image_1) for i = 1 , 5 do GUI:addOnClickEvent(ui["Button_"..i],function() GUI:removeChildByNa

后端Lua

local wangzhe = {} local config = { [1] = { -- 二大陆:化魔大陆地区 name = "二大陆(化魔大陆地区)", maps = { "化魔大陆", "枯骨之地", "刨骨牢", "放血殿", "割肉地", "暗·炎魔都", "魔都通天桥", "炎魔之都", "炎浆魔道", "魔都秘境", "天尊殿·雷火部", "三重雷幻境", "火雷部",

前端Lua

SL:print("打开洗练界面") local refined = {} EquipPos = {[0] = "衣服",[1] = "武器",[2] = "勋章",[3] = "头盔",[4] = "项链",[5] = "手镯(右)" , [6] = "手镯(左)",[7] = "戒指(右)",[8] = "戒指(左)",[10] = "腰带",[11] = "靴子"} refined.currentAttributes = { {type = 0, name = "无属性",

前端Lua

删除某个控件的API

前端Lua

SL:print("打开洗练界面") local refined = {} EquipPos = {[0] = "衣服",[1] = "武器",[2] = "勋章",[3] = "头盔",[4] = "项链",[5] = "手镯(右)" , [6] = "手镯(左)",[7] = "戒指(右)",[8] = "戒指(左)",[10] = "腰带",[11] = "靴子"} refined.currentAttributes = { {type = 0, name = "无属性",

前端Lua

SL:print("打开洗练界面") local refined = {} EquipPos = {[0] = "衣服",[1] = "武器",[2] = "勋章",[3] = "头盔",[4] = "项链",[5] = "手镯(右)" , [6] = "手镯(左)",[7] = "戒指(右)",[8] = "戒指(左)",[10] = "腰带",[11] = "靴子"} refined.currentAttributes = { {type = 0, name = "无属性",

前端Lua

for i = 1 ,3 do local lockState = "CheckBox_"..i GUI:addOnClickEvent(refined.ui[lockState], function() SL:ScheduleOnce(function() local lockState_i = GUI:CheckBox_isSelected(refined.ui[lock

前端Lua

for i = 1 ,3 do local lockState = "CheckBox_"..i GUI:addOnClickEvent(refined.ui[lockState], function() local lockState_i = GUI:CheckBox_isSelected(refined.ui[lockState]) SL:print(lockState_i)

前端Lua

player_module = require("Envir/QuestDiary/我的封装/人物封装.lua") function run(actor) local me = player_module() me:biaoji(1,1) end function player:biaoji(index,value) setflagstatus(self.actor,index,value) return self end 有问题吗

前端Lua

player_module = require("Envir/QuestDiary/我的封装/人物封装.lua") function run(actor) local me = player_module() me:biaoji(self,1,1) end function player:biaoji(index,value) setflagstatus(self.actor,index,value) return self end 有问题吗

前端Lua

player_module = require("Envir/QuestDiary/我的封装/人物封装.lua") function run(actor) local me = player_module() me.biaoji(self,1,1) end function player:biaoji(index,value) setflagstatus(self.actor,index,value) return self end 有问题吗

前端Lua

local config = { [1] = { name = '裁决1' , biaoshi = 1}, [2] = { name = '裁决2' , biaoshi = 2}, [3] = { name = '裁决3' , biaoshi = 3}, [4] = { name = '裁决4' , biaoshi = 4}, [5] = { name = '裁决5' , biaoshi = 5} } for i =

前端Lua

local switch_map = {} local MainButton = SL:Require("GUILayout\\2_TopLayout\\L_MainButton", true) SL:RegisterLUAEvent("LUA_EVENT_MAPINFOCHANGE", "地图切换", function(data) -- 安全获取地图名称 -- local mapName = SL:GetMetaValue("MAP_NAME") -- if mapNa

前端Lua

你怎么跟个沙币一样的呢

前端Lua

local switch_map = {} local MainButton = SL:Require("GUILayout\\2_TopLayout\\L_MainButton", true) SL:RegisterLUAEvent("LUA_EVENT_MAPINFOCHANGE", "地图切换", function(data) -- 安全获取地图名称 -- local mapName = SL:GetMetaValue("MAP_NAME") -- if mapNa