mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-04-28 15:57:59 +03:00
Merge branch 'develop' into pr/1496
This commit is contained in:
commit
566b694c9d
308 changed files with 20755 additions and 7065 deletions
59
CHANGELOG.md
59
CHANGELOG.md
|
@ -3,22 +3,77 @@
|
|||
The dates are in European standard format where date is presented as **YYYY-MM-DD**.
|
||||
TombEngine releases are located in this repository (alongside with Tomb Editor): https://github.com/TombEngine/TombEditorReleases
|
||||
|
||||
## Version 1.7.1 - xxxx-xx-xx
|
||||
## [Version 1.8](link to release) - yyyy-mm-dd
|
||||
|
||||
### Bug fixes
|
||||
* Improved engine performance up to 20%.
|
||||
* Fixed bridges moving the player when the player is underwater.
|
||||
* Fixed trigger triggerer not working.
|
||||
* Fixed display pickup numeric string not being interpolated in high framerate mode.
|
||||
* Fixed two block platform room portal traversal failing in some cases.
|
||||
* Fixed incorrect handling of dynamic light shadows.
|
||||
* Fixed ricochet flashes after using explosive weapons.
|
||||
* Fixed incorrect flare draw in crawl state.
|
||||
* Fixed starfield remaining active in the next level if it does not have a starfield specified.
|
||||
* Fixed wetness player attribute not being preserved in savegames.
|
||||
* Fixed invisible HK ammo in the inventory.
|
||||
* Fixed flickering rat emitter.
|
||||
* Fixed player model submerging into the floor while swimming underwater.
|
||||
* Fixed custom shatter sounds with custom sound IDs not playing correctly.
|
||||
* Fixed crashes with sound samples larger than 2 megabytes.
|
||||
|
||||
### New Features
|
||||
* Added multithreading and an option for it to flow system settings.
|
||||
* Added ability to use floor trapdoors, keys and puzzle items underwater.
|
||||
- You must update your Lara object: https://github.com/TombEngine/Resources/raw/main/Wad2%20Objects/Lara/TEN_Lara.wad2
|
||||
* Added a particle based waterfall emitter object and associated sprite slots.
|
||||
- You must use this version: https://github.com/TombEngine/Resources/raw/refs/heads/main/Wad2%20Objects/Interactables/TEN_Waterfall_Emitter.wad2
|
||||
* Added TR1 Hammer.
|
||||
- You must use this version: <insert address here>
|
||||
* Added TR3 Moving Laser.
|
||||
* Added TR4 Statue Plinth.
|
||||
|
||||
### Lua API changes
|
||||
|
||||
* Added Collision.Probe class for basic room collision detection.
|
||||
* Added advanced particle emitter allowing animations and other effects.
|
||||
* Added diary module.
|
||||
* Added custom bar module.
|
||||
* Added Flow.Horizon class and two layers of horizons in a Flow.Level class.
|
||||
* Added Flow.GetTotalSecretCount() function to get total amount of secrets in the game.
|
||||
* Added View.GetFlyByPosition() and View.GetFlyByRotation() functions to get flyby sequence parameters at a specified time point.
|
||||
* Added Effects.EmitAirBubble() function to spawn air bubbles.
|
||||
* Added Effects.EmitStreamer() function to emit streamers.
|
||||
* Added Moveable:GetScale() and Movebale:SetScale() methods to set visible scale of moveables.
|
||||
* Added Rotation:Lerp() function to allow linear interpolation between rotations.
|
||||
* Added various Translate() methods to Vec2 and Vec3 script objects.
|
||||
* Added alpha transparency functionality for statics and moveables to be used with SetColor() method.
|
||||
* Added extra arguments for sprite object slots and starting rotation value for EmitParticle function.
|
||||
* Added ability to save Flow.Level fields such as fog or horizon to a savegame.
|
||||
* Added pickup count to Flow.Statistics class.
|
||||
* Fixed medipack level count in Flow.Statistics class.
|
||||
|
||||
## [Version 1.7.1](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.7.4) - 2025-04-01
|
||||
|
||||
### Bug fixes
|
||||
* Fixed static meshes with dynamic light mode not accepting room lights.
|
||||
* Fixed silent crashes if no Visual C++ runtimes are installed, and provide a dialog box to download them instead.
|
||||
* Fixed silent crashes if no Visual C++ runtimes are installed and provide a dialog box to download them instead.
|
||||
* Fixed issues with launching the engine from directories with non-Western characters in the path.
|
||||
* Fixed rare case of not being able to start a new game or exit game from the main menu on very slow GPUs.
|
||||
* Fixed occasional crashes with creatures stuck in a sector with no pathfinding set.
|
||||
* Fixed occasional cases of underwater switch animation not playing, if player spams jump key while pulling the switch.
|
||||
* Fixed player's blob shadows not rendering on moveables and static meshes.
|
||||
* Fixed antialiasing quality not changing after changing it in display settings.
|
||||
* Fixed endless explosion effect for Puna.
|
||||
* Fixed diary pick-up item inventory state not preserved in the savegame.
|
||||
* Fixed gravity being applied underwater when exiting the fly cheat.
|
||||
* Fixed gravity being applied when vaulting on the same frame as the player lands.
|
||||
|
||||
### New Features
|
||||
* Added realtime shader reloading in debug mode by pressing F9 key.
|
||||
* Added load, save, stopwatch and compass as a functional pick-up items with ability to add or remove them from inventory.
|
||||
* Increased particle limit from 1024 to 4096.
|
||||
* Added ability for the player to more reliably stop at an edge when running at it while holding Walk.
|
||||
|
||||
### Lua API changes
|
||||
* Fixed Flow.FreezeMode.FULL drawing incorrect background.
|
||||
|
|
|
@ -12,7 +12,7 @@ new_type("luautil", "5 Lua utility modules", true)
|
|||
|
||||
not_luadoc = true
|
||||
|
||||
local version = "1.7.1"
|
||||
local version = "1.7.2 (Developer)"
|
||||
project = " TombEngine"
|
||||
title = "TombEngine " .. version .. " Lua API"
|
||||
description = "TombEngine " .. version .. " scripting interface"
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -120,10 +128,14 @@
|
|||
<td class="summary">Emit a lightning arc.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#EmitParticle">EmitParticle(pos, velocity, spriteIndex, gravity, rot, startColor, endColor, blendMode, startSize, endSize, lifetime, damage, poison)</a></td>
|
||||
<td class="name" ><a href="#EmitParticle">EmitParticle(pos, vel, spriteID, gravity, rotVel, startColor, endColor, blendMode, startSize, endSize, life, applyDamage, applyPoison, spriteSeqID, startRot)</a></td>
|
||||
<td class="summary">Emit a particle.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#EmitAdvancedParticle">EmitAdvancedParticle(ParticleData)</a></td>
|
||||
<td class="summary">Emit a particle with extensive configuration options including animations.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#EmitShockwave">EmitShockwave(pos, innerRadius, outerRadius, color, lifetime, speed, angle, hurtsLara)</a></td>
|
||||
<td class="summary">Emit a shockwave, similar to that seen when a harpy projectile hits something.</td>
|
||||
</tr>
|
||||
|
@ -140,6 +152,10 @@
|
|||
<td class="summary">Emit blood.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#EmitAirBubble">EmitAirBubble(pos[, size][, amp])</a></td>
|
||||
<td class="summary">Emit an air bubble in a water room.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#EmitFire">EmitFire(pos, size)</a></td>
|
||||
<td class="summary">Emit fire for one frame.</td>
|
||||
</tr>
|
||||
|
@ -155,6 +171,17 @@
|
|||
<td class="name" ><a href="#GetWind">GetWind()</a></td>
|
||||
<td class="summary">Get the wind vector for the current game frame.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#EmitStreamer">EmitStreamer(mov, tag, pos, dir[, rot][, startColor][, endColor][, width][, life][, vel][, expRate][, rotRate][, edgeFeatherMode][, lengthFeatherMode][, blendID])</a></td>
|
||||
<td class="summary">Emit an extending streamer effect.</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a href="#Tables">Tables</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#ParticleData">ParticleData</a></td>
|
||||
<td class="summary">Structure for EmitAdvancedParticle table.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<br/>
|
||||
|
@ -224,14 +251,10 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "EmitParticle"></a>
|
||||
<strong>EmitParticle(pos, velocity, spriteIndex, gravity, rot, startColor, endColor, blendMode, startSize, endSize, lifetime, damage, poison)</strong>
|
||||
<strong>EmitParticle(pos, vel, spriteID, gravity, rotVel, startColor, endColor, blendMode, startSize, endSize, life, applyDamage, applyPoison, spriteSeqID, startRot)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Emit a particle. </p>
|
||||
<pre><code> See the sprite editor in WadTool for DEFAULT_SPRITES to see a list of sprite indices.
|
||||
</code></pre>
|
||||
|
||||
Emit a particle.
|
||||
|
||||
|
||||
|
||||
|
@ -239,59 +262,63 @@
|
|||
<ul>
|
||||
<li><span class="parameter">pos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
|
||||
|
||||
|
||||
World position.
|
||||
</li>
|
||||
<li><span class="parameter">velocity</span>
|
||||
<li><span class="parameter">vel</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
|
||||
|
||||
|
||||
Velocity.
|
||||
</li>
|
||||
<li><span class="parameter">spriteIndex</span>
|
||||
<li><span class="parameter">spriteID</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
an index of a sprite in DEFAULT_SPRITES object.
|
||||
ID of the sprite in the sprite sequence object.
|
||||
</li>
|
||||
<li><span class="parameter">gravity</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
(default 0) Specifies whether particle will fall (positive values) or ascend (negative values) over time. Clamped to [-32768, 32767], but values between -1000 and 1000 are recommended; values too high or too low (e.g. under -2000 or above 2000) will cause the velocity of the particle to "wrap around" and switch directions.
|
||||
</li>
|
||||
<li><span class="parameter">rot</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
(default 0) specifies a speed with which it will rotate (0 = no rotation, negative = anticlockwise rotation, positive = clockwise rotation).
|
||||
Specifies if the particle will fall over time. Positive values ascend, negative values descend. Recommended range: [-1000 and 1000]. <strong>Default: 0</strong>
|
||||
</li>
|
||||
<li><span class="parameter">rotVel</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Rotational velocity in degrees. <strong>Default: 0</strong>
|
||||
</li>
|
||||
<li><span class="parameter">startColor</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
(default Color(255, 255, 255)) color at start of life
|
||||
Color at start of life. <strong>Default: Color(255, 255, 255)</strong>
|
||||
</li>
|
||||
<li><span class="parameter">endColor</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
(default Color(255, 255, 255)) color to fade to - at the time of writing this fade will finish long before the end of the particle's life due to internal maths
|
||||
Color to fade toward. This will finish long before the end of the particle's life due to internal math. <strong>Default: Color(255, 255, 255)</strong>
|
||||
</li>
|
||||
<li><span class="parameter">blendMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
|
||||
(default TEN.Effects.BlendID.ALPHABLEND) How will we blend this with its surroundings?
|
||||
Render blend mode. <strong>TEN.Effects.BlendID.ALPHABLEND</strong>
|
||||
</li>
|
||||
<li><span class="parameter">startSize</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
(default 10) Size on spawn. A value of 15 is approximately the size of Lara's head.
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Size at start of life. <strong>Default: 10</strong>
|
||||
</li>
|
||||
<li><span class="parameter">endSize</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
(default 0) Size on death - the particle will linearly shrink or grow to this size during its lifespan
|
||||
</li>
|
||||
<li><span class="parameter">lifetime</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
(default 2) Lifespan in seconds
|
||||
Size at end of life. The particle will linearly shrink or grow toward this size over its lifespan. <strong>Default: 0</strong>
|
||||
</li>
|
||||
<li><span class="parameter">damage</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
(default false) specifies whether particle can damage Lara (does a very small amount of damage, like the small lava emitters in TR1)
|
||||
<li><span class="parameter">life</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Lifespan in seconds. <strong>Default: 2</strong>
|
||||
</li>
|
||||
<li><span class="parameter">poison</span>
|
||||
<li><span class="parameter">applyDamage</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
(default false) specifies whether particle can poison Lara
|
||||
Specify if the particle will harm the player on collision. <strong>Default: false</strong>
|
||||
</li>
|
||||
<li><span class="parameter">applyPoison</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Specify if the particle will poison the player on collision. <strong>Default: false</strong>
|
||||
</li>
|
||||
<li><span class="parameter">spriteSeqID</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
ID of the sprite sequence object. <strong>Default: Objects.ObjID.DEFAULT_SPRITES</strong>
|
||||
</li>
|
||||
<li><span class="parameter">startRot</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Rotation at start of life. <strong>Default: random</strong>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -301,20 +328,77 @@
|
|||
<h3>Usage:</h3>
|
||||
<ul>
|
||||
<pre class="example">EmitParticle(
|
||||
yourPositionVarHere,
|
||||
pos,
|
||||
Vec3(<span class="global">math</span>.random(), <span class="global">math</span>.random(), <span class="global">math</span>.random()),
|
||||
<span class="number">22</span>, <span class="comment">-- spriteIndex
|
||||
<span class="number">22</span>, <span class="comment">-- spriteID
|
||||
</span> <span class="number">0</span>, <span class="comment">-- gravity
|
||||
</span> -<span class="number">2</span>, <span class="comment">-- rot
|
||||
</span> -<span class="number">2</span>, <span class="comment">-- rotVel
|
||||
</span> Color(<span class="number">255</span>, <span class="number">0</span>, <span class="number">0</span>), <span class="comment">-- startColor
|
||||
</span> Color(<span class="number">0</span>, <span class="number">255</span>, <span class="number">0</span>), <span class="comment">-- endColor
|
||||
</span> TEN.Effects.BlendID.ADDITIVE, <span class="comment">-- blendMode
|
||||
</span> <span class="number">15</span>, <span class="comment">-- startSize
|
||||
</span> <span class="number">50</span>, <span class="comment">-- endSize
|
||||
</span> <span class="number">20</span>, <span class="comment">-- lifetime
|
||||
</span> <span class="keyword">false</span>, <span class="comment">-- damage
|
||||
</span> <span class="keyword">true</span> <span class="comment">-- poison
|
||||
</span> )</pre>
|
||||
</span> <span class="number">20</span>, <span class="comment">-- life
|
||||
</span> <span class="keyword">false</span>, <span class="comment">-- applyDamage
|
||||
</span> <span class="keyword">true</span>, <span class="comment">-- applyPoison
|
||||
</span> Objects.ObjID.DEFAULT_SPRITES, <span class="comment">-- spriteSeqID
|
||||
</span> <span class="number">180</span> <span class="comment">-- startRot
|
||||
</span> )</pre>
|
||||
</ul>
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "EmitAdvancedParticle"></a>
|
||||
<strong>EmitAdvancedParticle(ParticleData)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Emit a particle with extensive configuration options including animations.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">ParticleData</span>
|
||||
<span class="types"><a class="type" href="../1 modules/Effects.html#ParticleData">ParticleData</a></span>
|
||||
The table holding all the particle data.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Usage:</h3>
|
||||
<ul>
|
||||
<pre class="example"><span class="keyword">local</span> particle = {
|
||||
position = GetMoveableByName(<span class="string">"camera_target_6"</span>) :GetPosition(),
|
||||
velocity = Vec3(<span class="number">0</span>, <span class="number">0</span>, <span class="number">10</span>),
|
||||
spriteSeqID = TEN.Objects.ObjID.CUSTOM_BAR_GRAPHIC,
|
||||
spriteID = <span class="number">0</span>,
|
||||
lifetime = <span class="number">10</span>,
|
||||
maxYVelocity = <span class="number">0</span>,
|
||||
gravity = <span class="number">0</span>,
|
||||
friction = <span class="number">10</span>,
|
||||
startRotation = <span class="number">0</span>,
|
||||
rotationSpeed = <span class="number">0</span>,
|
||||
startSize = <span class="number">80</span>,
|
||||
endSize = <span class="number">80</span>,
|
||||
startColor = TEN.Color(<span class="number">128</span>, <span class="number">128</span>, <span class="number">128</span>),
|
||||
endColor = TEN.Color(<span class="number">128</span>, <span class="number">128</span>, <span class="number">128</span>),
|
||||
blendMode = TEN.Effects.BlendID.ADDITIVE,
|
||||
wind = <span class="keyword">false</span>,
|
||||
damage = <span class="keyword">true</span>,
|
||||
poison = <span class="keyword">false</span>,
|
||||
burn = <span class="keyword">false</span>,
|
||||
damageHit = <span class="number">80</span>,
|
||||
sound = <span class="number">197</span>,
|
||||
light = <span class="keyword">true</span>,
|
||||
lightRadius = <span class="number">6</span>,
|
||||
lightFlicker = <span class="number">5</span>,
|
||||
animated = <span class="keyword">true</span>,
|
||||
frameRate = .<span class="number">25</span>,
|
||||
animationType = TEN.Effects.ParticleAnimationType.LOOP,
|
||||
}
|
||||
EmitAdvancedParticle(particle)</pre>
|
||||
</ul>
|
||||
|
||||
</dd>
|
||||
|
@ -429,7 +513,7 @@
|
|||
</li>
|
||||
<li><span class="parameter">dir</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
direction, or a point to which spotlight should be directed to
|
||||
normal which indicates light direction
|
||||
</li>
|
||||
<li><span class="parameter">color</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
|
@ -487,7 +571,39 @@
|
|||
</li>
|
||||
<li><span class="parameter">count</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
(default 1) "amount" of blood. Higher numbers won't add more blood but will make it more "flickery", with higher numbers turning it into a kind of red orb.
|
||||
Sprite count. <strong>default: 1</strong>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "EmitAirBubble"></a>
|
||||
<strong>EmitAirBubble(pos[, size][, amp])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Emit an air bubble in a water room.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">pos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
World position where the effect will be spawned. Must be in a water room.
|
||||
</li>
|
||||
<li><span class="parameter">size</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Sprite size. <strong>Default: 32</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">amp</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Oscillation amplitude. <strong>Default: 32</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -501,7 +617,7 @@
|
|||
<strong>EmitFire(pos, size)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Emit fire for one frame. Will not hurt Lara. Call this each frame if you want a continuous fire.
|
||||
Emit fire for one frame. Will not hurt player. Call this each frame if you want a continuous fire.
|
||||
|
||||
|
||||
|
||||
|
@ -599,6 +715,250 @@
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "EmitStreamer"></a>
|
||||
<strong>EmitStreamer(mov, tag, pos, dir[, rot][, startColor][, endColor][, width][, life][, vel][, expRate][, rotRate][, edgeFeatherMode][, lengthFeatherMode][, blendID])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Emit an extending streamer effect.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">mov</span>
|
||||
<span class="types"><span class="type">Moveable</span></span>
|
||||
Moveable object with which to associate the effect.
|
||||
</li>
|
||||
<li><span class="parameter">tag</span>
|
||||
<span class="types"><span class="type">int[opt]</span></span>
|
||||
Numeric tag with which to associate the effect on the moveable. <strong>Default: 0</strong>
|
||||
</li>
|
||||
<li><span class="parameter">pos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
World position.
|
||||
</li>
|
||||
<li><span class="parameter">dir</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Direction vector of movement velocity.
|
||||
</li>
|
||||
<li><span class="parameter">rot</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Start rotation in degrees. <strong>Default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">startColor</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color at the start of life. <strong>Default: Color(255, 255, 255, 255))</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">endColor</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color at the end of life. <strong>Default: Color(0, 0, 0, 0))</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">width</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Width in world units. <strong>Default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">life</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Lifetime in seconds. <strong>Default: 1</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">vel</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Movement velocity in world units per second. <strong>Default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">expRate</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Width expansion rate in world units per second. <strong>Default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">rotRate</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Rotation rate in degrees per second. <strong>Default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">edgeFeatherMode</span>
|
||||
<span class="types"><span class="type">Effects.StreamerFeatherMode</span></span>
|
||||
Edge feather mode. <strong>Default: Effects.FeatherID.NONE</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">lengthFeatherMode</span>
|
||||
<span class="types"><span class="type">Effects.StreamerFeatherMode</span></span>
|
||||
Length feather mode. <strong>Not implemented yet.</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">blendID</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
|
||||
Renderer blend ID. <strong>Default: Effects.BlendID.ALPHA_BLEND</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
|
||||
|
||||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "ParticleData"></a>
|
||||
<strong>ParticleData</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Structure for EmitAdvancedParticle table.
|
||||
|
||||
|
||||
|
||||
<h3>Fields:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">position</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
World position.
|
||||
</li>
|
||||
<li><span class="parameter">velocity</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Velocity.
|
||||
</li>
|
||||
<li><span class="parameter">spriteSeqID</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
ID of the sprite sequence object. <strong>Default: Objects.ObjID.DEFAULT_SPRITES</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">spriteID</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
ID of the sprite in the sprite sequence object.<strong>Default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">lifetime</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Lifespan in seconds. <strong>Default: 2</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">maxYVelocity</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Specifies ithe maximum Y velocity for the particle. <strong>Default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">gravity</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Specifies if the particle will fall over time. Positive values ascend, negative values descend. Recommended range: [-1000 and 1000]. <strong>Default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">friction</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Specifies the friction with which the particle will slow down over time. <strong>Default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">startRotation</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Rotation at start of life. <strong>Default: random</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">rotationSpeed</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Rotational velocity in degrees. <strong>Default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">startSize</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Size at start of life. <strong>Default: 10</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">endSize</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Size at end of life. The particle will linearly shrink or grow toward this size over its lifespan. <strong>Default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">startColor</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color at start of life. <strong>Default: Color(255, 255, 255)</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">endColor</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color to fade toward. This will finish long before the end of the particle's life due to internal math. <strong>Default: Color(255, 255, 255)</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">blendMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
|
||||
Render blend mode. <strong>TEN.Effects.BlendID.ALPHA_BLEND</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">damage</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Specify if the particle will harm the player on collision. <strong>Default: false</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">poison</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Specify if the particle will poison the player on collision. <strong>Default: false</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">burn</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Specify if the particle will burn the player on collision. <strong>Default: false</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">wind</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Specify if the particle will be affected by wind in outside rooms. <strong>Default: false</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">damageHit</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Specify the damage particle will harm the player on collision. <strong>Default: 2</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">light</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Specify if the particle will be emit a light based on its color. Caution: Recommended only for a single particle. Having too many particles with lights can overflow the light system. <strong>Default: false</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">lightRadius</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
measured in "clicks" or 256 world units. <strong>Default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">lightFlicker</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
The interval at which light should flicker. <strong>Default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">sound</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
ID to play. Corresponds to the value in the sound XML file or Tomb Editor's "Sound Infos" window. Looping sounds recommended. Caution: Recommended only for a single particle. Having too many particles with sounds can overflow the sound system. <strong>Default: None</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">animated</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Specify if the particle will be animated. <strong>Default: false</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">animationType</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Effects.ParticleAnimationType.html#">ParticleAnimationType</a></span>
|
||||
Specify the the type of animation the particle will use. <strong>Default: TEN.Effects.ParticleAnimationType.LOOP</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">frameRate</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
The framerate with which the particle will be animated. <strong>Default: 1</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -219,8 +227,12 @@ scripts too.</p>
|
|||
<td class="summary">Adds one secret to current level secret count and also plays secret music track.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SetTotalSecretCount">SetTotalSecretCount(total)</a></td>
|
||||
<td class="summary">Total number of secrets in game.</td>
|
||||
<td class="name" ><a href="#GetTotalSecretCount">GetTotalSecretCount()</a></td>
|
||||
<td class="summary">Get total number of secrets in the game.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SetTotalSecretCount">SetTotalSecretCount(count)</a></td>
|
||||
<td class="summary">Set total number of secrets in the game.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#FlipMap">FlipMap(flipmap)</a></td>
|
||||
|
@ -868,20 +880,41 @@ The index argument corresponds to the secret's unique ID, the same that would go
|
|||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "SetTotalSecretCount"></a>
|
||||
<strong>SetTotalSecretCount(total)</strong>
|
||||
<a name = "GetTotalSecretCount"></a>
|
||||
<strong>GetTotalSecretCount()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Total number of secrets in game.
|
||||
Get total number of secrets in the game.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Total number of secrets in the game.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "SetTotalSecretCount"></a>
|
||||
<strong>SetTotalSecretCount(count)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set total number of secrets in the game.
|
||||
Must be an integer value (0 means no secrets).
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">total</span>
|
||||
<li><span class="parameter">count</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
number of secrets
|
||||
Total number of secrets in the game.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -903,7 +936,7 @@ Must be an integer value (0 means no secrets).
|
|||
<ul>
|
||||
<li><span class="parameter">flipmap</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
(ID of flipmap group to actuvate / deactivate)
|
||||
ID of flipmap group to actuvate / deactivate.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -179,29 +187,29 @@ designer to add calls to <code>OnStart</code>, <code>OnLoad</code>, etc. in thei
|
|||
|
||||
<p>Possible values for <code>point</code>:</p>
|
||||
<pre class="example"><span class="comment">-- These take functions which accept no arguments
|
||||
</span>PRESTART <span class="comment">-- will be called immediately before OnStart
|
||||
</span>POSTSTART <span class="comment">-- will be called immediately after OnStart
|
||||
</span>PRE_START <span class="comment">-- will be called immediately before OnStart
|
||||
</span>POST_START <span class="comment">-- will be called immediately after OnStart
|
||||
</span>
|
||||
PRESAVE <span class="comment">-- will be called immediately before OnSave
|
||||
</span>POSTSAVE <span class="comment">-- will be called immediately after OnSave
|
||||
PRE_SAVE <span class="comment">-- will be called immediately before OnSave
|
||||
</span>POST_SAVE <span class="comment">-- will be called immediately after OnSave
|
||||
</span>
|
||||
PRELOAD <span class="comment">-- will be called immediately before OnLoad
|
||||
</span>POSTLOAD <span class="comment">-- will be called immediately after OnLoad
|
||||
PRE_LOAD <span class="comment">-- will be called immediately before OnLoad
|
||||
</span>POST_LOAD <span class="comment">-- will be called immediately after OnLoad
|
||||
</span>
|
||||
PREFREEZE <span class="comment">-- will be called before entering freeze mode
|
||||
</span>POSTFREEZE <span class="comment">-- will be called immediately after exiting freeze mode
|
||||
PRE_FREEZE <span class="comment">-- will be called before entering freeze mode
|
||||
</span>POST_FREEZE <span class="comment">-- will be called immediately after exiting freeze mode
|
||||
</span>
|
||||
<span class="comment">-- These take a LevelEndReason arg, like OnEnd
|
||||
</span>PREEND <span class="comment">-- will be called immediately before OnEnd
|
||||
</span>POSTEND <span class="comment">-- will be called immediately after OnEnd
|
||||
</span>PRE_END <span class="comment">-- will be called immediately before OnEnd
|
||||
</span>POST_END <span class="comment">-- will be called immediately after OnEnd
|
||||
</span>
|
||||
<span class="comment">-- These take functions which accepts a deltaTime argument
|
||||
</span>PRELOOP <span class="comment">-- will be called in the beginning of game loop
|
||||
</span>POSTLOOP <span class="comment">-- will be called at the end of game loop
|
||||
</span>PRE_LOOP <span class="comment">-- will be called in the beginning of game loop
|
||||
</span>POST_LOOP <span class="comment">-- will be called at the end of game loop
|
||||
</span>
|
||||
<span class="comment">-- These take functions which accepts an objectNumber argument, like OnUseItem
|
||||
</span>PREUSEITEM <span class="comment">-- will be called immediately before OnUseItem
|
||||
</span>POSTUSEITEM <span class="comment">-- will be called immediately after OnUseItem
|
||||
</span>PRE_USE_ITEM <span class="comment">-- will be called immediately before OnUseItem
|
||||
</span>POST_USE_ITEM <span class="comment">-- will be called immediately after OnUseItem
|
||||
</span></pre>
|
||||
<p>The order in which two functions with the same CallbackPoint are called is undefined.
|
||||
i.e. if you register <code>MyFunc</code> and <code>MyFunc2</code> with <code>PRELOOP</code>, both will be called in the beginning of game loop, but there is no guarantee that <code>MyFunc</code> will be called before <code>MyFunc2</code>, or vice-versa.</p>
|
||||
|
@ -278,7 +286,7 @@ SAVE
|
|||
START
|
||||
END
|
||||
LOOP
|
||||
USEITEM
|
||||
USE_ITEM
|
||||
MENU</pre>
|
||||
|
||||
|
||||
|
@ -508,9 +516,9 @@ and provides the delta time (a float representing game time since last call) via
|
|||
|
||||
<p>(EndReason) Will be called when leaving a level. This includes finishing it, exiting to the menu, or loading a save in a different level. It can take an <code>EndReason</code> arg:</p>
|
||||
|
||||
<pre><code>EXITTOTITLE
|
||||
LEVELCOMPLETE
|
||||
LOADGAME
|
||||
<pre><code>EXIT_TO_TITLE
|
||||
LEVEL_COMPLETE
|
||||
LOAD_GAME
|
||||
DEATH
|
||||
OTHER
|
||||
</code></pre>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -107,7 +115,7 @@
|
|||
<div id="content">
|
||||
|
||||
<h1>Table <code>Objects</code></h1>
|
||||
<p>Moveables, statics, cameras, and so on.</p>
|
||||
<p>Objects including moveables, statics, cameras, and others.</p>
|
||||
<p>
|
||||
|
||||
</p>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -120,10 +128,6 @@
|
|||
<td class="summary">Determine if there is a clear line of sight between two positions.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#CalculateDistance">CalculateDistance(posA, posB)</a></td>
|
||||
<td class="summary">Calculate the distance between two positions.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#CalculateHorizontalDistance">CalculateHorizontalDistance(posA, posB)</a></td>
|
||||
<td class="summary">Calculate the horizontal distance between two positions.</td>
|
||||
</tr>
|
||||
|
@ -201,38 +205,6 @@
|
|||
<span class="global">print</span>(Misc.HasLineOfSight(enemyHead:GetRoomNumber(), enemyHead:GetPosition(), flamePlinthPos))</pre>
|
||||
</ul>
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "CalculateDistance"></a>
|
||||
<strong>CalculateDistance(posA, posB)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Calculate the distance between two positions.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">posA</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
First position.
|
||||
</li>
|
||||
<li><span class="parameter">posB</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Second position.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Distance between two positions.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "CalculateHorizontalDistance"></a>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -164,8 +172,16 @@
|
|||
<td class="summary">Sets the post-process tint.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#PlayFlyBy">PlayFlyBy(flyby)</a></td>
|
||||
<td class="summary">Enable FlyBy with specific ID</td>
|
||||
<td class="name" ><a href="#PlayFlyby">PlayFlyby(seqID)</a></td>
|
||||
<td class="summary">Play a flyby sequence.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetFlybyPosition">GetFlybyPosition(seqID, progress)</a></td>
|
||||
<td class="summary">Get a flyby sequence's position at a specified progress point in percent.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetFlybyRotation">GetFlybyRotation(seqID, progress)</a></td>
|
||||
<td class="summary">Get a flyby sequence's rotation at a specified progress point in percent.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#ResetObjCamera">ResetObjCamera()</a></td>
|
||||
|
@ -201,7 +217,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">speed</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
(default 1.0). Speed in "amount" per second. A value of 1 will make the fade take one second.
|
||||
(default 1.0). Speed in units per second. A value of 1 will make the fade take one second.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -223,7 +239,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">speed</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
(default 1.0). Speed in "amount" per second. A value of 1 will make the fade take one second.
|
||||
(default 1.0). Speed in units per second. A value of 1 will make the fade take one second.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -460,19 +476,19 @@
|
|||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "PlayFlyBy"></a>
|
||||
<strong>PlayFlyBy(flyby)</strong>
|
||||
<a name = "PlayFlyby"></a>
|
||||
<strong>PlayFlyby(seqID)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Enable FlyBy with specific ID
|
||||
Play a flyby sequence.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">flyby</span>
|
||||
<span class="types"><span class="type">short</span></span>
|
||||
(ID of flyby)
|
||||
<li><span class="parameter">seqID</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Flyby sequence ID.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -480,6 +496,70 @@
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetFlybyPosition"></a>
|
||||
<strong>GetFlybyPosition(seqID, progress)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get a flyby sequence's position at a specified progress point in percent.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">seqID</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Flyby sequence ID.
|
||||
</li>
|
||||
<li><span class="parameter">progress</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Progress point in percent. Clamped to [0, 100].
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Position at the given progress point.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetFlybyRotation"></a>
|
||||
<strong>GetFlybyRotation(seqID, progress)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get a flyby sequence's rotation at a specified progress point in percent.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">seqID</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Flyby sequence ID.
|
||||
</li>
|
||||
<li><span class="parameter">progress</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Progress point in percent. Clamped to [0, 100].
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
Rotation at the given progress point.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "ResetObjCamera"></a>
|
||||
|
@ -513,7 +593,7 @@
|
|||
</li>
|
||||
<li><span class="parameter">speed</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
(default 1.0). Speed in "amount" per second. Value of 1 will make flash take one second. Clamped to [0.005, 1.0].
|
||||
(default 1.0). Speed in units per second. Value of 1 will make flash take one second. Clamped to [0.005, 1.0].
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
765
Documentation/doc/2 classes/Collision.Probe.html
Normal file
765
Documentation/doc/2 classes/Collision.Probe.html
Normal file
|
@ -0,0 +1,765 @@
|
|||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
|
||||
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
|
||||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<div id="container">
|
||||
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div> <!-- id="product" -->
|
||||
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
<!-- Menu -->
|
||||
|
||||
<div id="navigation">
|
||||
<br/>
|
||||
<h1> TombEngine</h1>
|
||||
|
||||
<ul>
|
||||
<li><a href="../index.html">Index</a></li>
|
||||
</ul>
|
||||
|
||||
<h2>1 Modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../1 modules/Effects.html">Effects</a></li>
|
||||
<li> <a href="../1 modules/Flow.html">Flow</a></li>
|
||||
<li> <a href="../1 modules/Input.html">Input</a></li>
|
||||
<li> <a href="../1 modules/Inventory.html">Inventory</a></li>
|
||||
<li> <a href="../1 modules/Logic.html">Logic</a></li>
|
||||
<li> <a href="../1 modules/Objects.html">Objects</a></li>
|
||||
<li> <a href="../1 modules/Sound.html">Sound</a></li>
|
||||
<li> <a href="../1 modules/Strings.html">Strings</a></li>
|
||||
<li> <a href="../1 modules/Util.html">Util</a></li>
|
||||
<li> <a href="../1 modules/View.html">View</a></li>
|
||||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <here>Collision.Probe</here></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
|
||||
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
|
||||
<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
|
||||
<li> <a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
|
||||
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
|
||||
<li> <a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
|
||||
<li> <a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
|
||||
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
|
||||
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
|
||||
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
|
||||
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
|
||||
</ul>
|
||||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
|
||||
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
|
||||
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
|
||||
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
|
||||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
|
||||
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
|
||||
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
|
||||
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
|
||||
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
|
||||
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
|
||||
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
|
||||
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
|
||||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
</ul>
|
||||
|
||||
</div>
|
||||
|
||||
<div id="content">
|
||||
|
||||
<h1>Class <code>Collision.Probe</code></h1>
|
||||
<p>Represents a collision probe in the game world.</p>
|
||||
<p> Provides collision information from a reference world position.</p>
|
||||
|
||||
|
||||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#Probe">Probe(pos, roomNumber)</a></td>
|
||||
<td class="summary">Create a Probe at a specified world position in a room.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Probe">Probe(pos, roomNumber, dir, dist)</a></td>
|
||||
<td class="summary">Create a Probe that casts from an origin world position in a room in a given direction for a specified distance.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Probe">Probe(pos, roomNumber, rot, dist)</a></td>
|
||||
<td class="summary">Create a Probe that casts from an origin world position in a room in the direction of a given rotation for a specified distance.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Probe">Probe(pos, roomNumber, rot, relOffset)</a></td>
|
||||
<td class="summary">Create a Probe that casts from an origin world position, where a given relative offset is rotated according to a given rotation.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetPosition">GetPosition()</a></td>
|
||||
<td class="summary">Get the world position of this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetRoom">GetRoom()</a></td>
|
||||
<td class="summary">Get the Room object of this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetRoomName">GetRoomName()</a></td>
|
||||
<td class="summary">Get the room name of this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetFloorHeight">GetFloorHeight()</a></td>
|
||||
<td class="summary">Get the floor height at this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetCeilingHeight">GetCeilingHeight()</a></td>
|
||||
<td class="summary">Get the ceiling height at this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetWaterSurfaceHeight">GetWaterSurfaceHeight()</a></td>
|
||||
<td class="summary">Get the water surface height at this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetFloorNormal">GetFloorNormal()</a></td>
|
||||
<td class="summary">Get the normal of the floor at this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetCeilingNormal">GetCeilingNormal()</a></td>
|
||||
<td class="summary">Get the normal of the ceiling at this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetFloorMaterialType">GetFloorMaterialType()</a></td>
|
||||
<td class="summary">Get the material type of the floor at this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetCeilingMaterialType">GetCeilingMaterialType()</a></td>
|
||||
<td class="summary">Get the material type of the ceiling at this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#IsSteepFloor">IsSteepFloor()</a></td>
|
||||
<td class="summary">Check if the floor at this Probe is steep.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#IsSteepCeiling">IsSteepCeiling()</a></td>
|
||||
<td class="summary">Check if the ceiling at this Probe is steep.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#IsWall">IsWall()</a></td>
|
||||
<td class="summary">Check if the Probe is inside a wall.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#IsInsideSolidGeometry">IsInsideSolidGeometry()</a></td>
|
||||
<td class="summary">Check if this Probe is inside solid geometry (below a floor, above a ceiling, inside a bridge, or inside a wall).</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#IsClimbableWall">IsClimbableWall(headingAngle)</a></td>
|
||||
<td class="summary">Check if there is a climbable wall in the given heading angle at this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#IsMonkeySwing">IsMonkeySwing()</a></td>
|
||||
<td class="summary">Check if there is a monkey swing sector at this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#IsDeath">IsDeath()</a></td>
|
||||
<td class="summary">Check if there is a death sector at this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Preview">Preview()</a></td>
|
||||
<td class="summary">Preview this Probe in the Collision Stats debug page.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<br/>
|
||||
<br/>
|
||||
|
||||
|
||||
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
|
||||
|
||||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "Probe"></a>
|
||||
<strong>Probe(pos, roomNumber)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Create a Probe at a specified world position in a room.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">pos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
World position.
|
||||
</li>
|
||||
<li><span class="parameter">roomNumber</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
[opt] Room number. Must be used if probing a position in an overlapping room.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../2 classes/Collision.Probe.html#Probe">Probe</a></span>
|
||||
A new Probe.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Probe"></a>
|
||||
<strong>Probe(pos, roomNumber, dir, dist)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Create a Probe that casts from an origin world position in a room in a given direction for a specified distance.
|
||||
Required to correctly traverse between rooms.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">pos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Origin world position to cast from.
|
||||
</li>
|
||||
<li><span class="parameter">roomNumber</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Origin room number.
|
||||
</li>
|
||||
<li><span class="parameter">dir</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Direction in which to cast.
|
||||
</li>
|
||||
<li><span class="parameter">dist</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Distance to cast.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../2 classes/Collision.Probe.html#Probe">Probe</a></span>
|
||||
A new Probe.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Probe"></a>
|
||||
<strong>Probe(pos, roomNumber, rot, dist)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Create a Probe that casts from an origin world position in a room in the direction of a given rotation for a specified distance.
|
||||
Required to correctly traverse between rooms.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">pos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Origin world position to cast from.
|
||||
</li>
|
||||
<li><span class="parameter">roomNumber</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Origin room number.
|
||||
</li>
|
||||
<li><span class="parameter">rot</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
Rotation defining the direction in which to cast.
|
||||
</li>
|
||||
<li><span class="parameter">dist</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Distance to cast.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../2 classes/Collision.Probe.html#Probe">Probe</a></span>
|
||||
A new Probe.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Probe"></a>
|
||||
<strong>Probe(pos, roomNumber, rot, relOffset)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Create a Probe that casts from an origin world position, where a given relative offset is rotated according to a given rotation.
|
||||
Required to correctly traverse between rooms.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">pos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Origin world position to cast from.
|
||||
</li>
|
||||
<li><span class="parameter">roomNumber</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Origin room number.
|
||||
</li>
|
||||
<li><span class="parameter">rot</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
Rotation according to which the input relative offset is rotated.
|
||||
</li>
|
||||
<li><span class="parameter">relOffset</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Relative offset to cast.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../2 classes/Collision.Probe.html#Probe">Probe</a></span>
|
||||
A new Probe.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetPosition"></a>
|
||||
<strong>GetPosition()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the world position of this Probe.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
World position.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetRoom"></a>
|
||||
<strong>GetRoom()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the Room object of this Probe.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">Room</span></span>
|
||||
Room object.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetRoomName"></a>
|
||||
<strong>GetRoomName()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the room name of this Probe.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
Room name.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetFloorHeight"></a>
|
||||
<strong>GetFloorHeight()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the floor height at this Probe.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Floor height. <strong>nil: no floor exists</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetCeilingHeight"></a>
|
||||
<strong>GetCeilingHeight()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the ceiling height at this Probe.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Ceiling height. <strong>nil: no ceiling exists</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetWaterSurfaceHeight"></a>
|
||||
<strong>GetWaterSurfaceHeight()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the water surface height at this Probe.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Water surface height. <strong>nil: no water surface exists</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetFloorNormal"></a>
|
||||
<strong>GetFloorNormal()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the normal of the floor at this Probe.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Floor normal. <strong>nil: no floor exists</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetCeilingNormal"></a>
|
||||
<strong>GetCeilingNormal()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the normal of the ceiling at this Probe.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Ceiling normal. <strong>nil: no ceiling exists</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetFloorMaterialType"></a>
|
||||
<strong>GetFloorMaterialType()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the material type of the floor at this Probe.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../4 enums/Collision.MaterialType.html#">MaterialType</a></span>
|
||||
Floor material type. <strong>nil: no floor exists</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetCeilingMaterialType"></a>
|
||||
<strong>GetCeilingMaterialType()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the material type of the ceiling at this Probe.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../4 enums/Collision.MaterialType.html#">MaterialType</a></span>
|
||||
Ceiling material type. <strong>nil: no ceiling exists</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "IsSteepFloor"></a>
|
||||
<strong>IsSteepFloor()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Check if the floor at this Probe is steep.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Steep floor status. <strong>true: is a steep floor, false: isn't a steep floor, nil: no floor exists</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "IsSteepCeiling"></a>
|
||||
<strong>IsSteepCeiling()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Check if the ceiling at this Probe is steep.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Steep ceiling status. <strong>true: is a steep ceiling, false: isn't a steep ceiling, nil: no ceiling exists</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "IsWall"></a>
|
||||
<strong>IsWall()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Check if the Probe is inside a wall. Can be used to determine if a wall and ceiling exist.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Wall status. <strong>true: is a wall, false: isn't a wall</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "IsInsideSolidGeometry"></a>
|
||||
<strong>IsInsideSolidGeometry()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Check if this Probe is inside solid geometry (below a floor, above a ceiling, inside a bridge, or inside a wall).
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Inside geometry status. <strong>true: is inside, false: is outside</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "IsClimbableWall"></a>
|
||||
<strong>IsClimbableWall(headingAngle)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Check if there is a climbable wall in the given heading angle at this Probe.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">headingAngle</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Heading angle at which to check for a climbable wall.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Climbable wall status. <strong>true: is climbable wall, false: isn't climbable</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "IsMonkeySwing"></a>
|
||||
<strong>IsMonkeySwing()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Check if there is a monkey swing sector at this Probe.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Monkey swing sector status. <strong>true: is a monkey swing, false: isn't a monkey swing</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "IsDeath"></a>
|
||||
<strong>IsDeath()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Check if there is a death sector at this Probe.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Death sector status. <strong>true: is a death sector, false: isn't a death sector</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Preview"></a>
|
||||
<strong>Preview()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Preview this Probe in the Collision Stats debug page.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
</div> <!-- id="content" -->
|
||||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="https://github.com/hispidence/TEN-LDoc">TEN-LDoc</a> (a fork of <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a>)</i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
</html>
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <here>Flow.Level</here></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -142,6 +150,14 @@
|
|||
<td class="summary">(<a href="../3 primitive classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Secondary sky layer</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#horizon1">horizon1</a></td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Flow.Horizon.html#">Flow.Horizon</a>) First horizon layer.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#horizon1">horizon1</a></td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Flow.Horizon.html#">Flow.Horizon</a>) Second horizon layer.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#starfield">starfield</a></td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Flow.Starfield.html#">Flow.Starfield</a>) Starfield.</td>
|
||||
</tr>
|
||||
|
@ -154,10 +170,6 @@
|
|||
<td class="summary">(<a href="../3 primitive classes/Flow.Fog.html#">Flow.Fog</a>) omni fog RGB color and distance.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#horizon">horizon</a></td>
|
||||
<td class="summary">(bool) Draw sky layer?</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#storm">storm</a></td>
|
||||
<td class="summary">(bool) Enable flickering lightning in the sky.</td>
|
||||
</tr>
|
||||
|
@ -178,6 +190,10 @@
|
|||
<td class="summary">(bool) Enable occasional screen shake effect.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#farView">farView</a></td>
|
||||
<td class="summary">(int) The maximum draw distance for level.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#resetHub">resetHub</a></td>
|
||||
<td class="summary">(bool) Reset hub data.</td>
|
||||
</tr>
|
||||
|
@ -189,10 +205,6 @@
|
|||
<td class="name" ><a href="#secrets">secrets</a></td>
|
||||
<td class="summary">(short) Set Secrets for Level</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#farView">farView</a></td>
|
||||
<td class="summary">(int) The maximum draw distance for level.</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
|
@ -318,6 +330,36 @@
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "horizon1"></a>
|
||||
<strong>horizon1</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(<a href="../3 primitive classes/Flow.Horizon.html#">Flow.Horizon</a>) First horizon layer.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "horizon1"></a>
|
||||
<strong>horizon1</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(<a href="../3 primitive classes/Flow.Horizon.html#">Flow.Horizon</a>) Second horizon layer.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "starfield"></a>
|
||||
|
@ -365,21 +407,6 @@
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "horizon"></a>
|
||||
<strong>horizon</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(bool) Draw sky layer? (default: false)
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "storm"></a>
|
||||
|
@ -472,6 +499,22 @@ Invisible
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "farView"></a>
|
||||
<strong>farView</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(int) The maximum draw distance for level.
|
||||
Given in sectors (blocks). Must be at least 4.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "resetHub"></a>
|
||||
|
@ -518,25 +561,6 @@ Invisible
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "farView"></a>
|
||||
<strong>farView</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(int) The maximum draw distance for level.
|
||||
Given in sectors (blocks).
|
||||
Must be at least 4.</p>
|
||||
|
||||
<p>This is equivalent to TRNG's LevelFarView variable.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <here>Flow.Settings</here></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -303,6 +311,10 @@
|
|||
<td class="summary">How should the application respond to script errors?</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#multithreaded">multithreaded</a></td>
|
||||
<td class="summary">Use multithreading in certain calculations.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#fastReload">fastReload</a></td>
|
||||
<td class="summary">Can the game utilize the fast reload feature?</td>
|
||||
</tr>
|
||||
|
@ -1251,6 +1263,29 @@
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "multithreaded"></a>
|
||||
<strong>multithreaded</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Use multithreading in certain calculations. <br>
|
||||
When set to <code>true</code>, some performance-critical calculations will be performed in parallel, which can give
|
||||
a significant performance boost. Don't disable unless you have problems with launching or using TombEngine.
|
||||
|
||||
|
||||
|
||||
<ul>
|
||||
<li><span class="parameter">multithreaded</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
determines whether to use multithreading or not. */
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "fastReload"></a>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <here>Flow.Statistics</here></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -138,6 +146,10 @@
|
|||
<td class="summary">Kills.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#pickups">pickups</a></td>
|
||||
<td class="summary">Pickups.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#secrets">secrets</a></td>
|
||||
<td class="summary">Secrets.</td>
|
||||
</tr>
|
||||
|
@ -279,6 +291,27 @@
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "pickups"></a>
|
||||
<strong>pickups</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Pickups.
|
||||
|
||||
|
||||
|
||||
<ul>
|
||||
<li><span class="parameter">pickups</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
amount of picked up items.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "secrets"></a>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -107,17 +115,16 @@
|
|||
<div id="content">
|
||||
|
||||
<h1>Class <code>Objects.LaraObject</code></h1>
|
||||
<p>Class for extra Lara-only functions.</p>
|
||||
<p>Do not try to create an object of this type; use the built-in <em>Lara</em> variable instead.</p>
|
||||
|
||||
<p>In addition, LaraObject inherits all the functions of <a href="../2 classes/Objects.Moveable.html#">Moveable</a>.</p>
|
||||
<p>Class for extra player-only functions.</p>
|
||||
<p> Do not try to create an object of this type. Use the built-in <em>Lara</em> variable instead.
|
||||
LaraObject inherits all the functions of <a href="../2 classes/Objects.Moveable.html#">Moveable</a>.</p>
|
||||
|
||||
|
||||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:SetPoison">LaraObject:SetPoison([Poison])</a></td>
|
||||
<td class="summary">Set Lara poison</td>
|
||||
<td class="summary">Set player poison.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:GetPoison">LaraObject:GetPoison()</a></td>
|
||||
|
@ -213,7 +220,7 @@
|
|||
<strong>LaraObject:SetPoison([Poison])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set Lara poison
|
||||
Set player poison.
|
||||
|
||||
|
||||
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -107,7 +115,7 @@
|
|||
<div id="content">
|
||||
|
||||
<h1>Class <code>Objects.Sink</code></h1>
|
||||
<p>Sink</p>
|
||||
<p>Represents a sink object.</p>
|
||||
<p>
|
||||
|
||||
</p>
|
||||
|
@ -115,31 +123,29 @@
|
|||
|
||||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#Sink:GetPosition">Sink:GetPosition()</a></td>
|
||||
<td class="summary">Get the sink's position</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Sink:SetPosition">Sink:SetPosition(position)</a></td>
|
||||
<td class="summary">Set the sink's position</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Sink:GetName">Sink:GetName()</a></td>
|
||||
<td class="summary">Get the sink's unique string identifier
|
||||
e.g.</td>
|
||||
<td class="summary">Get this sink's unique string identifier.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Sink:SetName">Sink:SetName(name)</a></td>
|
||||
<td class="summary">Set the sink's name (its unique string identifier)</td>
|
||||
<td class="name" ><a href="#Sink:GetPosition">Sink:GetPosition()</a></td>
|
||||
<td class="summary">Get this sink's world position.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Sink:GetStrength">Sink:GetStrength()</a></td>
|
||||
<td class="summary">Get the sink's strength</td>
|
||||
<td class="summary">Get this sink's strength.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Sink:SetName">Sink:SetName(name)</a></td>
|
||||
<td class="summary">Set this sink's unique string identifier.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Sink:SetPosition">Sink:SetPosition(pos)</a></td>
|
||||
<td class="summary">Set this sink's world position.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Sink:SetStrength">Sink:SetStrength(strength)</a></td>
|
||||
<td class="summary">Set the strength of the sink
|
||||
Higher numbers provide stronger currents.</td>
|
||||
<td class="summary">Set this sink's strength.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
|
@ -150,56 +156,12 @@
|
|||
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
|
||||
|
||||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "Sink:GetPosition"></a>
|
||||
<strong>Sink:GetPosition()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the sink's position
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
a copy of the sink's position
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Sink:SetPosition"></a>
|
||||
<strong>Sink:SetPosition(position)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the sink's position
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">position</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
the new position of the sink
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Sink:GetName"></a>
|
||||
<strong>Sink:GetName()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the sink's unique string identifier
|
||||
e.g. "strong_river_current" or "propeller_death_sink"
|
||||
Get this sink's unique string identifier.
|
||||
|
||||
|
||||
|
||||
|
@ -208,7 +170,49 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
the sink's name
|
||||
Name.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Sink:GetPosition"></a>
|
||||
<strong>Sink:GetPosition()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get this sink's world position.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
World position.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Sink:GetStrength"></a>
|
||||
<strong>Sink:GetStrength()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get this sink's strength.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Strength.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -220,7 +224,7 @@
|
|||
<strong>Sink:SetName(name)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the sink's name (its unique string identifier)
|
||||
Set this sink's unique string identifier.
|
||||
|
||||
|
||||
|
||||
|
@ -228,7 +232,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">name</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
The sink's new name
|
||||
New name.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -238,21 +242,22 @@
|
|||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Sink:GetStrength"></a>
|
||||
<strong>Sink:GetStrength()</strong>
|
||||
<a name = "Sink:SetPosition"></a>
|
||||
<strong>Sink:SetPosition(pos)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the sink's strength
|
||||
Set this sink's world position.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">pos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
New world position.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
the sink's current strength
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
@ -263,8 +268,8 @@
|
|||
<strong>Sink:SetStrength(strength)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the strength of the sink
|
||||
Higher numbers provide stronger currents. Will be clamped to [1, 32].
|
||||
Set this sink's strength.
|
||||
Higher numbers provide stronger currents. Clamped to the range [1, 32].
|
||||
|
||||
|
||||
|
||||
|
@ -272,7 +277,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">strength</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
The sink's new strength
|
||||
New strength.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -107,7 +115,7 @@
|
|||
<div id="content">
|
||||
|
||||
<h1>Class <code>Objects.Static</code></h1>
|
||||
<p>Statics</p>
|
||||
<p>Represents a static object in the game world.</p>
|
||||
<p>
|
||||
|
||||
</p>
|
||||
|
@ -115,88 +123,85 @@
|
|||
|
||||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:Enable">Static:Enable()</a></td>
|
||||
<td class="summary">Enable the static, for cases when it was shattered or manually disabled before.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:Disable">Static:Disable()</a></td>
|
||||
<td class="summary">Disable the static</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:GetActive">Static:GetActive()</a></td>
|
||||
<td class="summary">Get static mesh visibility</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:GetSolid">Static:GetSolid()</a></td>
|
||||
<td class="summary">Get static mesh solid collision state</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:SetSolid">Static:SetSolid(solidState)</a></td>
|
||||
<td class="summary">Set static mesh solid collision state</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:GetPosition">Static:GetPosition()</a></td>
|
||||
<td class="summary">Get the static's position</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:SetPosition">Static:SetPosition(position)</a></td>
|
||||
<td class="summary">Set the static's position</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:GetRotation">Static:GetRotation()</a></td>
|
||||
<td class="summary">Get the static's rotation</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:SetRotation">Static:SetRotation(rotation)</a></td>
|
||||
<td class="summary">Set the static's rotation</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:GetScale">Static:GetScale()</a></td>
|
||||
<td class="summary">Get the static's scale</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:SetScale">Static:SetScale(scale)</a></td>
|
||||
<td class="summary">Set the static's scale</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:GetHP">Static:GetHP()</a></td>
|
||||
<td class="summary">Get current HP (hit points/health points)
|
||||
Used only with shatterable static meshes.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:SetHP">Static:SetHP(HP)</a></td>
|
||||
<td class="summary">Set current HP (hit points/health points)
|
||||
Used only with shatterable static meshes.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:GetName">Static:GetName()</a></td>
|
||||
<td class="summary">Get the static's unique string identifier</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:SetName">Static:SetName(name)</a></td>
|
||||
<td class="summary">Set the static's name (its unique string identifier)
|
||||
e.g.</td>
|
||||
<td class="summary">Get this static's unique string identifier.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:GetSlot">Static:GetSlot()</a></td>
|
||||
<td class="summary">Get the static's slot number (as listed in Tomb Editor and WadTool)</td>
|
||||
<td class="summary">Get this static's slot ID.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:SetSlot">Static:SetSlot(slot)</a></td>
|
||||
<td class="summary">Set the static's slot number (as listed in Tomb Editor and WadTool)</td>
|
||||
<td class="name" ><a href="#Static:GetPosition">Static:GetPosition()</a></td>
|
||||
<td class="summary">Get this static's world position.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:GetRotation">Static:GetRotation()</a></td>
|
||||
<td class="summary">Get this static's world rotation.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:GetScale">Static:GetScale()</a></td>
|
||||
<td class="summary">Get this static's world scale.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:GetColor">Static:GetColor()</a></td>
|
||||
<td class="summary">Get the static's color</td>
|
||||
<td class="summary">Get this static's color.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:GetHP">Static:GetHP()</a></td>
|
||||
<td class="summary">Get this static's hit points.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:GetActive">Static:GetActive()</a></td>
|
||||
<td class="summary">Get this static's visibility status.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:GetSolid">Static:GetSolid()</a></td>
|
||||
<td class="summary">Get this static's solid collision status.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:SetName">Static:SetName(name)</a></td>
|
||||
<td class="summary">Set this static's unique identifier string.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:SetSlot">Static:SetSlot(slotID)</a></td>
|
||||
<td class="summary">Set this static's slot ID.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:SetPosition">Static:SetPosition(pos)</a></td>
|
||||
<td class="summary">Set this static's world position.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:SetRotation">Static:SetRotation(rot)</a></td>
|
||||
<td class="summary">Set this static's rotation.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:SetScale">Static:SetScale(scale)</a></td>
|
||||
<td class="summary">Set this static's world scale.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:SetColor">Static:SetColor(color)</a></td>
|
||||
<td class="summary">Set the static's color</td>
|
||||
<td class="summary">Set this static's color.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:SetHP">Static:SetHP(hitPoints)</a></td>
|
||||
<td class="summary">Set this static's hit points.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:SetSolid">Static:SetSolid(status)</a></td>
|
||||
<td class="summary">Set this static's solid collision status.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:Enable">Static:Enable()</a></td>
|
||||
<td class="summary">Enable this static.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:Disable">Static:Disable()</a></td>
|
||||
<td class="summary">Disable this static.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:Shatter">Static:Shatter()</a></td>
|
||||
<td class="summary">Shatter static mesh</td>
|
||||
<td class="summary">Shatter this static.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
|
@ -207,12 +212,377 @@
|
|||
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
|
||||
|
||||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "Static:GetName"></a>
|
||||
<strong>Static:GetName()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get this static's unique string identifier.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
Name string.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:GetSlot"></a>
|
||||
<strong>Static:GetSlot()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get this static's slot ID.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Slot ID.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:GetPosition"></a>
|
||||
<strong>Static:GetPosition()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get this static's world position.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
World position.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:GetRotation"></a>
|
||||
<strong>Static:GetRotation()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get this static's world rotation.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
World rotation.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:GetScale"></a>
|
||||
<strong>Static:GetScale()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get this static's world scale.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
World scale.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:GetColor"></a>
|
||||
<strong>Static:GetColor()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get this static's color.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:GetHP"></a>
|
||||
<strong>Static:GetHP()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get this static's hit points. Used only with shatterable statics.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Hit points.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:GetActive"></a>
|
||||
<strong>Static:GetActive()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get this static's visibility status.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Status. <strong>true: visible</strong>, <strong>false: invisible</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:GetSolid"></a>
|
||||
<strong>Static:GetSolid()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get this static's solid collision status.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Solid Status. <strong>true: solid</strong>, <strong>false: soft</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:SetName"></a>
|
||||
<strong>Static:SetName(name)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this static's unique identifier string.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">name</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
New name.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:SetSlot"></a>
|
||||
<strong>Static:SetSlot(slotID)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this static's slot ID.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">slotID</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
New slot ID.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:SetPosition"></a>
|
||||
<strong>Static:SetPosition(pos)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this static's world position.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">pos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
New world position.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:SetRotation"></a>
|
||||
<strong>Static:SetRotation(rot)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this static's rotation.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">rot</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
New rotation.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:SetScale"></a>
|
||||
<strong>Static:SetScale(scale)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this static's world scale.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">scale</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
New world scale.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:SetColor"></a>
|
||||
<strong>Static:SetColor(color)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this static's color.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">color</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
New color.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:SetHP"></a>
|
||||
<strong>Static:SetHP(hitPoints)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this static's hit points. Used only with shatterable statics.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">hitPoints</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
New hit points.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:SetSolid"></a>
|
||||
<strong>Static:SetSolid(status)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this static's solid collision status.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">status</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
New status. <strong>true: solid</strong>, <strong>false: soft</strong>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:Enable"></a>
|
||||
<strong>Static:Enable()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Enable the static, for cases when it was shattered or manually disabled before.
|
||||
Enable this static. Used when previously shattered disabled manually.
|
||||
|
||||
|
||||
|
||||
|
@ -227,7 +597,7 @@
|
|||
<strong>Static:Disable()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Disable the static
|
||||
Disable this static.
|
||||
|
||||
|
||||
|
||||
|
@ -236,381 +606,13 @@
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:GetActive"></a>
|
||||
<strong>Static:GetActive()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get static mesh visibility
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
visibility state
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:GetSolid"></a>
|
||||
<strong>Static:GetSolid()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get static mesh solid collision state
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
solid collision state (true if solid, false if soft)
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:SetSolid"></a>
|
||||
<strong>Static:SetSolid(solidState)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set static mesh solid collision state
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">solidState</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
if set, collision will be solid, if not, will be soft
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:GetPosition"></a>
|
||||
<strong>Static:GetPosition()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the static's position
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
a copy of the static's position
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:SetPosition"></a>
|
||||
<strong>Static:SetPosition(position)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the static's position
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">position</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
the new position of the static
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:GetRotation"></a>
|
||||
<strong>Static:GetRotation()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the static's rotation
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
a copy of the static's rotation
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:SetRotation"></a>
|
||||
<strong>Static:SetRotation(rotation)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the static's rotation
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">rotation</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
the static's new rotation
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:GetScale"></a>
|
||||
<strong>Static:GetScale()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the static's scale
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
current static scale
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:SetScale"></a>
|
||||
<strong>Static:SetScale(scale)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the static's scale
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">scale</span>
|
||||
<span class="types"><span class="type">Scale</span></span>
|
||||
the static's new scale
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:GetHP"></a>
|
||||
<strong>Static:GetHP()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get current HP (hit points/health points)
|
||||
Used only with shatterable static meshes.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
the amount of HP the static currently has
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:SetHP"></a>
|
||||
<strong>Static:SetHP(HP)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set current HP (hit points/health points)
|
||||
Used only with shatterable static meshes.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">HP</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
the amount of HP to give the static
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:GetName"></a>
|
||||
<strong>Static:GetName()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the static's unique string identifier
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
the static's name
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:SetName"></a>
|
||||
<strong>Static:SetName(name)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the static's name (its unique string identifier)
|
||||
e.g. "my_vase" or "oldrubble"
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">name</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
The static's new name
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:GetSlot"></a>
|
||||
<strong>Static:GetSlot()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the static's slot number (as listed in Tomb Editor and WadTool)
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
the static's slot number
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:SetSlot"></a>
|
||||
<strong>Static:SetSlot(slot)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the static's slot number (as listed in Tomb Editor and WadTool)
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">slot</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
The static's slot number
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:GetColor"></a>
|
||||
<strong>Static:GetColor()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the static's color
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
a copy of the static's color
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:SetColor"></a>
|
||||
<strong>Static:SetColor(color)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the static's color
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">color</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
the new color of the static
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:Shatter"></a>
|
||||
<strong>Static:Shatter()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Shatter static mesh
|
||||
Shatter this static.
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -108,7 +116,7 @@
|
|||
|
||||
<h1>Primitive Class <code>Color</code></h1>
|
||||
<p>Represents an RGBA or RGB color.</p>
|
||||
<p> Components are specified in bytes. All values are clamped to the range [0, 255].</p>
|
||||
<p> Components are specified as values clamped to the range [0, 255].</p>
|
||||
|
||||
|
||||
<h2><a href="#Members">Members</a></h2>
|
||||
|
@ -278,7 +286,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
A string representing the r, g, b, and a values of the color.
|
||||
A string representing R, G, B, and A values.
|
||||
</ol>
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <here>Flow.Fog</here></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -117,21 +125,21 @@
|
|||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#color">color</a></td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Color.html#">Color</a>) RGB fog color</td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Color.html#">Color</a>) RGB fog color.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#minDistance">minDistance</a></td>
|
||||
<td class="summary">(int) min distance.</td>
|
||||
<td class="summary">(int) Minimum distance.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#maxDistance">maxDistance</a></td>
|
||||
<td class="summary">(int) max distance.</td>
|
||||
<td class="summary">(int) Maximum distance.</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#Fog">Fog(color, Min, Max)</a></td>
|
||||
<td class="name" ><a href="#Fog">Fog(color, min, max)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
|
@ -150,7 +158,7 @@
|
|||
<strong>color</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(<a href="../3 primitive classes/Color.html#">Color</a>) RGB fog color
|
||||
(<a href="../3 primitive classes/Color.html#">Color</a>) RGB fog color.
|
||||
|
||||
|
||||
|
||||
|
@ -165,8 +173,8 @@
|
|||
<strong>minDistance</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(int) min distance.
|
||||
This is the distance at which the fog starts.*
|
||||
(int) Minimum distance.
|
||||
This is the distance at which the fog starts.
|
||||
|
||||
|
||||
|
||||
|
@ -181,7 +189,7 @@
|
|||
<strong>maxDistance</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(int) max distance.
|
||||
(int) Maximum distance.
|
||||
This is the distance at which the fog reaches the maximum strength.
|
||||
|
||||
|
||||
|
@ -198,7 +206,7 @@
|
|||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "Fog"></a>
|
||||
<strong>Fog(color, Min, Max)</strong>
|
||||
<strong>Fog(color, min, max)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
@ -213,13 +221,13 @@
|
|||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
RGB color
|
||||
</li>
|
||||
<li><span class="parameter">Min</span>
|
||||
<li><span class="parameter">min</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Distance fog starts (in Sectors)
|
||||
Distance at which fog starts (in sectors)
|
||||
</li>
|
||||
<li><span class="parameter">Max</span>
|
||||
<li><span class="parameter">max</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Distance fog ends (in Sectors)
|
||||
Distance at which fog reaches the maximum strength (in sectors)
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
442
Documentation/doc/3 primitive classes/Flow.Horizon.html
Normal file
442
Documentation/doc/3 primitive classes/Flow.Horizon.html
Normal file
|
@ -0,0 +1,442 @@
|
|||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
|
||||
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
|
||||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<div id="container">
|
||||
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div> <!-- id="product" -->
|
||||
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
<!-- Menu -->
|
||||
|
||||
<div id="navigation">
|
||||
<br/>
|
||||
<h1> TombEngine</h1>
|
||||
|
||||
<ul>
|
||||
<li><a href="../index.html">Index</a></li>
|
||||
</ul>
|
||||
|
||||
<h2>1 Modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../1 modules/Effects.html">Effects</a></li>
|
||||
<li> <a href="../1 modules/Flow.html">Flow</a></li>
|
||||
<li> <a href="../1 modules/Input.html">Input</a></li>
|
||||
<li> <a href="../1 modules/Inventory.html">Inventory</a></li>
|
||||
<li> <a href="../1 modules/Logic.html">Logic</a></li>
|
||||
<li> <a href="../1 modules/Objects.html">Objects</a></li>
|
||||
<li> <a href="../1 modules/Sound.html">Sound</a></li>
|
||||
<li> <a href="../1 modules/Strings.html">Strings</a></li>
|
||||
<li> <a href="../1 modules/Util.html">Util</a></li>
|
||||
<li> <a href="../1 modules/View.html">View</a></li>
|
||||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
|
||||
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
|
||||
<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
|
||||
<li> <a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
|
||||
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
|
||||
<li> <a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
|
||||
<li> <a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
|
||||
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
|
||||
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
|
||||
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
|
||||
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
|
||||
</ul>
|
||||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <here>Flow.Horizon</here></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
|
||||
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
|
||||
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
|
||||
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
|
||||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
|
||||
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
|
||||
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
|
||||
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
|
||||
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
|
||||
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
|
||||
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
|
||||
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
|
||||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
</ul>
|
||||
|
||||
</div>
|
||||
|
||||
<div id="content">
|
||||
|
||||
<h1>Primitive Class <code>Flow.Horizon</code></h1>
|
||||
<p>Represents a horizon.</p>
|
||||
<p>
|
||||
|
||||
</p>
|
||||
|
||||
|
||||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#Horizon">Horizon(objectID)</a></td>
|
||||
<td class="summary">Create a horizon object.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetEnabled">GetEnabled()</a></td>
|
||||
<td class="summary">Get the horizon's enabled state.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetObjectID">GetObjectID()</a></td>
|
||||
<td class="summary">Get the horizon's slot object ID.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetPosition">GetPosition()</a></td>
|
||||
<td class="summary">Get the horizon's world position.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetRotation">GetRotation()</a></td>
|
||||
<td class="summary">Get the horizon's rotation.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetTransparency">GetTransparency()</a></td>
|
||||
<td class="summary">Get the horizon's transparency.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SetEnabled">SetEnabled(enabled)</a></td>
|
||||
<td class="summary">Set the horizon's enabled state.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SetObjectID">SetObjectID(objectID)</a></td>
|
||||
<td class="summary">Set the horizon's object ID.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SetPosition">SetPosition(pos[, noInterpolation])</a></td>
|
||||
<td class="summary">Set the horizon's world position.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SetRotation">SetRotation(rot[, noInterpolation])</a></td>
|
||||
<td class="summary">Set the horizon's rotation.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SetTransparency">SetTransparency(transparency)</a></td>
|
||||
<td class="summary">Set the horizon's transparency.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<br/>
|
||||
<br/>
|
||||
|
||||
|
||||
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
|
||||
|
||||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "Horizon"></a>
|
||||
<strong>Horizon(objectID)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Create a horizon object.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">objectID</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
Object ID for the horizon to use.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Flow.Horizon.html#Horizon">Horizon</a></span>
|
||||
A new Horizon object.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetEnabled"></a>
|
||||
<strong>GetEnabled()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the horizon's enabled state.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Enabled state.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetObjectID"></a>
|
||||
<strong>GetObjectID()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the horizon's slot object ID.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
Object ID.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetPosition"></a>
|
||||
<strong>GetPosition()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the horizon's world position.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Position.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetRotation"></a>
|
||||
<strong>GetRotation()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the horizon's rotation.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
Rotation.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetTransparency"></a>
|
||||
<strong>GetTransparency()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the horizon's transparency.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Transparency.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "SetEnabled"></a>
|
||||
<strong>SetEnabled(enabled)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the horizon's enabled state.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">enabled</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
New enabled state.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "SetObjectID"></a>
|
||||
<strong>SetObjectID(objectID)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the horizon's object ID.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">objectID</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
Object ID.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "SetPosition"></a>
|
||||
<strong>SetPosition(pos[, noInterpolation])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the horizon's world position.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">pos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
New world position.
|
||||
</li>
|
||||
<li><span class="parameter">noInterpolation</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Disable interpolation with the previous frame's position. <strong>default: false</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "SetRotation"></a>
|
||||
<strong>SetRotation(rot[, noInterpolation])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the horizon's rotation.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">rot</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
New rotation.
|
||||
</li>
|
||||
<li><span class="parameter">noInterpolation</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Disable interpolation with the previous frame's rotation. <strong>default: false</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "SetTransparency"></a>
|
||||
<strong>SetTransparency(transparency)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the horizon's transparency.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">transparency</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
New transparency alpha.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
</div> <!-- id="content" -->
|
||||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="https://github.com/hispidence/TEN-LDoc">TEN-LDoc</a> (a fork of <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a>)</i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
</html>
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <here>Flow.InventoryItem</here></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <here>Flow.LensFlare</here></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -107,7 +115,7 @@
|
|||
<div id="content">
|
||||
|
||||
<h1>Primitive Class <code>Flow.LensFlare</code></h1>
|
||||
<p>Represents a global lens flare (not to be confused with lensflare object).</p>
|
||||
<p>Represents a global lens flare (not to be confused with the lens flare object).</p>
|
||||
<p>
|
||||
|
||||
</p>
|
||||
|
@ -116,44 +124,44 @@
|
|||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare">LensFlare(Pitch, Yaw, Color.)</a></td>
|
||||
<td class="name" ><a href="#LensFlare">LensFlare(pitch, yaw, color)</a></td>
|
||||
<td class="summary">Create a LensFlare object.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare:GetEnabled">LensFlare:GetEnabled()</a></td>
|
||||
<td class="summary">Get the lens flare's enabled status.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare:GetSunSpriteID">LensFlare:GetSunSpriteID()</a></td>
|
||||
<td class="summary">Get the sun's sprite ID.</td>
|
||||
<td class="summary">Get this lens flare's sun sprite ID.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare:GetPitch">LensFlare:GetPitch()</a></td>
|
||||
<td class="summary">Get the lens flare's pitch angle in degrees.</td>
|
||||
<td class="summary">Get this lens flare's pitch angle in degrees.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare:GetYaw">LensFlare:GetYaw()</a></td>
|
||||
<td class="summary">Get the lens flare's yaw angle in degrees.</td>
|
||||
<td class="summary">Get this lens flare's yaw angle in degrees.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare:SetColor">LensFlare:SetColor()</a></td>
|
||||
<td class="name" ><a href="#LensFlare:GetColor">LensFlare:GetColor()</a></td>
|
||||
<td class="summary">Get the lens flare's color.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare:SetSunSpriteID">LensFlare:SetSunSpriteID(New)</a></td>
|
||||
<td class="summary">Set the lens flare's sun sprite ID.</td>
|
||||
<td class="name" ><a href="#LensFlare:GetEnabled">LensFlare:GetEnabled()</a></td>
|
||||
<td class="summary">Get this lens flare's enabled status.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare:SetPitch">LensFlare:SetPitch(New)</a></td>
|
||||
<td class="summary">Set the lens flare's pitch angle.</td>
|
||||
<td class="name" ><a href="#LensFlare:SetSunSpriteID">LensFlare:SetSunSpriteID(spriteID)</a></td>
|
||||
<td class="summary">Set this lens flare's sun sprite ID.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare:SetYaw">LensFlare:SetYaw(New)</a></td>
|
||||
<td class="summary">Set the lens flare's yaw angle.</td>
|
||||
<td class="name" ><a href="#LensFlare:SetPitch">LensFlare:SetPitch(pitch)</a></td>
|
||||
<td class="summary">Set this lens flare's pitch angle.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare:SetColor">LensFlare:SetColor(New)</a></td>
|
||||
<td class="summary">Set the lens flare's color.</td>
|
||||
<td class="name" ><a href="#LensFlare:SetYaw">LensFlare:SetYaw(yaw)</a></td>
|
||||
<td class="summary">Set this lens flare's yaw angle.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare:SetColor">LensFlare:SetColor(color)</a></td>
|
||||
<td class="summary">Set this lens flare's color.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
|
@ -166,28 +174,26 @@
|
|||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "LensFlare"></a>
|
||||
<strong>LensFlare(Pitch, Yaw, Color.)</strong>
|
||||
<strong>LensFlare(pitch, yaw, color)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Create a LensFlare object. ()
|
||||
Create a LensFlare object.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">Pitch</span>
|
||||
<li><span class="parameter">pitch</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
angle in degrees.
|
||||
Pitch angle in degrees.
|
||||
</li>
|
||||
<li><span class="parameter">Yaw</span>
|
||||
<li><span class="parameter">yaw</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
angle in degrees.
|
||||
Yaw angle in degrees.
|
||||
</li>
|
||||
<li><span class="parameter">Color.</span>
|
||||
<li><span class="parameter">color</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
|
||||
|
||||
|
||||
Color of the lensflare.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -201,34 +207,13 @@
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "LensFlare:GetEnabled"></a>
|
||||
<strong>LensFlare:GetEnabled()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the lens flare's enabled status. ()
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Lens flare's enabled status.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "LensFlare:GetSunSpriteID"></a>
|
||||
<strong>LensFlare:GetSunSpriteID()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the sun's sprite ID. ()
|
||||
Get this lens flare's sun sprite ID.
|
||||
|
||||
|
||||
|
||||
|
@ -249,7 +234,7 @@
|
|||
<strong>LensFlare:GetPitch()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the lens flare's pitch angle in degrees. ()
|
||||
Get this lens flare's pitch angle in degrees.
|
||||
|
||||
|
||||
|
||||
|
@ -270,7 +255,7 @@
|
|||
<strong>LensFlare:GetYaw()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the lens flare's yaw angle in degrees. ()
|
||||
Get this lens flare's yaw angle in degrees.
|
||||
|
||||
|
||||
|
||||
|
@ -287,11 +272,11 @@
|
|||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "LensFlare:SetColor"></a>
|
||||
<strong>LensFlare:SetColor()</strong>
|
||||
<a name = "LensFlare:GetColor"></a>
|
||||
<strong>LensFlare:GetColor()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the lens flare's color. ()
|
||||
Get the lens flare's color.
|
||||
|
||||
|
||||
|
||||
|
@ -302,19 +287,40 @@
|
|||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "LensFlare:SetSunSpriteID"></a>
|
||||
<strong>LensFlare:SetSunSpriteID(New)</strong>
|
||||
<a name = "LensFlare:GetEnabled"></a>
|
||||
<strong>LensFlare:GetEnabled()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the lens flare's sun sprite ID. ()
|
||||
Get this lens flare's enabled status.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Enabled status. <strong>true: enabled</strong>, <strong>false: disabled</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "LensFlare:SetSunSpriteID"></a>
|
||||
<strong>LensFlare:SetSunSpriteID(spriteID)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this lens flare's sun sprite ID.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<li><span class="parameter">spriteID</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
sprite ID.
|
||||
New sun sprite ID.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -325,18 +331,18 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "LensFlare:SetPitch"></a>
|
||||
<strong>LensFlare:SetPitch(New)</strong>
|
||||
<strong>LensFlare:SetPitch(pitch)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the lens flare's pitch angle. (float)
|
||||
Set this lens flare's pitch angle.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<li><span class="parameter">pitch</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
pitch angle in degrees.
|
||||
New pitch angle in degrees.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -347,18 +353,18 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "LensFlare:SetYaw"></a>
|
||||
<strong>LensFlare:SetYaw(New)</strong>
|
||||
<strong>LensFlare:SetYaw(yaw)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the lens flare's yaw angle. (float)
|
||||
Set this lens flare's yaw angle.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<li><span class="parameter">yaw</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
yaw angle in degrees.
|
||||
New yaw angle in degrees.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -369,18 +375,18 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "LensFlare:SetColor"></a>
|
||||
<strong>LensFlare:SetColor(New)</strong>
|
||||
<strong>LensFlare:SetColor(color)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the lens flare's color. (Color)
|
||||
Set this lens flare's color.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<li><span class="parameter">color</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
color.
|
||||
New color.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <here>Flow.SkyLayer</here></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -107,7 +115,7 @@
|
|||
<div id="content">
|
||||
|
||||
<h1>Primitive Class <code>Flow.Starfield</code></h1>
|
||||
<p>Represents a starfield.</p>
|
||||
<p>Represents a starfield in the sky.</p>
|
||||
<p>
|
||||
|
||||
</p>
|
||||
|
@ -120,48 +128,48 @@
|
|||
<td class="summary">Create a starfield object with only stars.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield">Starfield(starCount, meteorCount)</a></td>
|
||||
<td class="name" ><a href="#Starfield">Starfield(starCount, meteorCount, meteorSpawnDensity, meteorVel)</a></td>
|
||||
<td class="summary">Create a starfield object with stars and meteors.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:GetStarsEnabled">Starfield:GetStarsEnabled()</a></td>
|
||||
<td class="summary">Get the starfield's enabled status of stars.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:GetMeteorsEnabled">Starfield:GetMeteorsEnabled()</a></td>
|
||||
<td class="summary">Get the starfield's enabled status of meteors.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:GetStarCount">Starfield:GetStarCount()</a></td>
|
||||
<td class="summary">Get the starfield's number of stars.</td>
|
||||
<td class="summary">Get this starfield's number of stars.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:GetMeteorCount">Starfield:GetMeteorCount()</a></td>
|
||||
<td class="summary">Get the starfield's number of meteors.</td>
|
||||
<td class="summary">Get this starfield's number of meteors.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:GetMeteorSpawnDensity">Starfield:GetMeteorSpawnDensity()</a></td>
|
||||
<td class="summary">Get the starfield's meteor spawn density.</td>
|
||||
<td class="summary">Get this starfield's meteor spawn density.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:GetMeteorVelocity">Starfield:GetMeteorVelocity()</a></td>
|
||||
<td class="summary">Get the starfield's meteor velocity.</td>
|
||||
<td class="summary">Get this starfield's meteor velocity.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:SetStarCount">Starfield:SetStarCount(New)</a></td>
|
||||
<td class="summary">Set the starfield's number of stars (6000 max).</td>
|
||||
<td class="name" ><a href="#Starfield:GetStarsEnabled">Starfield:GetStarsEnabled()</a></td>
|
||||
<td class="summary">Get this starfield's stars enabled status.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:SetMeteorCount">Starfield:SetMeteorCount(New)</a></td>
|
||||
<td class="summary">Set the starfield's number of meteors (100 max).</td>
|
||||
<td class="name" ><a href="#Starfield:GetMeteorsEnabled">Starfield:GetMeteorsEnabled()</a></td>
|
||||
<td class="summary">Get this starfield's meteors enabled status.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:SetMeteorSpawnDensity">Starfield:SetMeteorSpawnDensity(New)</a></td>
|
||||
<td class="summary">Set the starfield's meteor spawn density.</td>
|
||||
<td class="name" ><a href="#Starfield:SetStarCount">Starfield:SetStarCount(count)</a></td>
|
||||
<td class="summary">Set this starfield's number of stars.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:SetMeteorVelocity">Starfield:SetMeteorVelocity(New)</a></td>
|
||||
<td class="summary">Set the starfield's meteor velocity.</td>
|
||||
<td class="name" ><a href="#Starfield:SetMeteorCount">Starfield:SetMeteorCount(count)</a></td>
|
||||
<td class="summary">Set this starfield's number of meteors.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:SetMeteorSpawnDensity">Starfield:SetMeteorSpawnDensity(density)</a></td>
|
||||
<td class="summary">Set this starfield's meteor spawn density.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:SetMeteorVelocity">Starfield:SetMeteorVelocity(velocity)</a></td>
|
||||
<td class="summary">Set this starfield's meteor velocity.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
|
@ -177,7 +185,7 @@
|
|||
<strong>Starfield(starCount)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Create a starfield object with only stars. ()
|
||||
Create a starfield object with only stars.
|
||||
|
||||
|
||||
|
||||
|
@ -202,10 +210,10 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield"></a>
|
||||
<strong>Starfield(starCount, meteorCount)</strong>
|
||||
<strong>Starfield(starCount, meteorCount, meteorSpawnDensity, meteorVel)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Create a starfield object with stars and meteors. ()
|
||||
Create a starfield object with stars and meteors.
|
||||
|
||||
|
||||
|
||||
|
@ -213,11 +221,19 @@
|
|||
<ul>
|
||||
<li><span class="parameter">starCount</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Star count (6000 max).
|
||||
Star count. <strong>Max: 6000</strong>
|
||||
</li>
|
||||
<li><span class="parameter">meteorCount</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Meteor count (100 max).
|
||||
Meteor count. <strong>Max: 100</strong>
|
||||
</li>
|
||||
<li><span class="parameter">meteorSpawnDensity</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Meteor spawn density.
|
||||
</li>
|
||||
<li><span class="parameter">meteorVel</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Meteor velocity.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -231,55 +247,13 @@
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield:GetStarsEnabled"></a>
|
||||
<strong>Starfield:GetStarsEnabled()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the starfield's enabled status of stars. ()
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Stars enabled status.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield:GetMeteorsEnabled"></a>
|
||||
<strong>Starfield:GetMeteorsEnabled()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the starfield's enabled status of meteors. ()
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Meteors enabled status.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield:GetStarCount"></a>
|
||||
<strong>Starfield:GetStarCount()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the starfield's number of stars. ()
|
||||
Get this starfield's number of stars.
|
||||
|
||||
|
||||
|
||||
|
@ -300,7 +274,7 @@
|
|||
<strong>Starfield:GetMeteorCount()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the starfield's number of meteors. ()
|
||||
Get this starfield's number of meteors.
|
||||
|
||||
|
||||
|
||||
|
@ -321,7 +295,7 @@
|
|||
<strong>Starfield:GetMeteorSpawnDensity()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the starfield's meteor spawn density. ()
|
||||
Get this starfield's meteor spawn density.
|
||||
|
||||
|
||||
|
||||
|
@ -342,7 +316,7 @@
|
|||
<strong>Starfield:GetMeteorVelocity()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the starfield's meteor velocity. ()
|
||||
Get this starfield's meteor velocity.
|
||||
|
||||
|
||||
|
||||
|
@ -359,19 +333,61 @@
|
|||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield:SetStarCount"></a>
|
||||
<strong>Starfield:SetStarCount(New)</strong>
|
||||
<a name = "Starfield:GetStarsEnabled"></a>
|
||||
<strong>Starfield:GetStarsEnabled()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the starfield's number of stars (6000 max). (int)
|
||||
Get this starfield's stars enabled status.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Stars enabled status. <strong>true: enabled</strong>, <strong>false: disabled</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield:GetMeteorsEnabled"></a>
|
||||
<strong>Starfield:GetMeteorsEnabled()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get this starfield's meteors enabled status.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Meteors enabled status. <strong>true: enabled</strong>, <strong>false: disabled</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield:SetStarCount"></a>
|
||||
<strong>Starfield:SetStarCount(count)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this starfield's number of stars.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<li><span class="parameter">count</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
count.
|
||||
New star count.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -382,18 +398,18 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield:SetMeteorCount"></a>
|
||||
<strong>Starfield:SetMeteorCount(New)</strong>
|
||||
<strong>Starfield:SetMeteorCount(count)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the starfield's number of meteors (100 max). (int)
|
||||
Set this starfield's number of meteors.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<li><span class="parameter">count</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
count.
|
||||
New meteor count.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -404,18 +420,18 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield:SetMeteorSpawnDensity"></a>
|
||||
<strong>Starfield:SetMeteorSpawnDensity(New)</strong>
|
||||
<strong>Starfield:SetMeteorSpawnDensity(density)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the starfield's meteor spawn density. (int)
|
||||
Set this starfield's meteor spawn density.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<li><span class="parameter">density</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
spawn density.
|
||||
New meteor spawn density.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -426,18 +442,18 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield:SetMeteorVelocity"></a>
|
||||
<strong>Starfield:SetMeteorVelocity(New)</strong>
|
||||
<strong>Starfield:SetMeteorVelocity(velocity)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the starfield's meteor velocity. (float)
|
||||
Set this starfield's meteor velocity.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
velocity.
|
||||
<li><span class="parameter">velocity</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
New meteor velocity.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -107,39 +115,41 @@
|
|||
<div id="content">
|
||||
|
||||
<h1>Primitive Class <code>Rotation</code></h1>
|
||||
<p>Represents a degree-based 3D rotation.</p>
|
||||
<p> All values are clamped to the range [0.0, 360.0].</p>
|
||||
<p>Represents a 3D rotation.</p>
|
||||
<p> All angle components are in degrees clamped to the range [0.0, 360.0].</p>
|
||||
|
||||
|
||||
<h2><a href="#Members">Members</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#x">x</a></td>
|
||||
<td class="summary">(float) X angle component.</td>
|
||||
<td class="summary">(float) X angle component in degrees.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#y">y</a></td>
|
||||
<td class="summary">(float) Y angle component.</td>
|
||||
<td class="summary">(float) Y angle component in degrees.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#z">z</a></td>
|
||||
<td class="summary">(float) Z angle component.</td>
|
||||
<td class="summary">(float) Z angle component in degrees.</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#Rotation">Rotation(x, y, z)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
<td class="summary">Create a Rotation object.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Lerp">Lerp(rot, alpha)</a></td>
|
||||
<td class="summary">Get the linearly interpolated Rotation between this Rotation and the input Rotation according to the input alpha.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Direction">Direction()</a></td>
|
||||
<td class="summary">Converts rotation to a direction normal.</td>
|
||||
<td class="summary">Get the normalized direction vector of this Rotation.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#__tostring">__tostring(rotation)</a></td>
|
||||
<td class="name" ><a href="#__tostring">__tostring(rot)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
|
@ -158,7 +168,7 @@
|
|||
<strong>x</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(float) X angle component.
|
||||
(float) X angle component in degrees.
|
||||
|
||||
|
||||
|
||||
|
@ -173,7 +183,7 @@
|
|||
<strong>y</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(float) Y angle component.
|
||||
(float) Y angle component in degrees.
|
||||
|
||||
|
||||
|
||||
|
@ -188,7 +198,7 @@
|
|||
<strong>z</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(float) Z angle component.
|
||||
(float) Z angle component in degrees.
|
||||
|
||||
|
||||
|
||||
|
@ -207,9 +217,7 @@
|
|||
<strong>Rotation(x, y, z)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
Create a Rotation object.
|
||||
|
||||
|
||||
|
||||
|
@ -217,15 +225,15 @@
|
|||
<ul>
|
||||
<li><span class="parameter">x</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
X angle component.
|
||||
X angle component in degrees.
|
||||
</li>
|
||||
<li><span class="parameter">y</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Y angle component.
|
||||
Y angle component in degrees.
|
||||
</li>
|
||||
<li><span class="parameter">z</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Z angle component.
|
||||
Z angle component in degrees.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -233,7 +241,39 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
A Rotation.
|
||||
A new Rotation object.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Lerp"></a>
|
||||
<strong>Lerp(rot, alpha)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the linearly interpolated Rotation between this Rotation and the input Rotation according to the input alpha.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">rot</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
Interpolation target.
|
||||
</li>
|
||||
<li><span class="parameter">alpha</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Interpolation alpha in the range [0, 1].
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
Linearly interpolated rotation.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -245,7 +285,7 @@
|
|||
<strong>Direction()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Converts rotation to a direction normal.
|
||||
Get the normalized direction vector of this Rotation.
|
||||
|
||||
|
||||
|
||||
|
@ -254,7 +294,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
resulting normal calculated from this rotation.
|
||||
Normalized direction vector.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -263,7 +303,7 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "__tostring"></a>
|
||||
<strong>__tostring(rotation)</strong>
|
||||
<strong>__tostring(rot)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
@ -274,9 +314,9 @@
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">rotation</span>
|
||||
<li><span class="parameter">rot</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
this Rotation.
|
||||
This Rotation.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -284,7 +324,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
A string showing the X, Y, and Z angle components of the Rotation.
|
||||
A string showing the X, Y, and Z angle components of this Rotation.
|
||||
</ol>
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -143,6 +151,18 @@
|
|||
<td class="summary">Get a copy of this Vec2 normalized to length 1.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Translate">Translate(dir, dist)</a></td>
|
||||
<td class="summary">Get a copy of this Vec2 translated in the input Vec2 direction by the input distance.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Translate">Translate(rot, dist)</a></td>
|
||||
<td class="summary">Get a copy of this Vec2 translated in the direction of the input rotation in degrees by the input distance.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Translate">Translate(rot, relOffset)</a></td>
|
||||
<td class="summary">Get a copy of this Vec2 translated by an offset, where the input relative offset Vec2 is rotated according to the input rotation in degrees.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Vec2:Rotate">Vec2:Rotate(rot)</a></td>
|
||||
<td class="summary">Get a copy of this Vec2 rotated by the input rotation in degrees.</td>
|
||||
</tr>
|
||||
|
@ -317,6 +337,102 @@
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Translate"></a>
|
||||
<strong>Translate(dir, dist)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get a copy of this Vec2 translated in the input Vec2 direction by the input distance.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">dir</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
Direction vector. Normalized automatically to length 1.
|
||||
</li>
|
||||
<li><span class="parameter">dist</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Distance.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
Translated vector.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Translate"></a>
|
||||
<strong>Translate(rot, dist)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get a copy of this Vec2 translated in the direction of the input rotation in degrees by the input distance.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">rot</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
Rotation in degrees defining the direction.
|
||||
</li>
|
||||
<li><span class="parameter">dist</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Distance.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
Translated vector.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Translate"></a>
|
||||
<strong>Translate(rot, relOffset)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get a copy of this Vec2 translated by an offset, where the input relative offset Vec2 is rotated according to the input rotation in degrees.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">rot</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Rotation in degrees rotating the input relative offset vector.
|
||||
</li>
|
||||
<li><span class="parameter">relOffset</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
Relative offset vector before rotation.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
Translated vector.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Vec2:Rotate"></a>
|
||||
|
@ -359,7 +475,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">vector</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
Target interpolation vector.
|
||||
Interpolation target.
|
||||
</li>
|
||||
<li><span class="parameter">alpha</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
|
@ -371,7 +487,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
Linearly interpolated vector
|
||||
Linearly interpolated vector.
|
||||
</ol>
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -143,6 +151,18 @@
|
|||
<td class="summary">Get a copy of this Vec3 normalized to length 1.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Translate">Translate(dir, dist)</a></td>
|
||||
<td class="summary">Get a copy of this Vec3 translated in the input Vec3 direction by the input distance.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Translate">Translate(rot, dist)</a></td>
|
||||
<td class="summary">Get a copy of this Vec3 translated in the direction of the input Rotation object by the input distance.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Translate">Translate(rot, relOffset)</a></td>
|
||||
<td class="summary">Get a copy of this Vec3 translated by an offset, where the input relative offset Vec3 is rotated according to the input Rotation object.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Vec3:Rotate">Vec3:Rotate(rot)</a></td>
|
||||
<td class="summary">Get a copy of this Vec3 rotated by the input Rotation object.</td>
|
||||
</tr>
|
||||
|
@ -312,6 +332,102 @@
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Translate"></a>
|
||||
<strong>Translate(dir, dist)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get a copy of this Vec3 translated in the input Vec3 direction by the input distance.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">dir</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Direction vector. Normalized automatically to length 1.
|
||||
</li>
|
||||
<li><span class="parameter">dist</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Distance.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Translated vector.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Translate"></a>
|
||||
<strong>Translate(rot, dist)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get a copy of this Vec3 translated in the direction of the input Rotation object by the input distance.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">rot</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
Rotation object defining the direction.
|
||||
</li>
|
||||
<li><span class="parameter">dist</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Distance.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Translated vector.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Translate"></a>
|
||||
<strong>Translate(rot, relOffset)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get a copy of this Vec3 translated by an offset, where the input relative offset Vec3 is rotated according to the input Rotation object.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">rot</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
Rotation object rotating the input relative offset vector.
|
||||
</li>
|
||||
<li><span class="parameter">relOffset</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Relative offset vector before rotation.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Translated vector.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Vec3:Rotate"></a>
|
||||
|
@ -354,7 +470,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">vector</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Target interpolation vector.
|
||||
Interpolation target.
|
||||
</li>
|
||||
<li><span class="parameter">alpha</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
|
@ -366,7 +482,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Linearly interpolated vector
|
||||
Linearly interpolated vector.
|
||||
</ol>
|
||||
|
||||
|
||||
|
|
193
Documentation/doc/4 enums/Collision.MaterialType.html
Normal file
193
Documentation/doc/4 enums/Collision.MaterialType.html
Normal file
|
@ -0,0 +1,193 @@
|
|||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
|
||||
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
|
||||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<div id="container">
|
||||
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div> <!-- id="product" -->
|
||||
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
<!-- Menu -->
|
||||
|
||||
<div id="navigation">
|
||||
<br/>
|
||||
<h1> TombEngine</h1>
|
||||
|
||||
<ul>
|
||||
<li><a href="../index.html">Index</a></li>
|
||||
</ul>
|
||||
|
||||
<h2>1 Modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../1 modules/Effects.html">Effects</a></li>
|
||||
<li> <a href="../1 modules/Flow.html">Flow</a></li>
|
||||
<li> <a href="../1 modules/Input.html">Input</a></li>
|
||||
<li> <a href="../1 modules/Inventory.html">Inventory</a></li>
|
||||
<li> <a href="../1 modules/Logic.html">Logic</a></li>
|
||||
<li> <a href="../1 modules/Objects.html">Objects</a></li>
|
||||
<li> <a href="../1 modules/Sound.html">Sound</a></li>
|
||||
<li> <a href="../1 modules/Strings.html">Strings</a></li>
|
||||
<li> <a href="../1 modules/Util.html">Util</a></li>
|
||||
<li> <a href="../1 modules/View.html">View</a></li>
|
||||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
|
||||
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
|
||||
<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
|
||||
<li> <a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
|
||||
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
|
||||
<li> <a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
|
||||
<li> <a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
|
||||
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
|
||||
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
|
||||
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
|
||||
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
|
||||
</ul>
|
||||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
|
||||
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
|
||||
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
|
||||
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
|
||||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <here>Collision.MaterialType</here></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
|
||||
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
|
||||
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
|
||||
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
|
||||
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
|
||||
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
|
||||
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
|
||||
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
|
||||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
</ul>
|
||||
|
||||
</div>
|
||||
|
||||
<div id="content">
|
||||
|
||||
<h1>Enum <code>Collision.MaterialType</code></h1>
|
||||
<p>Constants for material types.</p>
|
||||
<p>
|
||||
|
||||
</p>
|
||||
|
||||
|
||||
<h2><a href="#Tables">Tables</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#Collision.MaterialType">Collision.MaterialType</a></td>
|
||||
<td class="summary">Table of MaterialType constants.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<br/>
|
||||
<br/>
|
||||
|
||||
|
||||
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
|
||||
|
||||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "Collision.MaterialType"></a>
|
||||
<strong>Collision.MaterialType</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Table of MaterialType constants. </p>
|
||||
|
||||
<ul>
|
||||
<li><code>MUD</code></li>
|
||||
<li><code>SNOW</code></li>
|
||||
<li><code>SNOW</code></li>
|
||||
<li><code>SAND</code></li>
|
||||
<li><code>GRAVEL</code></li>
|
||||
<li><code>ICE</code></li>
|
||||
<li><code>WATER</code></li>
|
||||
<li><code>STONE</code></li>
|
||||
<li><code>WOOD</code></li>
|
||||
<li><code>METAL</code></li>
|
||||
<li><code>MARBLE</code></li>
|
||||
<li><code>GRASS</code></li>
|
||||
<li><code>CONCRETE</code></li>
|
||||
<li><code>OLD_WOOD</code></li>
|
||||
<li><code>OLD_METAL</code></li>
|
||||
<li><code>CUSTOM_1</code></li>
|
||||
<li><code>CUSTOM_2</code></li>
|
||||
<li><code>CUSTOM_3</code></li>
|
||||
<li><code>CUSTOM_4</code></li>
|
||||
<li><code>CUSTOM_5</code></li>
|
||||
<li><code>CUSTOM_6</code></li>
|
||||
<li><code>CUSTOM_7</code></li>
|
||||
<li><code>CUSTOM_8</code></li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
</div> <!-- id="content" -->
|
||||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="https://github.com/hispidence/TEN-LDoc">TEN-LDoc</a> (a fork of <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a>)</i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
</html>
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <here>Effects.BlendID</here></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -117,7 +125,7 @@
|
|||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#Effects.BlendID">Effects.BlendID</a></td>
|
||||
<td class="summary">Table of Effects.BlendID constants (for use with particles).</td>
|
||||
<td class="summary">Table of Effects.BlendID constants.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
|
@ -134,17 +142,18 @@
|
|||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Table of Effects.BlendID constants (for use with particles). </p>
|
||||
<p>Table of Effects.BlendID constants. </p>
|
||||
|
||||
<ul>
|
||||
<li><code>OPAQUE</code></li>
|
||||
<li><code>ALPHATEST</code></li>
|
||||
<li><code>ALPHA_TEST</code></li>
|
||||
<li><code>ADDITIVE</code></li>
|
||||
<li><code>NO_DEPTH_TEST</code></li>
|
||||
<li><code>SUBTRACTIVE</code></li>
|
||||
<li><code>EXCLUDE</code></li>
|
||||
<li><code>SCREEN</code></li>
|
||||
<li><code>LIGHTEN</code></li>
|
||||
<li><code>ALPHABLEND</code></li>
|
||||
<li><code>ALPHA_BLEND</code></li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <here>Effects.EffectID</here></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -135,15 +143,15 @@
|
|||
<dd>
|
||||
|
||||
<p>Table of Effects.EffectID constants.
|
||||
To be used with <a href="../2 classes/Objects.Moveable.html#Moveable:SetEffect">Objects.Moveable.SetEffect</a> and <a href="../2 classes/Objects.Moveable.html#Moveable:GetEffect">Objects.Moveable.GetEffect</a> functions.</p>
|
||||
To be used with <a href="../2 classes/Objects.Moveable.html#Moveable:SetEffect">Objects.Moveable.SetEffect</a> and <a href="../2 classes/Objects.Moveable.html#Moveable:GetEffect">Objects.Moveable.GetEffect</a> functions.</p>
|
||||
|
||||
<ul>
|
||||
<li><code>NONE</code></li>
|
||||
<li><code>FIRE</code></li>
|
||||
<li><code>SPARKS</code></li>
|
||||
<li><code>SMOKE</code></li>
|
||||
<li><code>ELECTRICIGNITE</code></li>
|
||||
<li><code>REDIGNITE</code></li>
|
||||
<li><code>ELECTRIC_IGNITE</code></li>
|
||||
<li><code>RED_IGNITE</code></li>
|
||||
<li><code>CADAVER</code></li>
|
||||
<li><code>CUSTOM</code></li>
|
||||
</ul>
|
||||
|
|
175
Documentation/doc/4 enums/Effects.FeatherMode.html
Normal file
175
Documentation/doc/4 enums/Effects.FeatherMode.html
Normal file
|
@ -0,0 +1,175 @@
|
|||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
|
||||
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
|
||||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<div id="container">
|
||||
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div> <!-- id="product" -->
|
||||
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
<!-- Menu -->
|
||||
|
||||
<div id="navigation">
|
||||
<br/>
|
||||
<h1> TombEngine</h1>
|
||||
|
||||
<ul>
|
||||
<li><a href="../index.html">Index</a></li>
|
||||
</ul>
|
||||
|
||||
<h2>1 Modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../1 modules/Effects.html">Effects</a></li>
|
||||
<li> <a href="../1 modules/Flow.html">Flow</a></li>
|
||||
<li> <a href="../1 modules/Input.html">Input</a></li>
|
||||
<li> <a href="../1 modules/Inventory.html">Inventory</a></li>
|
||||
<li> <a href="../1 modules/Logic.html">Logic</a></li>
|
||||
<li> <a href="../1 modules/Objects.html">Objects</a></li>
|
||||
<li> <a href="../1 modules/Sound.html">Sound</a></li>
|
||||
<li> <a href="../1 modules/Strings.html">Strings</a></li>
|
||||
<li> <a href="../1 modules/Util.html">Util</a></li>
|
||||
<li> <a href="../1 modules/View.html">View</a></li>
|
||||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
|
||||
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
|
||||
<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
|
||||
<li> <a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
|
||||
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
|
||||
<li> <a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
|
||||
<li> <a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
|
||||
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
|
||||
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
|
||||
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
|
||||
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
|
||||
</ul>
|
||||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
|
||||
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
|
||||
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
|
||||
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
|
||||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <here>Effects.FeatherMode</here></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
|
||||
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
|
||||
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
|
||||
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
|
||||
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
|
||||
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
|
||||
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
|
||||
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
|
||||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
</ul>
|
||||
|
||||
</div>
|
||||
|
||||
<div id="content">
|
||||
|
||||
<h1>Enum <code>Effects.FeatherMode</code></h1>
|
||||
<p>Constants for feather modes.</p>
|
||||
<p>
|
||||
|
||||
</p>
|
||||
|
||||
|
||||
<h2><a href="#Tables">Tables</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#Effects.FeatherMode">Effects.FeatherMode</a></td>
|
||||
<td class="summary">Table of Effects.FeatherMode constants.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<br/>
|
||||
<br/>
|
||||
|
||||
|
||||
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
|
||||
|
||||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "Effects.FeatherMode"></a>
|
||||
<strong>Effects.FeatherMode</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Table of Effects.FeatherMode constants.
|
||||
To be used with <a href="../1 modules/Effects.html#EmitStreamer">Effects.EmitStreamer</a> function.</p>
|
||||
|
||||
<ul>
|
||||
<li><code>NONE</code></li>
|
||||
<li><code>CENTER</code></li>
|
||||
<li><code>LEFT</code></li>
|
||||
<li><code>RIGHT</code></li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
</div> <!-- id="content" -->
|
||||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="https://github.com/hispidence/TEN-LDoc">TEN-LDoc</a> (a fork of <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a>)</i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
</html>
|
174
Documentation/doc/4 enums/Effects.ParticleAnimationType.html
Normal file
174
Documentation/doc/4 enums/Effects.ParticleAnimationType.html
Normal file
|
@ -0,0 +1,174 @@
|
|||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
|
||||
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
|
||||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<div id="container">
|
||||
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div> <!-- id="product" -->
|
||||
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
<!-- Menu -->
|
||||
|
||||
<div id="navigation">
|
||||
<br/>
|
||||
<h1> TombEngine</h1>
|
||||
|
||||
<ul>
|
||||
<li><a href="../index.html">Index</a></li>
|
||||
</ul>
|
||||
|
||||
<h2>1 Modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../1 modules/Effects.html">Effects</a></li>
|
||||
<li> <a href="../1 modules/Flow.html">Flow</a></li>
|
||||
<li> <a href="../1 modules/Input.html">Input</a></li>
|
||||
<li> <a href="../1 modules/Inventory.html">Inventory</a></li>
|
||||
<li> <a href="../1 modules/Logic.html">Logic</a></li>
|
||||
<li> <a href="../1 modules/Objects.html">Objects</a></li>
|
||||
<li> <a href="../1 modules/Sound.html">Sound</a></li>
|
||||
<li> <a href="../1 modules/Strings.html">Strings</a></li>
|
||||
<li> <a href="../1 modules/Util.html">Util</a></li>
|
||||
<li> <a href="../1 modules/View.html">View</a></li>
|
||||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
|
||||
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
|
||||
<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
|
||||
<li> <a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
|
||||
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
|
||||
<li> <a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
|
||||
<li> <a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
|
||||
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
|
||||
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
|
||||
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
|
||||
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
|
||||
</ul>
|
||||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
|
||||
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
|
||||
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
|
||||
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
|
||||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <here>Effects.ParticleAnimationType</here></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
|
||||
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
|
||||
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
|
||||
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
|
||||
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
|
||||
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
|
||||
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
|
||||
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
|
||||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
</ul>
|
||||
|
||||
</div>
|
||||
|
||||
<div id="content">
|
||||
|
||||
<h1>Enum <code>Effects.ParticleAnimationType</code></h1>
|
||||
<p>Constants for particle animation type constants.</p>
|
||||
<p>
|
||||
|
||||
</p>
|
||||
|
||||
|
||||
<h2><a href="#Tables">Tables</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#Effects.ParticleAnimationType">Effects.ParticleAnimationType</a></td>
|
||||
<td class="summary">Table of Effects.ParticleAnimationType type constants.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<br/>
|
||||
<br/>
|
||||
|
||||
|
||||
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
|
||||
|
||||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "Effects.ParticleAnimationType"></a>
|
||||
<strong>Effects.ParticleAnimationType</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Table of Effects.ParticleAnimationType type constants. To be used with particles.</p>
|
||||
|
||||
<ul>
|
||||
<li><code>LOOP</code> - Frames loop sequentially.</li>
|
||||
<li><code>ONE_SHOT</code> - Frames play once and freeze on the last frame.</li>
|
||||
<li><code>BACK_AND_FORTH</code> - Frames bounce back and forth.</li>
|
||||
<li><code>LIFE_TIME_SPREAD</code> - Frames are distributed over the particle's lifetime</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
</div> <!-- id="content" -->
|
||||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="https://github.com/hispidence/TEN-LDoc">TEN-LDoc</a> (a fork of <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a>)</i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
</html>
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <here>Flow.ErrorMode</here></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <here>Flow.FreezeMode</here></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <here>Flow.GameStatus</here></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <here>Input.ActionID</here></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <here>Objects.AmmoType</here></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -135,7 +143,7 @@
|
|||
<dd>
|
||||
|
||||
<p>Table of Objects.AmmoType constants.
|
||||
To be used with <a href="../2 classes/Objects.LaraObject.html#LaraObject:GetAmmoType">Objects.LaraObject.GetAmmoType</a> function.</p>
|
||||
To be used with <a href="../2 classes/Objects.LaraObject.html#LaraObject:GetAmmoType">Objects.LaraObject.GetAmmoType</a> function.</p>
|
||||
|
||||
<ul>
|
||||
<li><code>NONE</code></li>
|
||||
|
|
176
Documentation/doc/4 enums/Objects.HandStatus.html
Normal file
176
Documentation/doc/4 enums/Objects.HandStatus.html
Normal file
|
@ -0,0 +1,176 @@
|
|||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
|
||||
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
|
||||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<div id="container">
|
||||
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div> <!-- id="product" -->
|
||||
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
<!-- Menu -->
|
||||
|
||||
<div id="navigation">
|
||||
<br/>
|
||||
<h1> TombEngine</h1>
|
||||
|
||||
<ul>
|
||||
<li><a href="../index.html">Index</a></li>
|
||||
</ul>
|
||||
|
||||
<h2>1 Modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../1 modules/Effects.html">Effects</a></li>
|
||||
<li> <a href="../1 modules/Flow.html">Flow</a></li>
|
||||
<li> <a href="../1 modules/Input.html">Input</a></li>
|
||||
<li> <a href="../1 modules/Inventory.html">Inventory</a></li>
|
||||
<li> <a href="../1 modules/Logic.html">Logic</a></li>
|
||||
<li> <a href="../1 modules/Objects.html">Objects</a></li>
|
||||
<li> <a href="../1 modules/Sound.html">Sound</a></li>
|
||||
<li> <a href="../1 modules/Strings.html">Strings</a></li>
|
||||
<li> <a href="../1 modules/Util.html">Util</a></li>
|
||||
<li> <a href="../1 modules/View.html">View</a></li>
|
||||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
|
||||
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
|
||||
<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
|
||||
<li> <a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
|
||||
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
|
||||
<li> <a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
|
||||
<li> <a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
|
||||
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
|
||||
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
|
||||
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
|
||||
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
|
||||
</ul>
|
||||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
|
||||
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
|
||||
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
|
||||
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
|
||||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <here>Objects.HandStatus</here></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
|
||||
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
|
||||
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
|
||||
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
|
||||
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
|
||||
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
|
||||
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
|
||||
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
|
||||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
</ul>
|
||||
|
||||
</div>
|
||||
|
||||
<div id="content">
|
||||
|
||||
<h1>Enum <code>Objects.HandStatus</code></h1>
|
||||
<p>Constants for player hand statuses.</p>
|
||||
<p>
|
||||
|
||||
</p>
|
||||
|
||||
|
||||
<h2><a href="#Tables">Tables</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#Objects.HandStatus">Objects.HandStatus</a></td>
|
||||
<td class="summary">Table of Objects.HandStatus constants.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<br/>
|
||||
<br/>
|
||||
|
||||
|
||||
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
|
||||
|
||||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "Objects.HandStatus"></a>
|
||||
<strong>Objects.HandStatus</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Table of Objects.HandStatus constants.
|
||||
To be used with <a href="../2 classes/Objects.LaraObject.html#LaraObject:GetAmmoType">Objects.LaraObject.GetAmmoType</a> function.</p>
|
||||
|
||||
<ul>
|
||||
<li><code>FREE</code></li>
|
||||
<li><code>BUSY</code></li>
|
||||
<li><code>WEAPON_DRAW</code></li>
|
||||
<li><code>WEAPON_READY</code></li>
|
||||
<li><code>SPECIAL</code></li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
</div> <!-- id="content" -->
|
||||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="https://github.com/hispidence/TEN-LDoc">TEN-LDoc</a> (a fork of <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a>)</i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
</html>
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <here>Objects.MoveableStatus</here></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -136,13 +144,13 @@
|
|||
|
||||
<p>Table of Objects.MoveableStatus constants. </p>
|
||||
|
||||
<p>To be used with <a href="../2 classes/Objects.Moveable.html#Moveable:GetStatus">Objects.Moveable.GetStatus</a> and <a href="../2 classes/Objects.Moveable.html#Moveable:SetStatus">Objects.Moveable.SetStatus</a> functions.</p>
|
||||
<p> To be used with <a href="../2 classes/Objects.Moveable.html#Moveable:GetStatus">Objects.Moveable.GetStatus</a> and <a href="../2 classes/Objects.Moveable.html#Moveable:SetStatus">Objects.Moveable.SetStatus</a> functions.</p>
|
||||
|
||||
<ul>
|
||||
<li><code>INACTIVE</code> - object was never activated.</li>
|
||||
<li><code>ACTIVE</code> - object is active.</li>
|
||||
<li><code>DEACTIVATED</code> - object was active before and was deactivated.</li>
|
||||
<li><code>INVISIBLE</code> - object is invisible.</li>
|
||||
<li><code>INACTIVE</code> - moveable is inactive (was never activated).</li>
|
||||
<li><code>ACTIVE</code> - moveable is active.</li>
|
||||
<li><code>DEACTIVATED</code> - moveable is deactivated (was previously active and later deactivated).</li>
|
||||
<li><code>INVISIBLE</code> - moveable is invisible.</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <here>Objects.WeaponType</here></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -117,7 +125,7 @@
|
|||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#Objects.WeaponType">Objects.WeaponType</a></td>
|
||||
<td class="summary">Objects.WeaponType constants.</td>
|
||||
<td class="summary">Table of Objects.WeaponType constants.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
|
@ -134,10 +142,10 @@
|
|||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Objects.WeaponType constants. To be used with <a href="../2 classes/Objects.LaraObject.html#LaraObject:GetWeaponType">Objects.LaraObject.GetWeaponType</a> and <a href="../2 classes/Objects.LaraObject.html#LaraObject:SetWeaponType">Objects.LaraObject.SetWeaponType</a> functions.</p>
|
||||
<p>Table of Objects.WeaponType constants.
|
||||
To be used with <a href="../2 classes/Objects.LaraObject.html#LaraObject:GetWeaponType">Objects.LaraObject.GetWeaponType</a> and <a href="../2 classes/Objects.LaraObject.html#LaraObject:SetWeaponType">Objects.LaraObject.SetWeaponType</a> functions.</p>
|
||||
|
||||
<p> Note that this enumeration also contains flare and torch - these are counted as "weapon" internally by the engine, and indicate
|
||||
an object that is currently in Lara's hands.</p>
|
||||
<p> Note that this table also contains the flare and torch, as they are internally counted as "weapons" the engine.</p>
|
||||
|
||||
<ul>
|
||||
<li><code>NONE</code></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
1510
Documentation/doc/5 lua utility modules/CustomBar.html
Normal file
1510
Documentation/doc/5 lua utility modules/CustomBar.html
Normal file
File diff suppressed because it is too large
Load diff
989
Documentation/doc/5 lua utility modules/Diary.html
Normal file
989
Documentation/doc/5 lua utility modules/Diary.html
Normal file
|
@ -0,0 +1,989 @@
|
|||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
|
||||
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
|
||||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<div id="container">
|
||||
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div> <!-- id="product" -->
|
||||
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
<!-- Menu -->
|
||||
|
||||
<div id="navigation">
|
||||
<br/>
|
||||
<h1> TombEngine</h1>
|
||||
|
||||
<ul>
|
||||
<li><a href="../index.html">Index</a></li>
|
||||
</ul>
|
||||
|
||||
<h2>1 Modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../1 modules/Effects.html">Effects</a></li>
|
||||
<li> <a href="../1 modules/Flow.html">Flow</a></li>
|
||||
<li> <a href="../1 modules/Input.html">Input</a></li>
|
||||
<li> <a href="../1 modules/Inventory.html">Inventory</a></li>
|
||||
<li> <a href="../1 modules/Logic.html">Logic</a></li>
|
||||
<li> <a href="../1 modules/Objects.html">Objects</a></li>
|
||||
<li> <a href="../1 modules/Sound.html">Sound</a></li>
|
||||
<li> <a href="../1 modules/Strings.html">Strings</a></li>
|
||||
<li> <a href="../1 modules/Util.html">Util</a></li>
|
||||
<li> <a href="../1 modules/View.html">View</a></li>
|
||||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
|
||||
<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
|
||||
<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
|
||||
<li> <a href="../2 classes/Objects.Moveable.html">Objects.Moveable</a></li>
|
||||
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
|
||||
<li> <a href="../2 classes/Objects.Sink.html">Objects.Sink</a></li>
|
||||
<li> <a href="../2 classes/Objects.SoundSource.html">Objects.SoundSource</a></li>
|
||||
<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
|
||||
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
|
||||
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
|
||||
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
|
||||
</ul>
|
||||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
|
||||
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
|
||||
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
|
||||
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
|
||||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
|
||||
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
|
||||
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
|
||||
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
|
||||
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
|
||||
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
|
||||
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
|
||||
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
|
||||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <here>Diary</here></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
</ul>
|
||||
|
||||
</div>
|
||||
|
||||
<div id="content">
|
||||
|
||||
<h1>Lua utility module <code>Diary</code></h1>
|
||||
<p>This module provides functions to create and manage diaries.</p>
|
||||
<p>
|
||||
<p> It maintains diary definitions and entries through all levels and hubs.
|
||||
Each diary is accessed by the object that was used to create it. </p>
|
||||
|
||||
<p> Example usage:</p>
|
||||
|
||||
|
||||
<pre>
|
||||
<span class="keyword">local</span> CustomDiary = <span class="global">require</span>(<span class="string">"Engine.CustomDiary"</span>)
|
||||
|
||||
<span class="comment">--This function creates a diary from the DiarySetup.lua template file in script folder
|
||||
</span>CustomDiary.ImportDiary(<span class="string">"DiarySetup"</span>)
|
||||
|
||||
<span class="comment">--This method gets the diary that was created with the DIARY_ITEM object and stores it in variable diary.
|
||||
</span><span class="keyword">local</span> diary = CustomDiary.Get(TEN.Objects.ObjID.DIARY_ITEM)
|
||||
<span class="comment">--This method opens the diary on the 3rd page
|
||||
</span>diary:showDiary(<span class="number">3</span>)
|
||||
</pre>
|
||||
|
||||
</p>
|
||||
|
||||
|
||||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#CustomDiary.ImportDiary">CustomDiary.ImportDiary(fileName)</a></td>
|
||||
<td class="summary">Imports diary from an external file.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#CustomDiary.Create">CustomDiary.Create(object, objectIdBg, spriteIdBg, colorBg, pos, rot, scale, alignMode, scaleMode, blendMode, alpha, pageSound, exitSound)</a></td>
|
||||
<td class="summary">Creates a diary with extensive configuration options.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#CustomDiary.Get">CustomDiary.Get(object)</a></td>
|
||||
<td class="summary">The function retrieves a diary by its unique object.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#CustomDiary.Delete">CustomDiary.Delete(object)</a></td>
|
||||
<td class="summary">The function removes a custom diary and its associated data from the system.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#CustomDiary.Status">CustomDiary.Status(value)</a></td>
|
||||
<td class="summary">The function adds the callback to enable diaries in levels.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#CustomDiary:IsVisible">CustomDiary:IsVisible()</a></td>
|
||||
<td class="summary">The function checks whether the specified diary is currently visible.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#CustomDiary:ShowDiary">CustomDiary:ShowDiary(pageIndex)</a></td>
|
||||
<td class="summary">The function displays the specified diary.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#CustomDiary:GetUnlockedPageCount">CustomDiary:GetUnlockedPageCount()</a></td>
|
||||
<td class="summary">The function returns the number of unlocked pages in the diary.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#CustomDiary:UnlockPages">CustomDiary:UnlockPages(pageIndex, notification)</a></td>
|
||||
<td class="summary">The function unlocks the specified diary up to the given page number.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#CustomDiary:ClearPage">CustomDiary:ClearPage(pageIndex)</a></td>
|
||||
<td class="summary">The function clears the page for the diary.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#CustomDiary:AddTextEntry">CustomDiary:AddTextEntry(pageIndex, text, textPos, textOptions, textScale, textColor)</a></td>
|
||||
<td class="summary">Adds a text entry to the specified page for the diary.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#CustomDiary:AddImageEntry">CustomDiary:AddImageEntry(pageIndex, objectId, spriteId, color, pos, rot, scale, alignMode, scaleMode, blendMode)</a></td>
|
||||
<td class="summary">Adds an image entry to the specified page for the diary.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#CustomDiary:AddNarration">CustomDiary:AddNarration(pageIndex, trackName)</a></td>
|
||||
<td class="summary">Add a narration track in the voice channel to the page.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#CustomDiary:RemoveNarration">CustomDiary:RemoveNarration(pageIndex)</a></td>
|
||||
<td class="summary">Remove the narration track from the page of the specified diary.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#CustomDiary:AddBackground">CustomDiary:AddBackground(objectId, spriteId, color, pos, rot, scale, alignMode, scaleMode, blendMode, alpha)</a></td>
|
||||
<td class="summary">Add a background image for the diary.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#CustomDiary:ClearBackground">CustomDiary:ClearBackground()</a></td>
|
||||
<td class="summary">Clears settings for the background for the specified diary.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#CustomDiary:CustomizeNotification">CustomDiary:CustomizeNotification(notificationTime, objectId, spriteId, color, pos, rot, scale, alignMode, scaleMode, blendMode, notificationSound)</a></td>
|
||||
<td class="summary">Customizes the notification icon and sound for the diary.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#CustomDiary:ClearNotification">CustomDiary:ClearNotification()</a></td>
|
||||
<td class="summary">Clears settings for the notification system for the specified diary.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#CustomDiary:CustomizePageNumbers">CustomDiary:CustomizePageNumbers(pageNoType, prefix, separator, textPos, textOptions, textScale, textColor)</a></td>
|
||||
<td class="summary">Customizes the page numbers for the diary.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#CustomDiary:ClearPageNumbers">CustomDiary:ClearPageNumbers()</a></td>
|
||||
<td class="summary">Clears settings for the page numbers for the specified diary.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#CustomDiary:CustomizeControls">CustomDiary:CustomizeControls(textPos, textOptions, textScale, textColor)</a></td>
|
||||
<td class="summary">Customizes the controls text for the diary.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#CustomDiary:CustomizeControlsText">CustomDiary:CustomizeControlsText(string1, string2, string3, string4, separator)</a></td>
|
||||
<td class="summary">Customizes the display text for controls for specified diary.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#CustomDiary:ClearControls">CustomDiary:ClearControls()</a></td>
|
||||
<td class="summary">Clears settings for the specified diary's controls text.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<br/>
|
||||
<br/>
|
||||
|
||||
|
||||
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
|
||||
|
||||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "CustomDiary.ImportDiary"></a>
|
||||
<strong>CustomDiary.ImportDiary(fileName)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Imports diary from an external file. There are different types that must be defined. (diary, background, controls, pageNumbers, notification, image, text, narration). Each of the section's arguements are the same as the functions described in this documentation.
|
||||
Refer to DiarySetup.lua file for a sample script.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">fileName</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
Name of file in the script folder without extension to import the diary from.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "CustomDiary.Create"></a>
|
||||
<strong>CustomDiary.Create(object, objectIdBg, spriteIdBg, colorBg, pos, rot, scale, alignMode, scaleMode, blendMode, alpha, pageSound, exitSound)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Creates a diary with extensive configuration options.
|
||||
Parameters:
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">object</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
The pickup object that will be used to create the diary. The diary can be created using PICKUP<em>ITEMX (596-611) or DIARY</em>ITEM (986). Access the diary by selecting the item in the inventory.
|
||||
</li>
|
||||
<li><span class="parameter">objectIdBg</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
Object ID for the diary's sprite.
|
||||
</li>
|
||||
<li><span class="parameter">spriteIdBg</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
SpriteID from the specified object for the diary's sprite.
|
||||
</li>
|
||||
<li><span class="parameter">colorBg</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color of diary's sprite.
|
||||
</li>
|
||||
<li><span class="parameter">pos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
X,Y position of the bar's background in screen percent (0-100).
|
||||
</li>
|
||||
<li><span class="parameter">rot</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
rotation of the diary's sprite (0-360).
|
||||
</li>
|
||||
<li><span class="parameter">scale</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
X,Y Scaling factor for the bar's background sprite.
|
||||
</li>
|
||||
<li><span class="parameter">alignMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/View.AlignMode.html#">AlignMode</a></span>
|
||||
Alignment for the diary's sprite.
|
||||
</li>
|
||||
<li><span class="parameter">scaleMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/View.ScaleMode.html#">ScaleMode</a></span>
|
||||
Scaling for the diary's sprite.
|
||||
</li>
|
||||
<li><span class="parameter">blendMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
|
||||
Blending modes for the diary's sprite.
|
||||
</li>
|
||||
<li><span class="parameter">alpha</span>
|
||||
<span class="types"><span class="type">number</span></span>
|
||||
alpha value for the diary's sprite (0-255).
|
||||
</li>
|
||||
<li><span class="parameter">pageSound</span>
|
||||
<span class="types"><a class="type" href="../1 modules/Sound.html#">Sound</a></span>
|
||||
Sound to play with page turn.
|
||||
</li>
|
||||
<li><span class="parameter">exitSound</span>
|
||||
<span class="types"><a class="type" href="../1 modules/Sound.html#">Sound</a></span>
|
||||
Sound to play when existing the diary.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">CustomDiary</span></span>
|
||||
|
||||
|
||||
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "CustomDiary.Get"></a>
|
||||
<strong>CustomDiary.Get(object)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
The function retrieves a diary by its unique object. This function is useful when you need to access or manipulate a diary that has already been created .
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">object</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
The pickup object that was used to create the diary (596-611,986).
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">CustomDiary</span></span>
|
||||
The diary created using the object.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "CustomDiary.Delete"></a>
|
||||
<strong>CustomDiary.Delete(object)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
The function removes a custom diary and its associated data from the system. It ensures that the diary is no longer tracked or accessible in the LevelVars.Engine.Diaries.
|
||||
Please call this once a diary has served its purpose. It helps reduce the savegame size.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">object</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
The pickup object that was used to create the diary (596-611,986).
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "CustomDiary.Status"></a>
|
||||
<strong>CustomDiary.Status(value)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
The function adds the callback to enable diaries in levels. This needs to be added to every level preferably in the LevelFuncs.OnStart.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">value</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
True enables the diaries to be activated. False would disable the diaries.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "CustomDiary:IsVisible"></a>
|
||||
<strong>CustomDiary:IsVisible()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
The function checks whether the specified diary is currently visible.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
true if the diary is visible and false if it is not.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "CustomDiary:ShowDiary"></a>
|
||||
<strong>CustomDiary:ShowDiary(pageIndex)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
The function displays the specified diary. Can be used to call the diary directly using volume or classic triggers.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">pageIndex</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
The page number at which diary should be opened.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "CustomDiary:GetUnlockedPageCount"></a>
|
||||
<strong>CustomDiary:GetUnlockedPageCount()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
The function returns the number of unlocked pages in the diary.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
total number of unlocked pages in the diary.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "CustomDiary:UnlockPages"></a>
|
||||
<strong>CustomDiary:UnlockPages(pageIndex, notification)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
The function unlocks the specified diary up to the given page number. <br/>
|
||||
This value can be overridden to lock or unlock pages as needed.
|
||||
A lower number can be set to restrict access to previously unlocked pages.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">pageIndex</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
The page number up to which the diary should be unlocked.
|
||||
</li>
|
||||
<li><span class="parameter">notification</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
If true, and notification has been defined, a notification icon and sound will be played.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "CustomDiary:ClearPage"></a>
|
||||
<strong>CustomDiary:ClearPage(pageIndex)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
The function clears the page for the diary.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">pageIndex</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
The page number to be cleared.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "CustomDiary:AddTextEntry"></a>
|
||||
<strong>CustomDiary:AddTextEntry(pageIndex, text, textPos, textOptions, textScale, textColor)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Adds a text entry to the specified page for the diary.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">pageIndex</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
page number to add the text entry to.
|
||||
</li>
|
||||
<li><span class="parameter">text</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
Text entry to be added to the page.
|
||||
</li>
|
||||
<li><span class="parameter">textPos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
X,Y position of the text.
|
||||
</li>
|
||||
<li><span class="parameter">textOptions</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Strings.DisplayStringOption.html#">DisplayStringOption</a></span>
|
||||
alignment and effects for the text. Default: None. Please note text is automatically aligned to the LEFT
|
||||
</li>
|
||||
<li><span class="parameter">textScale</span>
|
||||
<span class="types"><span class="type">number</span></span>
|
||||
Scale factor for the text.
|
||||
</li>
|
||||
<li><span class="parameter">textColor</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color of the text.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "CustomDiary:AddImageEntry"></a>
|
||||
<strong>CustomDiary:AddImageEntry(pageIndex, objectId, spriteId, color, pos, rot, scale, alignMode, scaleMode, blendMode)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Adds an image entry to the specified page for the diary.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">pageIndex</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
page number to add the image entry to.
|
||||
</li>
|
||||
<li><span class="parameter">objectId</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
Object ID for the image entry sprite.
|
||||
</li>
|
||||
<li><span class="parameter">spriteId</span>
|
||||
<span class="types"><span class="type">number</span></span>
|
||||
SpriteID from the specified object for the image entry.
|
||||
</li>
|
||||
<li><span class="parameter">color</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color of image entry.
|
||||
</li>
|
||||
<li><span class="parameter">pos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
X,Y position of the image entry in screen percent (0-100).
|
||||
</li>
|
||||
<li><span class="parameter">rot</span>
|
||||
<span class="types"><span class="type">number</span></span>
|
||||
rotation of the image entry (0-360).
|
||||
</li>
|
||||
<li><span class="parameter">scale</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
X,Y Scaling factor for the image entry.
|
||||
</li>
|
||||
<li><span class="parameter">alignMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/View.AlignMode.html#">AlignMode</a></span>
|
||||
Alignment for the image entry.
|
||||
</li>
|
||||
<li><span class="parameter">scaleMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/View.ScaleMode.html#">ScaleMode</a></span>
|
||||
Scaling for the image entry.
|
||||
</li>
|
||||
<li><span class="parameter">blendMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
|
||||
Blending modes for the image entry.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "CustomDiary:AddNarration"></a>
|
||||
<strong>CustomDiary:AddNarration(pageIndex, trackName)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Add a narration track in the voice channel to the page. Track is played with the draw button.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">pageIndex</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
page number to add the narration track to.
|
||||
</li>
|
||||
<li><span class="parameter">trackName</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
of track (without file extension) to play.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "CustomDiary:RemoveNarration"></a>
|
||||
<strong>CustomDiary:RemoveNarration(pageIndex)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Remove the narration track from the page of the specified diary.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">pageIndex</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
page number to remove the narration track from.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "CustomDiary:AddBackground"></a>
|
||||
<strong>CustomDiary:AddBackground(objectId, spriteId, color, pos, rot, scale, alignMode, scaleMode, blendMode, alpha)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Add a background image for the diary.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">objectId</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
Object ID for the diary's background.
|
||||
</li>
|
||||
<li><span class="parameter">spriteId</span>
|
||||
<span class="types"><span class="type">number</span></span>
|
||||
SpriteID from the specified object for the diary's background.
|
||||
</li>
|
||||
<li><span class="parameter">color</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color of diary's background.
|
||||
</li>
|
||||
<li><span class="parameter">pos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
X,Y position of the diary's background in screen percent (0-100).
|
||||
</li>
|
||||
<li><span class="parameter">rot</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
rotation of the diary's background sprite (0-360).
|
||||
</li>
|
||||
<li><span class="parameter">scale</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
X,Y Scaling factor for the diary's background.
|
||||
</li>
|
||||
<li><span class="parameter">alignMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/View.AlignMode.html#">AlignMode</a></span>
|
||||
Alignment for the diary's background.
|
||||
</li>
|
||||
<li><span class="parameter">scaleMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/View.ScaleMode.html#">ScaleMode</a></span>
|
||||
Scaling for the diary's background.
|
||||
</li>
|
||||
<li><span class="parameter">blendMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
|
||||
Blending modes for the diary's background.
|
||||
</li>
|
||||
<li><span class="parameter">alpha</span>
|
||||
<span class="types"><span class="type">number</span></span>
|
||||
alpha value for the diary's background (0-255).
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "CustomDiary:ClearBackground"></a>
|
||||
<strong>CustomDiary:ClearBackground()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Clears settings for the background for the specified diary.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "CustomDiary:CustomizeNotification"></a>
|
||||
<strong>CustomDiary:CustomizeNotification(notificationTime, objectId, spriteId, color, pos, rot, scale, alignMode, scaleMode, blendMode, notificationSound)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Customizes the notification icon and sound for the diary.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">notificationTime</span>
|
||||
<span class="types"><span class="type">number</span></span>
|
||||
Time in seconds the notification icon will show on screen.
|
||||
</li>
|
||||
<li><span class="parameter">objectId</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
Object ID for the notification icon.
|
||||
</li>
|
||||
<li><span class="parameter">spriteId</span>
|
||||
<span class="types"><span class="type">number</span></span>
|
||||
SpriteID from the specified object for the notification icon.
|
||||
</li>
|
||||
<li><span class="parameter">color</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color of notification icon.
|
||||
</li>
|
||||
<li><span class="parameter">pos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
X,Y position of the notification icon in screen percent (0-100).
|
||||
</li>
|
||||
<li><span class="parameter">rot</span>
|
||||
<span class="types"><span class="type">number</span></span>
|
||||
rotation of the notification icon (0-360).
|
||||
</li>
|
||||
<li><span class="parameter">scale</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
X,Y Scaling factor for the notification icon.
|
||||
</li>
|
||||
<li><span class="parameter">alignMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/View.AlignMode.html#">AlignMode</a></span>
|
||||
Alignment for the notification icon.
|
||||
</li>
|
||||
<li><span class="parameter">scaleMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/View.ScaleMode.html#">ScaleMode</a></span>
|
||||
Scaling for the notification icon.
|
||||
</li>
|
||||
<li><span class="parameter">blendMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
|
||||
Blending modes for the notification icon.
|
||||
</li>
|
||||
<li><span class="parameter">notificationSound</span>
|
||||
<span class="types"><a class="type" href="../1 modules/Sound.html#">Sound</a></span>
|
||||
Sound to play with notification icon.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "CustomDiary:ClearNotification"></a>
|
||||
<strong>CustomDiary:ClearNotification()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Clears settings for the notification system for the specified diary.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "CustomDiary:CustomizePageNumbers"></a>
|
||||
<strong>CustomDiary:CustomizePageNumbers(pageNoType, prefix, separator, textPos, textOptions, textScale, textColor)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Customizes the page numbers for the diary.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">pageNoType</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Specifies the format for page numbers (1 or 2). 1: Displays only the current page number. 2: Formats the page number as: [Prefix][CurrentPage][Separator][UnlockedPages].
|
||||
</li>
|
||||
<li><span class="parameter">prefix</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
Prefix to be added for type 2 of page numbers.
|
||||
</li>
|
||||
<li><span class="parameter">separator</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
Separator to be added for type 2 of page numbers.
|
||||
</li>
|
||||
<li><span class="parameter">textPos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
X,Y position of the page numbers.
|
||||
</li>
|
||||
<li><span class="parameter">textOptions</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Strings.DisplayStringOption.html#">DisplayStringOption</a></span>
|
||||
alignment and effects for the text. Default: None. Please note text is automatically aligned to the LEFT
|
||||
</li>
|
||||
<li><span class="parameter">textScale</span>
|
||||
<span class="types"><span class="type">number</span></span>
|
||||
Scale factor for the page numbers.
|
||||
</li>
|
||||
<li><span class="parameter">textColor</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color of the page numbers.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "CustomDiary:ClearPageNumbers"></a>
|
||||
<strong>CustomDiary:ClearPageNumbers()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Clears settings for the page numbers for the specified diary.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "CustomDiary:CustomizeControls"></a>
|
||||
<strong>CustomDiary:CustomizeControls(textPos, textOptions, textScale, textColor)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Customizes the controls text for the diary.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">textPos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
X,Y position of the controls text.
|
||||
</li>
|
||||
<li><span class="parameter">textOptions</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Strings.DisplayStringOption.html#">DisplayStringOption</a></span>
|
||||
alignment and effects for the text. Default: None. Please note text is automatically aligned to the LEFT.
|
||||
</li>
|
||||
<li><span class="parameter">textScale</span>
|
||||
<span class="types"><span class="type">number</span></span>
|
||||
Scale factor for the controls.
|
||||
</li>
|
||||
<li><span class="parameter">textColor</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color of the page controls.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "CustomDiary:CustomizeControlsText"></a>
|
||||
<strong>CustomDiary:CustomizeControlsText(string1, string2, string3, string4, separator)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Customizes the display text for controls for specified diary.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">string1</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
Text for Space key controls text.
|
||||
</li>
|
||||
<li><span class="parameter">string2</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
Text for Left key controls text.
|
||||
</li>
|
||||
<li><span class="parameter">string3</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
Text for Right key controls text.
|
||||
</li>
|
||||
<li><span class="parameter">string4</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
Text for Esc key controls text.
|
||||
</li>
|
||||
<li><span class="parameter">separator</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
Text for separator between controls text.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "CustomDiary:ClearControls"></a>
|
||||
<strong>CustomDiary:ClearControls()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Clears settings for the specified diary's controls text.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
</div> <!-- id="content" -->
|
||||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<i>generated by <a href="https://github.com/hispidence/TEN-LDoc">TEN-LDoc</a> (a fork of <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a>)</i>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
</html>
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <here>EventSequence</here></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <here>Timer</here></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <here>Type</here></li>
|
||||
|
@ -225,7 +233,7 @@ LevelFuncs.AddProp = <span class="keyword">function</span> (prop)
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">boolean</span></span>
|
||||
true if the variable is a number, false if it isn't a number
|
||||
<em>true</em> if the variable is a number, <em>false</em> otherwise
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -261,7 +269,7 @@ LevelFuncs.AddProp = <span class="keyword">function</span> (prop)
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">boolean</span></span>
|
||||
true if the variable is a string, false if it isn't a string
|
||||
<em>true</em> if the variable is a string, <em>false</em> otherwise
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -297,7 +305,7 @@ LevelFuncs.AddProp = <span class="keyword">function</span> (prop)
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">boolean</span></span>
|
||||
true if the variable is a boolean, false if it isn't a boolean
|
||||
<em>true</em> if the variable is a boolean, <em>false</em> otherwise
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -336,7 +344,7 @@ LevelFuncs.AddProp = <span class="keyword">function</span> (prop)
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">boolean</span></span>
|
||||
true if the variable is a table, false if it isn't a table
|
||||
<em>true</em> if the variable is a table, <em>false</em> otherwise
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -375,7 +383,7 @@ LevelFuncs.AddProp = <span class="keyword">function</span> (prop)
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">boolean</span></span>
|
||||
true if the variable is a null, false if it isn't a null
|
||||
<em>true</em> if the variable is a null, <em>false</em> otherwise
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -414,7 +422,7 @@ LevelFuncs.AddProp = <span class="keyword">function</span> (prop)
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">boolean</span></span>
|
||||
true if the variable is a function, false if it isn't a function
|
||||
<em>true</em> if the variable is a function, <em>false</em> otherwise
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -451,7 +459,7 @@ LevelFuncs.AddProp = <span class="keyword">function</span> (prop)
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">boolean</span></span>
|
||||
true if the variable is a color, false if it isn't a color
|
||||
<em>true</em> if the variable is a Color, <em>false</em> otherwise
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -488,7 +496,7 @@ LevelFuncs.AddProp = <span class="keyword">function</span> (prop)
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">boolean</span></span>
|
||||
true if the variable is a rotation, false if it isn't a rotation
|
||||
<em>true</em> if the variable is a Rotation, <em>false</em> otherwise
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -525,7 +533,7 @@ LevelFuncs.AddProp = <span class="keyword">function</span> (prop)
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">boolean</span></span>
|
||||
true if the variable is a vec2, false if it isn't a vec2
|
||||
<em>true</em> if the variable is a Vec2, <em>false</em> otherwise
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -562,7 +570,7 @@ LevelFuncs.AddProp = <span class="keyword">function</span> (prop)
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">boolean</span></span>
|
||||
true if the variable is a vec3, false if it isn't a vec3
|
||||
<em>true</em> if the variable is a Vec3, <em>false</em> otherwise
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -599,7 +607,7 @@ LevelFuncs.AddProp = <span class="keyword">function</span> (prop)
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">boolean</span></span>
|
||||
true if the variable is a Time object, false if it isn't a Time object
|
||||
<em>true</em> if the variable is a Time object, <em>false</em> otherwise
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -636,7 +644,7 @@ LevelFuncs.AddProp = <span class="keyword">function</span> (prop)
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">boolean</span></span>
|
||||
true if the variable is a LevelFunc, false if it isn't a IsLevelFunc
|
||||
<em>true</em> if the variable is a LevelFunc, <em>false</em> otherwise
|
||||
</ol>
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.1 Lua API</title>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<link rel="stylesheet" href="ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <a href="3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
|
||||
<li> <a href="3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,13 +77,17 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></li>
|
||||
<li> <a href="4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
|
@ -97,6 +103,8 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="5 lua utility modules/Type.html">Type</a></li>
|
||||
|
@ -107,7 +115,7 @@
|
|||
<div id="content">
|
||||
|
||||
|
||||
<h2>TombEngine 1.7.1 scripting interface</h2>
|
||||
<h2>TombEngine 1.7.2 (Developer) scripting interface</h2>
|
||||
<p>Welcome to the TombEngine scripting API. This is a work in progress and some information might be wrong or outdated. Please also note that this is primarily a reference document, not a tutorial, so expect descriptions to be fairly sparse.</p>
|
||||
|
||||
<p>At the time of writing, there is a tutorial describing the basics of Lua, as well as a number of example scripts, on <a href="https://www.tombengine.com">the TombEngine website</a>.</p>
|
||||
|
@ -153,7 +161,7 @@ local door = GetMoveableByName("door_type4_14")
|
|||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="1 modules/Objects.html">Objects</a></td>
|
||||
<td class="summary">Moveables, statics, cameras, and so on.</td>
|
||||
<td class="summary">Objects including moveables, statics, cameras, and others.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="1 modules/Sound.html">Sound</a></td>
|
||||
|
@ -174,6 +182,10 @@ local door = GetMoveableByName("door_type4_14")
|
|||
</table>
|
||||
<h2>2 Classes</h2>
|
||||
<table class="module_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="2 classes/Collision.Probe.html">Collision.Probe</a></td>
|
||||
<td class="summary">Represents a collision probe in the game world.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="2 classes/Flow.Level.html">Flow.Level</a></td>
|
||||
<td class="summary">Stores level metadata.</td>
|
||||
|
@ -196,11 +208,11 @@ local door = GetMoveableByName("door_type4_14")
|
|||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="2 classes/Objects.LaraObject.html">Objects.LaraObject</a></td>
|
||||
<td class="summary">Class for extra Lara-only functions.</td>
|
||||
<td class="summary">Class for extra player-only functions.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="2 classes/Objects.Moveable.html">Objects.Moveable</a></td>
|
||||
<td class="summary">Represents any object inside the game world.</td>
|
||||
<td class="summary">Represents a moveable object in the game world.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="2 classes/Objects.Room.html">Objects.Room</a></td>
|
||||
|
@ -208,7 +220,7 @@ local door = GetMoveableByName("door_type4_14")
|
|||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="2 classes/Objects.Sink.html">Objects.Sink</a></td>
|
||||
<td class="summary">Sink</td>
|
||||
<td class="summary">Represents a sink object.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="2 classes/Objects.SoundSource.html">Objects.SoundSource</a></td>
|
||||
|
@ -216,7 +228,7 @@ local door = GetMoveableByName("door_type4_14")
|
|||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="2 classes/Objects.Static.html">Objects.Static</a></td>
|
||||
<td class="summary">Statics</td>
|
||||
<td class="summary">Represents a static object in the game world.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="2 classes/Objects.Volume.html">Objects.Volume</a></td>
|
||||
|
@ -237,13 +249,17 @@ local door = GetMoveableByName("door_type4_14")
|
|||
<td class="name" ><a href="3 primitive classes/Flow.Fog.html">Flow.Fog</a></td>
|
||||
<td class="summary">Distance fog.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></td>
|
||||
<td class="summary">Represents a horizon.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></td>
|
||||
<td class="summary">Represents the properties of an object as it appears in the inventory.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></td>
|
||||
<td class="summary">Represents a global lens flare (not to be confused with lensflare object).</td>
|
||||
<td class="summary">Represents a global lens flare (not to be confused with the lens flare object).</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></td>
|
||||
|
@ -251,7 +267,7 @@ local door = GetMoveableByName("door_type4_14")
|
|||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></td>
|
||||
<td class="summary">Represents a starfield.</td>
|
||||
<td class="summary">Represents a starfield in the sky.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="3 primitive classes/Color.html">Color</a></td>
|
||||
|
@ -259,7 +275,7 @@ local door = GetMoveableByName("door_type4_14")
|
|||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="3 primitive classes/Rotation.html">Rotation</a></td>
|
||||
<td class="summary">Represents a degree-based 3D rotation.</td>
|
||||
<td class="summary">Represents a 3D rotation.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="3 primitive classes/Time.html">Time</a></td>
|
||||
|
@ -276,6 +292,10 @@ local door = GetMoveableByName("door_type4_14")
|
|||
</table>
|
||||
<h2>4 Enums</h2>
|
||||
<table class="module_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="4 enums/Collision.MaterialType.html">Collision.MaterialType</a></td>
|
||||
<td class="summary">Constants for material types.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="4 enums/Effects.BlendID.html">Effects.BlendID</a></td>
|
||||
<td class="summary">Constants for blend mode IDs.</td>
|
||||
|
@ -284,6 +304,14 @@ local door = GetMoveableByName("door_type4_14")
|
|||
<td class="name" ><a href="4 enums/Effects.EffectID.html">Effects.EffectID</a></td>
|
||||
<td class="summary">Constants for effect IDs.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="4 enums/Effects.FeatherMode.html">Effects.FeatherMode</a></td>
|
||||
<td class="summary">Constants for feather modes.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></td>
|
||||
<td class="summary">Constants for particle animation type constants.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></td>
|
||||
<td class="summary">Constants for error modes.</td>
|
||||
|
@ -304,6 +332,10 @@ local door = GetMoveableByName("door_type4_14")
|
|||
<td class="name" ><a href="4 enums/Objects.AmmoType.html">Objects.AmmoType</a></td>
|
||||
<td class="summary">Constants for player weapon ammo types.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="4 enums/Objects.HandStatus.html">Objects.HandStatus</a></td>
|
||||
<td class="summary">Constants for player hand statuses.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="4 enums/Objects.WeaponType.html">Objects.WeaponType</a></td>
|
||||
<td class="summary">Constants for weapon types.</td>
|
||||
|
@ -355,6 +387,14 @@ local door = GetMoveableByName("door_type4_14")
|
|||
</table>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<table class="module_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="5 lua utility modules/CustomBar.html">CustomBar</a></td>
|
||||
<td class="summary">This module provides functions for creating and managing custom progress bars.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="5 lua utility modules/Diary.html">Diary</a></td>
|
||||
<td class="summary">This module provides functions to create and manage diaries.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="5 lua utility modules/EventSequence.html">EventSequence</a></td>
|
||||
<td class="summary">Event sequence - a chain of functions to call at specified times, modeled after TRNG's organizers.</td>
|
||||
|
|
|
@ -32,7 +32,9 @@ span.types:after { content:")"; }
|
|||
body, td, th { font-size: .95em; line-height: 1.2em;}
|
||||
p { line-height: 1.2em;}
|
||||
|
||||
p, ul { margin: 10px 0 0 0px;}
|
||||
ul { margin: 10px 0 0 0px;}
|
||||
|
||||
p { margin: 3px 0px 0px 0px; }
|
||||
|
||||
strong { font-weight: bold;}
|
||||
|
||||
|
@ -63,6 +65,10 @@ blockquote { margin-left: 3em; }
|
|||
|
||||
ul { list-style-type: disc; }
|
||||
|
||||
ul li:not(:last-child) {
|
||||
margin-bottom: 0.3em;
|
||||
}
|
||||
|
||||
p.name {
|
||||
font-family: "Andale Mono", monospace;
|
||||
padding-top: 1em;
|
||||
|
@ -103,11 +109,11 @@ table.index td { text-align: left; vertical-align: top; }
|
|||
#main {
|
||||
background-color: #f0f0f0;
|
||||
border-left: 2px solid #cccccc;
|
||||
display: flex
|
||||
}
|
||||
|
||||
#navigation {
|
||||
float: left;
|
||||
width: 16em;
|
||||
width: 18em;
|
||||
vertical-align: top;
|
||||
background-color: #f0f0f0;
|
||||
overflow: visible;
|
||||
|
@ -141,7 +147,6 @@ table.index td { text-align: left; vertical-align: top; }
|
|||
}
|
||||
|
||||
#content {
|
||||
margin-left: 18em;
|
||||
padding: 2em;
|
||||
width: 900px;
|
||||
border-left: 2px solid #cccccc;
|
||||
|
|
|
@ -32,7 +32,9 @@ span.types:after { content:")"; }
|
|||
body, td, th { font-size: .95em; line-height: 1.2em;}
|
||||
p { line-height: 1.2em;}
|
||||
|
||||
p, ul { margin: 10px 0 0 0px;}
|
||||
ul { margin: 10px 0 0 0px;}
|
||||
|
||||
p { margin: 3px 0px 0px 0px; }
|
||||
|
||||
strong { font-weight: bold;}
|
||||
|
||||
|
@ -63,6 +65,10 @@ blockquote { margin-left: 3em; }
|
|||
|
||||
ul { list-style-type: disc; }
|
||||
|
||||
ul li:not(:last-child) {
|
||||
margin-bottom: 0.3em;
|
||||
}
|
||||
|
||||
p.name {
|
||||
font-family: "Andale Mono", monospace;
|
||||
padding-top: 1em;
|
||||
|
@ -103,11 +109,11 @@ table.index td { text-align: left; vertical-align: top; }
|
|||
#main {
|
||||
background-color: #f0f0f0;
|
||||
border-left: 2px solid #cccccc;
|
||||
display: flex
|
||||
}
|
||||
|
||||
#navigation {
|
||||
float: left;
|
||||
width: 16em;
|
||||
width: 18em;
|
||||
vertical-align: top;
|
||||
background-color: #f0f0f0;
|
||||
overflow: visible;
|
||||
|
@ -141,7 +147,6 @@ table.index td { text-align: left; vertical-align: top; }
|
|||
}
|
||||
|
||||
#content {
|
||||
margin-left: 18em;
|
||||
padding: 2em;
|
||||
width: 900px;
|
||||
border-left: 2px solid #cccccc;
|
||||
|
|
2
LICENSE
2
LICENSE
|
@ -1,6 +1,6 @@
|
|||
MIT License
|
||||
|
||||
Copyright (c) 2024 TombEngine Team
|
||||
Copyright (c) 2025 TombEngine Team
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
|
|
|
@ -37,5 +37,5 @@ Visual Studio may also warn about NuGet packages. To fix:
|
|||
Once done, you should be able to build a level with TombEditor and run it in TEN.
|
||||
|
||||
# Disclaimer
|
||||
This is a community project which is not affiliated with Core Design, Eidos Interactive, or Square Enix. Tomb Raider is a registered trademark of Square Enix; TombEngine is not be sold. The code is open-source to encourage contributions and to be used for study purposes. We are not responsible for illegal uses of this source code. This source code is released as-is and continues to be maintained by non-paid contributors in their free time.
|
||||
This is a community project which is not affiliated with Core Design, Eidos Interactive, or Embracer Group AB. Tomb Raider is a registered trademark of Embracer Group AB. TombEngine is not be sold. The code is open-source to encourage contributions and to be used for study purposes. We are not responsible for illegal uses of this source code. This source code is released as-is and continues to be maintained by non-paid contributors in their free time.
|
||||
|
||||
|
|
216
Scripts/DiarySetup.lua
Normal file
216
Scripts/DiarySetup.lua
Normal file
|
@ -0,0 +1,216 @@
|
|||
|
||||
|
||||
return {
|
||||
{
|
||||
type = "diary",
|
||||
object = TEN.Objects.ObjID.DIARY_ITEM,
|
||||
objectIdBg = TEN.Objects.ObjID.DIARY_SPRITES,
|
||||
spriteIdBg = 0,
|
||||
colorBg = TEN.Color(255, 255, 255),
|
||||
pos = TEN.Vec2(50,47.5),
|
||||
rot = 0,
|
||||
scale = TEN.Vec2(100,95),
|
||||
alignMode = TEN.View.AlignMode.CENTER,
|
||||
scaleMode = TEN.View.ScaleMode.FIT,
|
||||
blendMode = TEN.Effects.BlendID.ALPHABLEND,
|
||||
alpha = 255,
|
||||
pageSound=369,
|
||||
exitSound=369,
|
||||
pagesToUnlock = 1
|
||||
},
|
||||
{
|
||||
type = "background",
|
||||
objectIdBg = TEN.Objects.ObjID.DIARY_SPRITES,
|
||||
spriteIdBg = 1,
|
||||
colorBg = TEN.Color(255,0, 0),
|
||||
pos = TEN.Vec2(50,50),
|
||||
rot = 0,
|
||||
scale = TEN.Vec2(100,100),
|
||||
alignMode = TEN.View.AlignMode.CENTER,
|
||||
scaleMode = TEN.View.ScaleMode.STRETCH,
|
||||
blendMode = TEN.Effects.BlendID.ALPHABLEND,
|
||||
alpha = 160
|
||||
},
|
||||
{
|
||||
type = "pageNumbers",
|
||||
pageNoType = 2,
|
||||
prefix = "Page: ",
|
||||
separator = " of ",
|
||||
textPos = TEN.Vec2(98,95),
|
||||
textOptions = {TEN.Strings.DisplayStringOption.RIGHT, TEN.Strings.DisplayStringOption.SHADOW},
|
||||
textScale = 0.5,
|
||||
textColor = TEN.Color(255, 255, 255)
|
||||
},
|
||||
{
|
||||
type = "controls",
|
||||
string1 = "Space: Play Voice Note",
|
||||
string2 = "Left Key: Previous Page",
|
||||
string3 = "Right Key: Next Page",
|
||||
string4 = "Esc: Back",
|
||||
separator = " | ",
|
||||
textPos = TEN.Vec2(5,95),
|
||||
textOptions = {TEN.Strings.DisplayStringOption.SHADOW},
|
||||
textScale = 0.5,
|
||||
textColor = TEN.Color(255, 255, 255)
|
||||
},
|
||||
{
|
||||
type = "notification",
|
||||
notificationTime = 3,
|
||||
objectId = TEN.Objects.ObjID.DIARY_SPRITES,
|
||||
spriteId = 2,
|
||||
color = TEN.Color(255,255,255),
|
||||
pos = TEN.Vec2(90,90),
|
||||
rot = 0,
|
||||
scale = TEN.Vec2(5,5),
|
||||
alignMode = TEN.View.AlignMode.CENTER,
|
||||
scaleMode = TEN.View.ScaleMode.FIT,
|
||||
blendMode = TEN.Effects.BlendID.ALPHABLEND,
|
||||
notificationSound = 114
|
||||
},
|
||||
{
|
||||
type = "image",
|
||||
pageIndex = 1,
|
||||
objectId = TEN.Objects.ObjID.DIARY_ENTRY_SPRITES,
|
||||
spriteId = 0,
|
||||
color = TEN.Color(255, 255, 255),
|
||||
pos = TEN.Vec2(35,47.5),
|
||||
rot = 0,
|
||||
scale = TEN.Vec2(40,40),
|
||||
alignMode = TEN.View.AlignMode.CENTER,
|
||||
scaleMode = TEN.View.ScaleMode.FIT,
|
||||
blendMode = TEN.Effects.BlendID.ALPHABLEND
|
||||
},
|
||||
{
|
||||
type = "text",
|
||||
pageIndex = 1,
|
||||
text = "Welcome to TEN diary.",
|
||||
textPos = TEN.Vec2(52,47.5),
|
||||
textOptions = {TEN.Strings.DisplayStringOption.SHADOW},
|
||||
textScale = 1,
|
||||
textColor = TEN.Color(255, 255, 255)
|
||||
},
|
||||
{
|
||||
type = "image",
|
||||
pageIndex = 2,
|
||||
objectId = TEN.Objects.ObjID.DIARY_ENTRY_SPRITES,
|
||||
spriteId = 1,
|
||||
color = TEN.Color(255, 255, 255),
|
||||
pos = TEN.Vec2(35,47.5),
|
||||
rot = 0,
|
||||
scale = TEN.Vec2(40,40),
|
||||
alignMode = TEN.View.AlignMode.CENTER,
|
||||
scaleMode = TEN.View.ScaleMode.FIT,
|
||||
blendMode = TEN.Effects.BlendID.ALPHABLEND
|
||||
},
|
||||
{
|
||||
type = "text",
|
||||
pageIndex = 2,
|
||||
text = "You can edit the diary by\nediting the file\nDiarySetup.lua in script\nfolder.",
|
||||
textPos = TEN.Vec2(52,10),
|
||||
textOptions = {TEN.Strings.DisplayStringOption.SHADOW},
|
||||
textScale = 1,
|
||||
textColor = TEN.Color(128, 255, 128)
|
||||
},
|
||||
{
|
||||
type = "image",
|
||||
pageIndex = 3,
|
||||
objectId = TEN.Objects.ObjID.DIARY_ENTRY_SPRITES,
|
||||
spriteId = 2,
|
||||
color = TEN.Color(255, 255, 255),
|
||||
pos = TEN.Vec2(35,47.5),
|
||||
rot = 0,
|
||||
scale = TEN.Vec2(30,30),
|
||||
alignMode = TEN.View.AlignMode.CENTER,
|
||||
scaleMode = TEN.View.ScaleMode.FIT,
|
||||
blendMode = TEN.Effects.BlendID.ALPHABLEND
|
||||
},
|
||||
{
|
||||
type = "text",
|
||||
pageIndex = 3,
|
||||
text = "You can also use nodes\nto unlock pages.\nAdd additional text or\nimage entries.\nAdd or update narration.",
|
||||
textPos = TEN.Vec2(52,10),
|
||||
textOptions = {TEN.Strings.DisplayStringOption.SHADOW},
|
||||
textScale = 1,
|
||||
textColor = TEN.Color(128, 255, 128)
|
||||
},
|
||||
{
|
||||
type = "image",
|
||||
pageIndex = 4,
|
||||
objectId = TEN.Objects.ObjID.DIARY_ENTRY_SPRITES,
|
||||
spriteId = 4,
|
||||
color = TEN.Color(255, 255, 255),
|
||||
pos = TEN.Vec2(25.5,40),
|
||||
rot = 0,
|
||||
scale = TEN.Vec2(15,15),
|
||||
alignMode = TEN.View.AlignMode.CENTER_BOTTOM,
|
||||
scaleMode = TEN.View.ScaleMode.FIT,
|
||||
blendMode = TEN.Effects.BlendID.ALPHABLEND
|
||||
},
|
||||
{
|
||||
type = "image",
|
||||
pageIndex = 4,
|
||||
objectId = TEN.Objects.ObjID.DIARY_ENTRY_SPRITES,
|
||||
spriteId = 5,
|
||||
color = TEN.Color(255, 255, 255),
|
||||
pos = TEN.Vec2(41.5,40),
|
||||
rot = 0,
|
||||
scale = TEN.Vec2(15,15),
|
||||
alignMode = TEN.View.AlignMode.CENTER_BOTTOM,
|
||||
scaleMode = TEN.View.ScaleMode.FIT,
|
||||
blendMode = TEN.Effects.BlendID.ALPHABLEND
|
||||
},
|
||||
{
|
||||
type = "image",
|
||||
pageIndex = 4,
|
||||
objectId = TEN.Objects.ObjID.DIARY_ENTRY_SPRITES,
|
||||
spriteId = 3,
|
||||
color = TEN.Color(255, 255, 255),
|
||||
pos = TEN.Vec2(33.5,80),
|
||||
rot = 0,
|
||||
scale = TEN.Vec2(30,30),
|
||||
alignMode = TEN.View.AlignMode.CENTER_BOTTOM,
|
||||
scaleMode = TEN.View.ScaleMode.FIT,
|
||||
blendMode = TEN.Effects.BlendID.ALPHABLEND
|
||||
},
|
||||
{
|
||||
type = "text",
|
||||
pageIndex = 4,
|
||||
text = "Funerary Mask",
|
||||
textPos = TEN.Vec2(25.5,42),
|
||||
textOptions = {TEN.Strings.DisplayStringOption.CENTER, TEN.Strings.DisplayStringOption.SHADOW},
|
||||
textScale = 0.3,
|
||||
textColor = TEN.Color(255, 184, 47)
|
||||
},
|
||||
{
|
||||
type = "text",
|
||||
pageIndex = 4,
|
||||
text = "Queen's Bust",
|
||||
textPos = TEN.Vec2(41.5,42),
|
||||
textOptions = {TEN.Strings.DisplayStringOption.CENTER, TEN.Strings.DisplayStringOption.SHADOW},
|
||||
textScale = 0.3,
|
||||
textColor = TEN.Color(255, 184, 47)
|
||||
},
|
||||
{
|
||||
type = "text",
|
||||
pageIndex = 4,
|
||||
text = "Amulet",
|
||||
textPos = TEN.Vec2(33.5,82),
|
||||
textOptions = {TEN.Strings.DisplayStringOption.CENTER, TEN.Strings.DisplayStringOption.SHADOW},
|
||||
textScale = 0.3,
|
||||
textColor = TEN.Color(255, 184, 47)
|
||||
},
|
||||
{
|
||||
type = "text",
|
||||
pageIndex = 4,
|
||||
text = "You can create quite\ncomplex pages.\n\nThis page has 3 images\nand text.\n\nIt also has a narration\nthat can be played\nwith Space.",
|
||||
textPos = TEN.Vec2(52,10),
|
||||
textOptions = {TEN.Strings.DisplayStringOption.SHADOW},
|
||||
textScale = 1,
|
||||
textColor = TEN.Color(255, 128, 128)
|
||||
},
|
||||
{
|
||||
type = "narration",
|
||||
pageIndex = 4,
|
||||
trackName = "027",
|
||||
},
|
||||
}
|
951
Scripts/Engine/CustomBar.lua
Normal file
951
Scripts/Engine/CustomBar.lua
Normal file
|
@ -0,0 +1,951 @@
|
|||
------
|
||||
-- This module provides functions for creating and managing custom progress bars. It stores bar definitions and configurations in `LevelVars.Engine.CustomBars`, enabling seamless state management.
