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單純懶得翻api復(fù)制過來的

2023-08-31 01:13 作者:是白不是懷特  | 我要投稿

Start/End functions onCreate() Triggered at the start of the Lua script, can be used for creating objects, precaching, property setters/getters; some variables weren't created; Will only be triggered once. 游戲開始時執(zhí)行,并開始加載游戲數(shù)據(jù)。 onCreatePost() Triggered at the post/after start of the Lua script; The HUD elements are created here; Will only be triggered once. onCreate之后執(zhí)行 onDestroy() Triggered at the end of the Lua script; Will only be triggered once. lua結(jié)束后執(zhí)行 Gameplay/Song Functions onBeatHit() Triggered at every 4 times per section; curBeat or curDecBeat variables is recommended to be used here since it will be called once. 每個beat執(zhí)行一次 onStepHit() Triggered at every 16 times per section; curStep or curDecStep variables is recommended to be used here since it will be called once. 每個step執(zhí)行一次 onSectionHit() Triggered at every 1 times per section; curSection variable is recommended to be used here since it will be called once. 每個section執(zhí)行一次 onUpdate(elapsed) Triggered at every frame inside the game. 每幀執(zhí)行一次,elapsed為間隔時長 elapsed - Every frame display in milliseconds; Shortcut to getPropertyFromClass('flixel.FlxG', 'elapsed'). onUpdatePost(elapsed) Triggered at post/after every frame inside the game; The HUD elements are updated here. onUpdate執(zhí)行完后執(zhí)行 elapsed - Every frame display in milliseconds; Shortcut to getPropertyFromClass('flixel.FlxG', 'elapsed'). onUpdateScore(miss) Triggered at every update change at the score. miss - The current song miss total. onSongStart() Triggered at the beginning of the song or at the completion of the countdown. 曲目正式開始時執(zhí)行 onEndSong() Triggered at the end of the song, will be delayed if an achievement is unlocked; Not to be confused with onDestroy(). 曲目結(jié)束執(zhí)行 onMoveCamera(focus) Triggered at the camera focusing either the boyfriend or dad. 攝像頭改變時執(zhí)行 focus 對象 如 boyfriend dad gf focus - Which character for the camera to focus on. onRecalculateRating() Triggered before the calculation of the rating. Recommended to use setRatingPercent() function for the accuracy percent on the calculation. And the setRatingString() function for your epic rating names. 不知道 onEvent(eventName, value1, value2) Creates a local event script or modifies the event script. 啟用事件執(zhí)行 事件名稱 事件變量1 事件變量2 eventName - The name of the event to be used. value1 - The first value of the event. value2 - the second value of the event. eventEarlyTrigger(eventName, value1, value2) Makes the event trigger earlier. Use the return statement with the specified offset number in milliseconds. eventName - The name of the event to be used. value1 - The first value of the event. value2 - the second value of the event. Example: function eventEarlyTrigger(eventName) if eventName == 'Your event' then return 1000; -- will return 1 second earlier end end Countdown Functions onStartCountdown() Triggered at the start of the countdown; Not to be confused with onCountdownStarted(). 倒計時開始時執(zhí)行 onCountdownStarted() Triggered at the post/after start of the countdown; the note strums are created here. onCountdownTick(counter) Triggered at each countdown tick. 倒計時執(zhí)行 counter - The specified countdown tick; Goes from 0 to 3. Example: function onCountdownTick(counter) local counterArry = {'Three', 'Two', 'One', 'Go!', 'The song starts here'} debugPrint('Counter Num: '..counter..' | '..counterArry[counter + 1]) end Will print: Counter Num: 0 | Three Counter Num: 1 | Two Counter Num: 2 | One Counter Num: 3 | Go! Counter Num: 4 | The song starts here Dialogue Functions onNextDialogue(dialogueCount) Triggered when the next dialogue is called. 下一條對話開始時執(zhí)行 dialogueCount - The dialogue duh; Starts at 1. onSkipDialogue(dialogueCount) Triggered when the dialogue is skip mid text. 跳過對話時執(zhí)行 dialogueCount - The dialogue duh; Starts at 1. Substate Functions onPause() Triggered if the game is paused from playing. 