⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 gadgets.lua

📁 这是整套横扫千军3D版游戏的源码
💻 LUA
📖 第 1 页 / 共 3 页
字号:
  if (actionHandler.GotChatMsg(msg, player)) then    return true  end  for _,g in ipairs(self.GotChatMsgList) do    if (g:GotChatMsg(msg, player)) then      return true    end  end  if (IsSyncedCode()) then    SendToUnsynced(player, msg)  end  return falseend------------------------------------------------------------------------------------  Drawing call-ins---- generates ViewResize() calls for the gadgetsfunction gadgetHandler:SetViewSize(vsx, vsy)  self.xViewSize = vsx  self.yViewSize = vsy  if ((self.xViewSizeOld ~= vsx) or      (self.yViewSizeOld ~= vsy)) then    gadgetHandler:ViewResize(vsx, vsy)    self.xViewSizeOld = vsx    self.yViewSizeOld = vsy  endendfunction gadgetHandler:ViewResize(vsx, vsy)  for _,g in ipairs(self.ViewResizeList) do    g:ViewResize(vsx, vsy)  end  returnend------------------------------------------------------------------------------------  Game call-ins--function gadgetHandler:GameOver()  for _,g in ipairs(self.GameOverList) do    g:GameOver()  end  returnendfunction gadgetHandler:TeamDied(teamID)  for _,g in ipairs(self.TeamDiedList) do    g:TeamDied(teamID)  end  returnend------------------------------------------------------------------------------------  LuaRules Game call-ins--function gadgetHandler:CommandFallback(unitID, unitDefID, unitTeam,                                       cmdID, cmdParams, cmdOptions)  for _,g in ipairs(self.CommandFallbackList) do    local used, remove = g:CommandFallback(unitID, unitDefID, unitTeam,                                           cmdID, cmdParams, cmdOptions)    if (used) then      return remove    end  end  return true  -- remove the commandendfunction gadgetHandler:AllowCommand(unitID, unitDefID, unitTeam,                                    cmdID, cmdParams, cmdOptions, synced)  for _,g in ipairs(self.AllowCommandList) do    if (not g:AllowCommand(unitID, unitDefID, unitTeam,                           cmdID, cmdParams, cmdOptions, synced)) then      return false    end  end  return trueendfunction gadgetHandler:AllowUnitCreation(unitDefID, builderID,                                         builderTeam, x, y, z)  for _,g in ipairs(self.AllowUnitCreationList) do    if (not g:AllowUnitCreation(unitDefID, builderID,                                builderTeam, x, y, z)) then      return false    end  end  return trueendfunction gadgetHandler:AllowUnitTransfer(unitID, unitDefID,                                         oldTeam, newTeam, capture)  for _,g in ipairs(self.AllowUnitTransferList) do    if (not g:AllowUnitTransfer(unitID, unitDefID,                                oldTeam, newTeam, capture)) then      return false    end  end  return trueendfunction gadgetHandler:AllowUnitBuildStep(builderID, builderTeam,                                          unitID, unitDefID, part)  for _,g in ipairs(self.AllowUnitBuildStepList) do    if (not g:AllowUnitBuildStep(builderID, builderTeam,                                 unitID, unitDefID, part)) then      return false    end  end  return trueendfunction gadgetHandler:AllowFeatureCreation(featureDefID, teamID, x, y, z)  for _,g in ipairs(self.AllowFeatureCreationList) do    if (not g:AllowFeatureCreation(featureDefID, teamID, x, y, z)) then      return false    end  end  return trueendfunction gadgetHandler:AllowResourceLevel(teamID, res, level)  for _,g in ipairs(self.AllowResourceLevelList) do    if (not g:AllowResourceLevel(teamID, res, level)) then      return false    end  end  return trueendfunction gadgetHandler:AllowResourceTransfer(teamID, res, level)  for _,g in ipairs(self.AllowResourceTransferList) do    if (not g:AllowResourceTransfer(teamID, res, level)) then      return false    end  end  return trueendfunction gadgetHandler:AllowDirectUnitControl(unitID, unitDefID, unitTeam,                                              playerID)  for _,g in ipairs(self.AllowDirectUnitControlList) do    if (not g:AllowDirectUnitControl(unitID, unitDefID, unitTeam,                                     playerID)) then      return false    end  end  return trueend------------------------------------------------------------------------------------  Unit call-ins--function gadgetHandler:UnitCreated(unitID, unitDefID, unitTeam, builderID)  for _,g in ipairs(self.UnitCreatedList) do    g:UnitCreated(unitID, unitDefID, unitTeam, builderID)  end  returnendfunction gadgetHandler:UnitFinished(unitID, unitDefID, unitTeam)  for _,g in ipairs(self.UnitFinishedList) do    g:UnitFinished(unitID, unitDefID, unitTeam)  end  returnendfunction gadgetHandler:UnitFromFactory(unitID, unitDefID, unitTeam,                                       factID, factDefID, userOrders)  for _,g in ipairs(self.UnitFromFactoryList) do    g:UnitFromFactory(unitID, unitDefID, unitTeam,                      factID, factDefID, userOrders)  end  returnendfunction gadgetHandler:UnitDestroyed(unitID,     unitDefID,     unitTeam,                                     attackerID, attackerDefID, attackerTeam)  for _,g in ipairs(self.UnitDestroyedList) do    g:UnitDestroyed(unitID,     unitDefID,     unitTeam,                    attackerID, attackerDefID, attackerTeam)  