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本帖最后由 小雨微梁 于 2020-6-13 13:11 编辑
WLInterface.register(obj) 注册
obj = {
key0:key0 //MOD的唯一key
key1:"LActor" //一级词
key2:"updateEnemyCollision_B" //二级词
func:function(){} //执行操作,可缺省
pass:false //执行完是否返回,若为true,返回func()的返回值
}
目前支持的一级词:
"LActor"
"LBullet"
"LCanvas"
"LCharacters"
"LEnemy"
"LInteractionBlock"
"LMap"
"LSkill"
"LTrigger"
二级词(B-before,A-after,没有就是B):
//LActor
"actorMove_B"
"updateEnemyCollision_B"
"speedRecovery_B"
"updateBlock_B"
"death_B"
"addinjureAction_B"
"updateAction_B"
"isJumpBlock"
"isCanJump"
"waitJump"
"actorMove_A"
"updateEnemyCollision_A"
"speedRecovery_A"
"updateBlock_A"
"death_A"
"addinjureAction_A"
"updateAction_A"
//LBullet
"correctAnimX"
"correctAnimY"
"makerAnim"
"getAngle"
"atkJudge"
//LCanvas
//LCharacters
//LEnemy
updateAction_B"
ActionDo_B"
moveToActor_B"
faceToActor_B"
isTurnTo_B"
isInRect_B"
updateBar"
ActionSelect"
judgeAction"
settlement"
updateAction_A"
ActionDo_A"
moveToActor_A"
faceToActor_A"
isTurnTo_A"
isInRect_A"
//LInteractionBlock
//LMap
"loadRes_B"
"init_B"
"drawBlock_B"
"setBaseBlockType_B"
"loadRes_A"
"init_A"
"drawBlock_A"
"setBaseBlockType_A"
//LSkill
"doSkill_B"
"getNeedEnemys_B"
"userSkill_B"
"stepChant_B"
"updateUserRect_B"
"stepPrepare_B"
"handleHPMP"
"doSkill_A"
"getNeedEnemys_A"
"userSkill_A"
"stepChant_A"
"updateUserRect_A"
"stepPrepare_A"
//LTrigger
"doTrigger_B"
"isTowardsMe_B"
"addTrigger_B"
"inspectPage_B"
"repaintPage_B"
"doTrigger_A"
"isTowardsMe_A"
"addTrigger_A"
"inspectPage_A"
"repaintPage_A"
WLInterface.anyone 当前对象的引用(不太完善)
WLInterface.anyone.distinct 私有属性和方法
具体用法可参考开源的MOD,比如自定义阵营(ARPG)
6.13:大家更新一下,上周我写的有两个BUG,谢谢!
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