暫停時執(zhí)行 onResume() Triggered if the game is resumed from pausing. onGameOver() Triggered if the player dies from skill issues. 寄執(zhí)行 onGameOverStart() Triggered at the start of the game-over screen. 重新開始執(zhí)行 onGameOverConfirm(retry) Triggered if the player confirmed the retry or go back to the menu. bzd retry - Checks if the player pressed the retry button; Returns true. Custom Substate Functions onCustomSubstateCreate(name) Works similair to onCreate() callback function but for your custom substate; Will only be triggered once. 進(jìn)入新substate執(zhí)行 name - The name of your substate. onCustomSubstateCreatePost(name) Works similair to onCreatePost() callback function; Will only be triggered once. 上一個執(zhí)行后執(zhí)行 name - The name of your substate. onCustomSubstateUpdate(name, elapsed) Works similair to onUpdate() callback function. 在substage中每幀執(zhí)行一次 name - The name of your substate. elapsed - Every frame display in milliseconds; Shortcut to getPropertyFromClass('flixel.FlxG', 'elapsed'). onCustomSubstateUpdatePost(name, elapsed) Works similair to onUpdatePost() callback function. name - The name of your substate. elapsed - Every frame display in milliseconds; Shortcut to getPropertyFromClass('flixel.FlxG', 'elapsed'). onCustomSubstateDestroy(name) Triggered if the substate is closed; Works similair to onDestroy() callback function; Will only be triggered once. 不想寫了,我自己都懂(((((()))))) name - The name of your substate. Note/Key Functions goodNoteHit(membersIndex, noteDirect, noteType, isSustainNote) Triggered if the player hit a note. membersIndex - The note member id; Boyfriend: 0,1,2,3 and Opponent: 4,5,6,7. noteDirect - The note direction in each strum of the note; Values: 0,1,2,3 into left, down, up, right. noteType - The specific note type to be used. isSustainNote - Checks if the note is long or not; Returns a boolean. opponentNoteHit(membersIndex, noteDirect, noteType, isSustainNote) Triggered if the opponent hit a note. onSpawnNote(membersIndex, noteData, noteType, isSustainNote) Triggered if the note is spawn inside the game. noteMiss(membersIndex, noteDirect, noteType, isSustainNote) Triggered if the player miss a note. noteMissPress(noteDirect) Triggered if the player tap while the note isn't present. This will only activate when Ghost Tapping is disable. noteDirect - The note direction in each strum of the note; Values: 0,1,2,3 into left, down, up, right. onKeyPress(key) Triggered if the note control buttons were recently pressed. key - The note direction in each strum of the note; Values: 0,1,2,3 into left, down, up, right. onKeyRelease(key) Triggered if the note control buttons were recently released. key - The note direction in each strum of the note; Values: 0,1,2,3 into left, down, up, right. onGhostTap(key) Triggered if the note control buttons were tap while the note isn't present; Not to be confused with noteMissPress(). key - The note direction in each strum of the note; Values: 0,1,2,3 into left, down, up, right. Complete Functions onTimerCompleted(tag, loops, loopsLeft) Triggered after the timer tag is finished; Not to be confused with onTweenCompleted() function, just in case to add this lol. tag - The timer tag to be used. loops - Checks many loops it will have done when it ends completely loopsLeft - Checks how many loops remaining on the timer. onTweenCompleted(tag) Triggered after the tween tag is finished. tag - The timer tween to be used. onSoundFinished(tag) Triggered after the sound tag is finished. tag - The timer sound to be used. Is the page in some way inaccurate? an error, a typo, or outdated data? To report it, use the "Issue Tab". Or do you wish to include a new function or add new information? use the "Pull Request Tab". Help is always appreciated! Footer ? 2023 GitHub, Inc. Footer navigation Terms Privacy Security Status Docs Contact GitHub Pricing API Training Blog About

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