end  returnendfunction gadgetHandler:UnitIdle(unitID, unitDefID, unitTeam)  for _,g in ipairs(self.UnitIdleList) do    g:UnitIdle(unitID, unitDefID, unitTeam)  end  returnendfunction gadgetHandler:UnitDamaged(unitID, unitDefID, unitTeam,                                   damage, paralyzer, weaponID,                                   attackerID, attackerDefID, attackerTeam)  for _,g in ipairs(self.UnitDamagedList) do    g:UnitDamaged(unitID, unitDefID, unitTeam,                  damage, paralyzer, weaponID,                  attackerID, attackerDefID, attackerTeam)  end  returnendfunction gadgetHandler:UnitTaken(unitID, unitDefID, unitTeam, newTeam)  for _,g in ipairs(self.UnitTakenList) do    g:UnitTaken(unitID, unitDefID, unitTeam, newTeam)  end  returnendfunction gadgetHandler:UnitGiven(unitID, unitDefID, unitTeam, oldTeam)  for _,g in ipairs(self.UnitGivenList) do    g:UnitGiven(unitID, unitDefID, unitTeam, oldTeam)  end  returnendfunction gadgetHandler:UnitEnteredRadar(unitID, unitTeam, allyTeam, unitDefID)  for _,g in ipairs(self.UnitEnteredRadarList) do    g:UnitEnteredRadar(unitID, unitTeam, allyTeam, unitDefID)  end  returnendfunction gadgetHandler:UnitEnteredLos(unitID, unitTeam, allyTeam, unitDefID)  for _,g in ipairs(self.UnitEnteredLosList) do    g:UnitEnteredLos(unitID, unitTeam, allyTeam, unitDefID)  end  returnendfunction gadgetHandler:UnitLeftRadar(unitID, unitTeam, allyTeam, unitDefID)  for _,g in ipairs(self.UnitLeftRadarList) do    g:UnitLeftRadar(unitID, unitTeam, allyTeam, unitDefID)  end  returnendfunction gadgetHandler:UnitLeftLos(unitID, unitTeam, allyTeam, unitDefID)  for _,g in ipairs(self.UnitLeftLosList) do    g:UnitLeftLos(unitID, unitTeam, allyTeam, unitDefID)  end  returnendfunction gadgetHandler:UnitSeismicPing(x, y, z, strength,                                       allyTeam, unitID, unitDefID)  for _,g in ipairs(self.UnitSeismicPingList) do    g:UnitSeismicPing(x, y, z, strength,                      allyTeam, unitID, unitDefID)  end  returnendfunction gadgetHandler:UnitLoaded(x, y, z, strength)  for _,g in ipairs(self.UnitLoadedList) do    g:UnitLoaded(x, y, z, strength)  end  returnendfunction gadgetHandler:UnitUnloaded(x, y, z, strength)  for _,g in ipairs(self.UnitUnloadedList) do    g:UnitUnloaded(x, y, z, strength)  end  returnendfunction gadgetHandler:StockpileChanged(unitID, unitDefID, unitTeam,                                        weaponNum, oldCount, newCount)  for _,g in ipairs(self.StockpileChangedList) do    g:StockpileChanged(unitID, unitDefID, unitTeam,                       weaponNum, oldCount, newCount)  end  returnend------------------------------------------------------------------------------------  Feature call-ins--function gadgetHandler:FeatureCreated(featureID, allyTeam)  for _,g in ipairs(self.FeatureCreatedList) do    g:FeatureCreated(featureID, allyTeam)  end  returnendfunction gadgetHandler:FeatureDestroyed(featureID, allyTeam)  for _,g in ipairs(self.FeatureDestroyedList) do    g:FeatureDestroyed(featureID, allyTeam)  end  returnend------------------------------------------------------------------------------------  Misc call-ins--function gadgetHandler:Explosion(weaponID, px, py, pz, ownerID)  local noGfx = false  for _,g in ipairs(self.ExplosionList) do    noGfx = noGfx or g:Explosion(weaponID, px, py, pz, ownerID)  end  return noGfxend------------------------------------------------------------------------------------  Draw call-ins--function gadgetHandler:Update()  for _,g in ipairs(self.UpdateList) do    g:Update()  end  returnendfunction gadgetHandler:DefaultCommand()  for _,g in ipairs(self.DefaultCommandList) do    local id = g:DefaultCommand()    if (id) then      return id    end  end  returnendfunction gadgetHandler:DrawWorld()  for _,g in ipairs(self.DrawWorldList) do    g:DrawWorld()  end  returnendfunction gadgetHandler:DrawWorldPreUnit()  for _,g in ipairs(self.DrawWorldPreUnitList) do    g:DrawWorldPreUnit()  end  returnendfunction gadgetHandler:DrawWorldShadow()  for _,g in ipairs(self.DrawWorldShadowList) do    g:DrawWorldShadow()  end  returnendfunction gadgetHandler:DrawWorldReflection()  for _,g in ipairs(self.DrawWorldReflectionList) do    g:DrawWorldReflection()  end  returnendfunction gadgetHandler:DrawWorldRefraction()  for _,g in ipairs(self.DrawWorldRefractionList) do    g:DrawWorldRefraction()  end  returnendfunction gadgetHandler:DrawScreenEffects(vsx, vsy)  for _,g in ipairs(self.DrawScreenEffectsList) do    g:DrawScreenEffects(vsx, vsy)  end  returnendfunction gadgetHandler:DrawScreen(vsx, vsy)  for _,g in ipairs(self.DrawScreenList) do    g:DrawScreen(vsx, vsy)  end  returnendfunction gadgetHandler:DrawInMiniMap(mmsx, mmsy)  for _,g in ipairs(self.DrawInMiniMapList) do    g:DrawInMiniMap(mmsx, mmsy)  end  returnend----------------------------------------------------------------------------------------------------------------------------------------------------------------gadgetHandler:Initialize()----------------------------------------------------------------------------------------------------------------------------------------------------------------

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -