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scriptting and files function

2023-08-31 01:29 作者:是白不是懷特  | 我要投稿

Script Functions addLuaScript(path:String, ?ignoreAlreadyRunning:Bool = false) Adds a Lua script into the game. path - The location of the Lua script file to be added. ignoreAlreadyRunning - An optional parameter, It will execute while ignoring the Lua script that it's running from. removeLuaScript(path:String) Removes a Lua script into the game, if not used anymore. path - The location of the Lua script file to be removed. setOnLuas(varName:String, arg:Dynamic, ?ignoreSelf:Bool = false, ?exclusions:Array = null) Sets the variable globally across all currently active Lua scripts. varName - The variable name to be referenced. arg - The value for the variable to use. ignoreSelf - (Still researching) exclusions - (Still researching) callOnLuas(funcName:String, ?args:Array = null, ?ignoreStops = false, ?ignoreSelf:Bool = true, ?excludeScripts:Array = null, ?excludeValues:Array = null) Sets the function globally across all currently active Lua scripts. funcName - The function name to be referenced. args - An optional parameter, The arguement(s) to be passed on the function. ignoreStops - (Still researching) ignoreSelf - (Still researching) excludeScripts - (Still researching) excludeValues - (Still researching) isRunning(luaFile:String) Checks if the Lua script is currently running; Returns a boolean. luaFile - The location of the Lua script file to be used. getRunningScripts() Checks if multiple Lua scripts are current running; Returns a table. Warning: These functions are weirdly buggy, it somehow works and other times it doesn't?????. setGlobalFromScript(luaFile:String, global:String, val:Dynamic) Calls a global variable from another Lua script and sets the current value with a new one. luaFile - The location of Lua script to be referenced. global - The global variable from the Lua script to get. val - The new value to be set for the variable. getGlobalFromScript(luaFile:String, global:String) Calls a global variable from another script and gets the current value. luaFile - The location of Lua script to be referenced. global - The global variable from the Lua script to get. callScript(luaFile:String, funcName:String, ?args:Array) Calls a global function from another Lua script. luaFile - The location of Lua script to be referenced. funcName - The function name from the Lua script to get. args - An optional parameter, The arguement(s) to be passed to the function. File Functions getTextFromFile(path:String, ?ignoreMods:Bool = false) Gets the text content from a txt file. path - The location of the txt file to be used ignoreMods - An optional parameter, It will be ignore by the mod folder directory, causing it to be outside the mod folder. directoryFileList(folder:String) Gets the contents of the folder; Returns a table. folder - The location of the folder to be used; Starts outside the mod folder by defualt. saveFile(path:String, content:String, ?absolute:Bool = false) Changes the specific file contents and saves it. path - The location of the file to be change content - The file contents to be changed or modified, use double brackets [[]]. absolute - An optional parameter, It will be ignore by the mod folder directory, causing it to be outside the mod folder. deleteFile(path:String) Deletes the specific file literally. path - The location of the file to be deleted. checkFileExists(filename:String, ?absolute:Bool = false) Checks if the file exist or not. filename - The location of the Lua script file to be used. absolute - An optional parameter, It will be ignore by the mod folder directory, causing it to be outside the mod folder. Lua Exists Functions luaSpriteExists(tag:String) Checks if the sprite object exist inside the stage or script; Returns a boolean. tag - The sprite object tag name to be used. luaTextExists(tag:String) Checks if the text object exist inside the stage or script; Returns a boolean. tag - The text object tag name to be used. luaSoundExists(tag:String) Checks if the sound object exist inside the stage or script; Returns a boolean. tag - The sound object tag name to be used. Saving Data Functions initSaveData(name:String, ?folder:String = 'psychenginemods') Initializes/Creates the save data making it able to be called anywhere. This function is recommended to be place above the save data functions for obvious reasons. name - The name of the save data to be used. folder - An optional parameter, The folder to be loaded or be created. flushSaveData(name:String) Deletes the save data, if not used anymore; Returns a nil value. name - The name of the save data to be used. setDataFromSave(name:String, field:String, value:Dynamic) Sets the current data field with a new value. Or creates a data field with a specify value of the data field. name - The name of the save data to be used. field - The name of the data field to be used. value - The new value to be set or the specific value to be used, Like an Array, String, Number, etc. getDataFromSave(name:String, field:String) Gets the current data field current value; Returns the data field value. name - The name of the save data to be used. field - The name of the data field to be used. String Tool Functions stringStartsWith(str:String, start:String) Checks the specific starting section of the string; Returns a boolean. str - The string to be used. start - The starting section to be called. Lua Equivalent: stringEndsWith(str:String, end:String) Checks the specific ending section of the string; Returns a boolean. str - The string to be used. end - The ending section to be called. Lua Equivalent: stringSplit(str:String, split:String) Splits the string into multiple strings; Returns a table. str - The string to be split. split - The pattern of the string to split. Lua Equivalent: Example: stringSplit('A, B, C, D', ', ')[1], it will return A. stringTrim(str:String) Removes any whitspace characters from the string. Or you could just use ('string'):gsub('%s*', '') which functions the same. So this function is confirmed useless, so don't even bother using it lmao. str - The string to be trimmed. Randomization Functions getRandomInt(min:Int, max:Int = FlxMath.MAX_VALUE_INT, exclude:String = '') Randomizes the Int number from min to max values. min - The minimum value. max - The maximum value. exclude - An optional parameter, The interger numbers to exclude when randomizing; Example: 1, 2, 4. getRandomFloat(min:Float, max:Float = 1, exclude:String = '') Randomizes the Float number from min to max values. min - The minimum value. max - The maximum value: Defualt value: 1. exclude - An optional parameter, The floating-point numbers to exclude when randomizing; Example: 0.1, 2.5, 6.9. getRandomBool(chance:Float = 50) Randomizes the chances of returning a true value. chance - The percent of it being true; Goes from 0 to 100; Default value: 50. Global Variable Functions setVar(varName:String, value:Dynamic) Sets the current global variable with a new value. Or initializes the creation of a global variable if there is no global variable. This allows to access variable from other scripts, but only if the script is currently executed. varName - The variable to be referenced. value - The specified type of value for the variable to use or to over-write. getVar(varName:String) Gets the current global variable current value. varName - The variable to be referenced.

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