|
||||
-- Each bar is independently controlled through its associated functions.
|
||||
--
|
||||
-- Example usage:
|
||||
--
|
||||
-- local CustomBar = require("Engine.CustomBar")
|
||||
--
|
||||
-- -- Create a table with all the bar properties
|
||||
-- local barData = {
|
||||
-- barName = "water",
|
||||
-- startValue = 0,
|
||||
-- maxValue = 1000,
|
||||
-- objectIdBg = TEN.Objects.ObjID.CUSTOM_BAR_GRAPHIC,
|
||||
-- spriteIdBg = 0,
|
||||
-- colorBg = TEN.Color(255,255,255),
|
||||
-- posBg = TEN.Vec2(20, 20),
|
||||
-- rotBg = 0,
|
||||
-- scaleBg = TEN.Vec2(19.05, 19.1),
|
||||
-- alignModeBg = TEN.View.AlignMode.CENTER_LEFT,
|
||||
-- scaleModeBg = TEN.View.ScaleMode.FIT,
|
||||
-- blendModeBg = TEN.Effects.BlendID.ALPHABLEND,
|
||||
-- objectIdBar = TEN.Objects.ObjID.CUSTOM_BAR_GRAPHIC,
|
||||
-- spriteIdBar = 1,
|
||||
-- colorBar = TEN.Color(255,0,0),
|
||||
-- posBar = TEN.Vec2(20.15, 20),
|
||||
-- rot = 0,
|
||||
-- scaleBar = TEN.Vec2(18.7, 18.48),
|
||||
-- alignMode = TEN.View.AlignMode.CENTER_LEFT,
|
||||
-- scaleMode = TEN.View.ScaleMode.FIT,
|
||||
-- blendMode = TEN.Effects.BlendID.ALPHABLEND,
|
||||
-- text = "Water Bar",
|
||||
-- textPos = TEN.Vec2(20, 15),
|
||||
-- textOptions = {TEN.Strings.DisplayStringOption.SHADOW,TEN.Strings.DisplayStringOption.CENTER},
|
||||
-- textScale = 1,
|
||||
-- textColor = TEN.Color(255,0,0),
|
||||
-- hideText = false,
|
||||
-- alphaBlendSpeed = 50,
|
||||
-- blink = false,
|
||||
-- blinkLimit = 0.25
|
||||
-- }
|
||||
--
|
||||
-- -- This function creates the bar.
|
||||
-- CustomBar.Create(barData)
|
||||
--
|
||||
-- -- This method gets the bar with name "water" and stores it in variable bar.
|
||||
-- local bar = CustomBar.Get("water")
|
||||
-- -- This method displays the bar
|
||||
-- bar:SetVisibility(true)
|
||||
-- -- This method sets the bar value to 1000 over 5 seconds.
|
||||
-- bar:SetBarValue(1000,5)
|
||||
--
|
||||
-- @luautil CustomBar
|
||||
|
||||
|
||||
local CustomBar = {}
|
||||
|
||||
CustomBar.__index = CustomBar
|
||||
|
||||
LevelFuncs.Engine.CustomBar = {}
|
||||
LevelVars.Engine.CustomBars = {bars = {}, enemiesHpBar = {status = nil}}
|
||||
|
||||
---
|
||||
-- Creates a custom progress bar with extensive configuration options.
|
||||
-- @tparam table barData The table that contains all the bar data. Refer to table setup for barData.
|
||||
--
|
||||
-- @treturn CustomBar The custombar in its hidden state
|
||||
--
|
||||
CustomBar.Create = function (barData)
|
||||
|
||||
local dataName = barData.barName .. "_bar_data"
|
||||
local self = {name = dataName}
|
||||
|
||||
if LevelVars.Engine.CustomBars.bars[dataName] then
|
||||
print("Warning: a customBar with name " .. dataName .. " already exists; overwriting it with a new one...")
|
||||
end
|
||||
---
|
||||
-- Table setup for creating custom bar.
|
||||
-- @table barData
|
||||
-- @tfield string barName Unique identifier for the bar.
|
||||
-- @tfield float startValue Initial value of the bar.
|
||||
-- @tfield float maxValue Maximum value of the bar.
|
||||
-- @tfield Objects.ObjID objectIdBg Object ID for the bar's background sprite.
|
||||
-- @tfield number spriteIdBg SpriteID from the specified object for the bar's background.
|
||||
-- @tfield Color colorBg Color of bar's background.
|
||||
-- @tfield Vec2 posBg X,Y position of the bar's background in screen percent (0-100).
|
||||
-- @tfield float rotBg rotation of the bar's background. sprite (0-360).
|
||||
-- @tfield Vec2 scaleBg X,Y Scaling factor for the bar's background sprite.
|
||||
-- @tfield View.AlignMode alignModeBg Alignment for the bar's background.
|
||||
-- @tfield View.ScaleMode scaleModeBg Scaling for the bar's background.
|
||||
-- @tfield Effects.BlendID blendModeBg Blending modes for the bar's background.
|
||||
-- @tfield Objects.ObjID objectIdBar Object ID for the bar sprite.
|
||||
-- @tfield number spriteIdBar SpriteID from the specified object for the bar.
|
||||
-- @tfield Color colorBar Color of the bar.
|
||||
-- @tfield Vec2 posBar X,Y position of the bar in screen percent (0-100).
|
||||
-- @tfield float rot rotation of the bar's sprite (0-360).
|
||||
-- @tfield Vec2 scaleBar X,Y Scaling factor for the bar's sprite.
|
||||
-- @tfield View.AlignMode alignMode Alignment for the bar.
|
||||
-- @tfield View.ScaleMode scaleMode Scaling for the bar.
|
||||
-- @tfield Effects.BlendID blendMode Blending modes for the bar.
|
||||
-- @tfield string text Text to display on the bar.
|
||||
-- @tfield Vec2 textPos X,Y position of the text.
|
||||
-- @tfield Strings.DisplayStringOption textOptions alignment and effects for the text. Default: None. Please note text is automatically aligned to the LEFT
|
||||
-- @tfield number textScale Scale factor for the text.
|
||||
-- @tfield Color textColor Color of the text.
|
||||
-- @tfield bool hideText Whether to hide the text.
|
||||
-- @tfield number alphaBlendSpeed Speed of alpha blending for bar visibility (0-255).
|
||||
-- @tfield bool blink Whether the bar blinks.
|
||||
-- @tfield number blinkLimit % Limit below which bar starts blinking (0-1).
|
||||
|
||||
LevelVars.Engine.CustomBars.bars[dataName] = {}
|
||||
LevelVars.Engine.CustomBars.bars[dataName].name = dataName
|
||||
LevelVars.Engine.CustomBars.bars[dataName].fixedInterval = 1/30
|
||||
LevelVars.Engine.CustomBars.bars[dataName].progress = barData.startValue / barData.maxValue -- Set initial progress from start value
|
||||
LevelVars.Engine.CustomBars.bars[dataName].objectIdBg = barData.objectIdBg
|
||||
LevelVars.Engine.CustomBars.bars[dataName].spriteIdBg = barData.spriteIdBg
|
||||
LevelVars.Engine.CustomBars.bars[dataName].colorBg = barData.colorBg
|
||||
LevelVars.Engine.CustomBars.bars[dataName].posBg = barData.posBg
|
||||
LevelVars.Engine.CustomBars.bars[dataName].scaleBg = barData.scaleBg
|
||||
LevelVars.Engine.CustomBars.bars[dataName].rotBg = barData.rotBg
|
||||
LevelVars.Engine.CustomBars.bars[dataName].alignModeBg = barData.alignModeBg
|
||||
LevelVars.Engine.CustomBars.bars[dataName].scaleModeBg = barData.scaleModeBg
|
||||
LevelVars.Engine.CustomBars.bars[dataName].blendModeBg = barData.blendModeBg
|
||||
LevelVars.Engine.CustomBars.bars[dataName].objectIdBar = barData.objectIdBar
|
||||
LevelVars.Engine.CustomBars.bars[dataName].spriteIdBar = barData.spriteIdBar
|
||||
LevelVars.Engine.CustomBars.bars[dataName].colorBar = barData.colorBar
|
||||
LevelVars.Engine.CustomBars.bars[dataName].posBar = barData.posBar
|
||||
LevelVars.Engine.CustomBars.bars[dataName].scaleBar = barData.scaleBar
|
||||
LevelVars.Engine.CustomBars.bars[dataName].rot = barData.rot
|
||||
LevelVars.Engine.CustomBars.bars[dataName].alignMode = barData.alignMode
|
||||
LevelVars.Engine.CustomBars.bars[dataName].scaleMode = barData.scaleMode
|
||||
LevelVars.Engine.CustomBars.bars[dataName].blendMode = barData.blendMode
|
||||
LevelVars.Engine.CustomBars.bars[dataName].oldValue = barData.startValue -- stores the current bar value
|
||||
LevelVars.Engine.CustomBars.bars[dataName].targetValue = barData.startValue -- target value to reach
|
||||
LevelVars.Engine.CustomBars.bars[dataName].maxValue = barData.maxValue
|
||||
LevelVars.Engine.CustomBars.bars[dataName].text = barData.text
|
||||
LevelVars.Engine.CustomBars.bars[dataName].textPos = barData.textPos
|
||||
LevelVars.Engine.CustomBars.bars[dataName].textOptions = barData.textOptions
|
||||
LevelVars.Engine.CustomBars.bars[dataName].textScale = barData.textScale
|
||||
LevelVars.Engine.CustomBars.bars[dataName].textColor = barData.textColor
|
||||
LevelVars.Engine.CustomBars.bars[dataName].hideText = barData.hideText -- required to hide bar text
|
||||
LevelVars.Engine.CustomBars.bars[dataName].visible = false
|
||||
LevelVars.Engine.CustomBars.bars[dataName].currentAlpha = 0
|
||||
LevelVars.Engine.CustomBars.bars[dataName].targetAlpha = 0
|
||||
LevelVars.Engine.CustomBars.bars[dataName].alphaBlendSpeed = barData.alphaBlendSpeed
|
||||
LevelVars.Engine.CustomBars.bars[dataName].blink = barData.blink
|
||||
LevelVars.Engine.CustomBars.bars[dataName].blinkLimit = barData.blinkLimit
|
||||
LevelVars.Engine.CustomBars.bars[dataName].blinkSpeed = 8
|
||||
LevelVars.Engine.CustomBars.bars[dataName].showBar = nil --required to hide bar when enemy is not targeted
|
||||
LevelVars.Engine.CustomBars.bars[dataName].object = nil
|
||||
LevelVars.Engine.CustomBars.bars[dataName].getActionType = nil
|
||||
LevelVars.Engine.CustomBars.bars[dataName].currentTimer = 0
|
||||
return setmetatable(self, CustomBar)
|
||||
end
|
||||
|
||||
---
|
||||
-- Creates a bar tied to Players's attributes (Health, Air, Stamina).
|
||||
-- @tparam table playerBarData The table that contains all the player bar data. Refer to table setup for playerBarData.
|
||||
-- @treturn CustomBar Player attribute bar.
|
||||
|
||||
CustomBar.CreatePlayerBar = function (playerBarData)
|
||||
|
||||
local barName = "Player" .. playerBarData.getActionType
|
||||
local dataName = barName .. "_bar_data"
|
||||
|
||||
if playerBarData.getActionType >= 1 and playerBarData.getActionType <= 3 then
|
||||
local startValue = playerBarData.getActionType == 1 and Lara:GetHP() or
|
||||
(playerBarData.getActionType == 2 and Lara:GetAir() or
|
||||
(playerBarData.getActionType == 3 and Lara:GetStamina()))
|
||||
local maxValue = playerBarData.getActionType == 1 and 1000 or (playerBarData.getActionType == 2 and 1800 or (playerBarData.getActionType == 3 and 120))
|
||||
|
||||
---
|
||||
-- Table setup for creating custom player attribute bar.
|
||||
-- @table playerBarData
|
||||
-- @tfield number getActionType Determines the bar type: 1: Health, 2: Air, 3: Stamina.
|
||||
-- @tfield Objects.ObjID objectIdBg Object ID for the bar's background sprite.
|
||||
-- @tfield number spriteIdBg SpriteID from the specified object for the bar's background.
|
||||
-- @tfield Color colorBg Color of bar's background.
|
||||
-- @tfield Vec2 posBg X,Y position of the bar's background in screen percent (0-100).
|
||||
-- @tfield number rotBg rotation of the bar's background. sprite (0-360).
|
||||
-- @tfield Vec2 scaleBg X,Y Scaling factor for the bar's background sprite.
|
||||
-- @tfield View.AlignMode alignModeBg Alignment for the bar's background.
|
||||
-- @tfield View.ScaleMode scaleModeBg Scaling for the bar's background.
|
||||
-- @tfield Effects.BlendID blendModeBg Blending modes for the bar's background.
|
||||
-- @tfield Objects.ObjID objectIdBar Object ID for the bar sprite.
|
||||
-- @tfield number spriteIdBar SpriteID from the specified object for the bar.
|
||||
-- @tfield Color colorBar Color of the bar.
|
||||
-- @tfield Vec2 posBar X,Y position of the bar in screen percent (0-100).
|
||||
-- @tfield number rot rotation of the bar's sprite (0-360).
|
||||
-- @tfield Vec2 scaleBar X,Y Scaling factor for the bar's sprite.
|
||||
-- @tfield View.AlignMode alignMode Alignment for the bar.
|
||||
-- @tfield View.ScaleMode scaleMode Scaling for the bar.
|
||||
-- @tfield Effects.BlendID blendMode Blending modes for the bar.
|
||||
-- @tfield number alphaBlendSpeed Speed of alpha blending for bar visibility (0-255).
|
||||
-- @tfield bool showBar Option to always show the bar. If set to false, the bars will automatically hide when they stop updating.
|
||||
-- @tfield bool blink Whether the bar blinks.
|
||||
-- @tfield number blinkLimit % Limit below which bar starts blinking (0-1).
|
||||
|
||||
local playerBar = {
|
||||
barName = barName,
|
||||
startValue = startValue,
|
||||
maxValue = maxValue,
|
||||
objectIdBg = playerBarData.objectIdBg,
|
||||
spriteIdBg = playerBarData.spriteIdBg,
|
||||
colorBg = playerBarData.colorBg,
|
||||
posBg = playerBarData.posBg,
|
||||
rotBg = playerBarData.rotBg,
|
||||
scaleBg = playerBarData.scaleBg,
|
||||
alignModeBg = playerBarData.alignModeBg,
|
||||
scaleModeBg = playerBarData.scaleModeBg,
|
||||
blendModeBg = playerBarData.blendModeBg,
|
||||
objectIdBar = playerBarData.objectIdBar,
|
||||
spriteIdBar = playerBarData.spriteIdBar,
|
||||
colorBar = playerBarData.colorBar,
|
||||
posBar = playerBarData.posBar,
|
||||
rot = playerBarData.rot,
|
||||
scaleBar = playerBarData.scaleBar,
|
||||
alignMode = playerBarData.alignMode,
|
||||
scaleMode = playerBarData.scaleMode,
|
||||
blendMode = playerBarData.blendMode,
|
||||
text = "BLANK",
|
||||
textPos = TEN.Vec2(0,0),
|
||||
textOptions = {},
|
||||
textScale = 0,
|
||||
textColor = TEN.Color(0,0,0),
|
||||
hideText = true,
|
||||
alphaBlendSpeed = playerBarData.alphaBlendSpeed,
|
||||
blink = playerBarData.blink,
|
||||
blinkLimit = playerBarData.blinkLimit,
|
||||
}
|
||||
|
||||
CustomBar.Create(playerBar)
|
||||
|
||||
end
|
||||
|
||||
LevelVars.Engine.CustomBars.bars[dataName].getActionType = playerBarData.getActionType
|
||||
LevelVars.Engine.CustomBars.bars[dataName].showBar = playerBarData.showBar
|
||||
LevelVars.Engine.CustomBars.bars[dataName].visible = true
|
||||
LevelVars.Engine.CustomBars.bars[dataName].targetAlpha = 255
|
||||
|
||||
end
|
||||
|
||||
---
|
||||
-- Creates a custom health bar for a specific enemy (like a boss). Ensure this function is called before Lara aims at the enemy if using generic enemy HP bars as well.
|
||||
-- Also be sure to call this function after increasing the HP of the enemy via LUA.
|
||||
-- @tparam table enemyBarData The table that contains all the enemy bar data. Refer to table setup for enemyBarData.
|
||||
-- @treturn CustomBar Enemy health bar.
|
||||
CustomBar.CreateEnemyHpBar = function (enemyBarData)
|
||||
|
||||
local dataName = enemyBarData.barName .. "_bar_data"
|
||||
local enemyHP = TEN.Objects.GetMoveableByName(enemyBarData.object):GetHP()
|
||||
|
||||
---
|
||||
-- Table setup for creating a specific enemy health bar.
|
||||
-- @table enemyBarData
|
||||
-- @tfield string barName Unique identifier for the bar.
|
||||
-- @tfield Objects.ObjID objectIdBg Object ID for the bar's background sprite.
|
||||
-- @tfield number spriteIdBg SpriteID from the specified object for the bar's background.
|
||||
-- @tfield Color colorBg Color of bar's background.
|
||||
-- @tfield Vec2 posBg X,Y position of the bar's background in screen percent (0-100).
|
||||
-- @tfield number rotBg rotation of the bar's background. sprite (0-360).
|
||||
-- @tfield Vec2 scaleBg X,Y Scaling factor for the bar's background sprite.
|
||||
-- @tfield View.AlignMode alignModeBg Alignment for the bar's background.
|
||||
-- @tfield View.ScaleMode scaleModeBg Scaling for the bar's background.
|
||||
-- @tfield Effects.BlendID blendModeBg Blending modes for the bar's background.
|
||||
-- @tfield Objects.ObjID objectIdBar Object ID for the bar sprite.
|
||||
-- @tfield number spriteIdBar SpriteID from the specified object for the bar.
|
||||
-- @tfield Color colorBar Color of the bar.
|
||||
-- @tfield Vec2 posBar X,Y position of the bar in screen percent (0-100).
|
||||
-- @tfield number rot rotation of the bar's sprite (0-360).
|
||||
-- @tfield Vec2 scaleBar X,Y Scaling factor for the bar's sprite.
|
||||
-- @tfield View.AlignMode alignMode Alignment for the bar.
|
||||
-- @tfield View.ScaleMode scaleMode Scaling for the bar.
|
||||
-- @tfield Effects.BlendID blendMode Blending modes for the bar.
|
||||
-- @tfield string text Text to display for the enemy.
|
||||
-- @tfield Vec2 textPos X,Y position of the text.
|
||||
-- @tfield Strings.DisplayStringOption textOptions alignment and effects for the text. Default: None. Please note text is automatically aligned to the LEFT
|
||||
-- @tfield number textScale Scale factor for the text.
|
||||
-- @tfield Color textColor Color of the text.
|
||||
-- @tfield bool hideText Whether to hide the text.
|
||||
-- @tfield number alphaBlendSpeed Speed of alpha blending for bar visibility (0-255).
|
||||
-- @tfield string object Enemy name set in Editor for which to create HP for.
|
||||
-- @tfield bool showBar Option to always show the bar whether the enemy is current target or not. Useful for boss health bars.
|
||||
-- @tfield bool blink Whether the bar blinks.
|
||||
-- @tfield number blinkLimit %Limit below which bar starts blinking (0-1).
|
||||
|
||||
local enemyBar = {
|
||||
barName = enemyBarData.barName,
|
||||
startValue = enemyHP,
|
||||
maxValue = enemyHP,
|
||||
objectIdBg = enemyBarData.objectIdBg,
|
||||
spriteIdBg = enemyBarData.spriteIdBg,
|
||||
colorBg = enemyBarData.colorBg,
|
||||
posBg = enemyBarData.posBg,
|
||||
rotBg = enemyBarData.rotBg,
|
||||
scaleBg = enemyBarData.scaleBg,
|
||||
alignModeBg = enemyBarData.alignModeBg,
|
||||
scaleModeBg = enemyBarData.scaleModeBg,
|
||||
blendModeBg = enemyBarData.blendModeBg,
|
||||
objectIdBar = enemyBarData.objectIdBar,
|
||||
spriteIdBar = enemyBarData.spriteIdBar,
|
||||
colorBar = enemyBarData.colorBar,
|
||||
posBar = enemyBarData.posBar,
|
||||
rot = enemyBarData.rot,
|
||||
scaleBar = enemyBarData.scaleBar,
|
||||
alignMode = enemyBarData.alignMode,
|
||||
scaleMode = enemyBarData.scaleMode,
|
||||
blendMode = enemyBarData.blendMode,
|
||||
text = enemyBarData.text,
|
||||
textPos = enemyBarData.textPos,
|
||||
textOptions = enemyBarData.textOptions,
|
||||
textScale = enemyBarData.textScale,
|
||||
textColor = enemyBarData.textColor,
|
||||
hideText = enemyBarData.hideText,
|
||||
alphaBlendSpeed = enemyBarData.alphaBlendSpeed,
|
||||
blink = enemyBarData.blink,
|
||||
blinkLimit = enemyBarData.blinkLimit
|
||||
}
|
||||
|
||||
CustomBar.Create(enemyBar)
|
||||
|
||||
LevelVars.Engine.CustomBars.bars[dataName].showBar = enemyBarData.showBar
|
||||
LevelVars.Engine.CustomBars.bars[dataName].object = enemyBarData.object
|
||||
LevelVars.Engine.CustomBars.bars[dataName].getActionType = 0
|
||||
LevelVars.Engine.CustomBars.bars[dataName].visible = true
|
||||
LevelVars.Engine.CustomBars.bars[dataName].fixedInterval = 1/3
|
||||
LevelVars.Engine.CustomBars.bars[dataName].currentAlpha = 0
|
||||
LevelVars.Engine.CustomBars.bars[dataName].targetAlpha = 255
|
||||
|
||||
end
|
||||
|
||||
---
|
||||
-- Creates health bars for all enemies. A new bar is generated whenever Lara targets an enemy. If the "hide text" option is disabled, the enemy's name (as set in the editor) is displayed.
|
||||
-- Multiple enemies can share the same name by appending _number to the name in the editor. If adjusting an enemy's max HP, ensure this is done before Lara targets the enemy.
|
||||
-- To create health bars for specific enemies, use CustomBar.CreateEnemyHpBar, ensuring the bar is created prior to targeting.
|
||||
-- @tparam table enemiesBarData The table that contains all the enemies bar data. Refer to table setup for enemiesBarData.
|
||||
-- @treturn CustomBar Enemy health bars.
|
||||
|
||||
CustomBar.SetEnemiesHpGenericBar = function (enemiesBarData)
|
||||
|
||||
if LevelVars.Engine.CustomBars.enemiesHpBar.objectIdBg then
|
||||
print("Warning: Overwriting enemy HP bar definitions")
|
||||
end
|
||||
|
||||
---
|
||||
-- Table setup for creating health bars for all enemies.
|
||||
-- @table enemiesBarData
|
||||
-- @tfield Objects.ObjID objectIdBg Object ID for the bar's background sprite.
|
||||
-- @tfield number spriteIdBg SpriteID from the specified object for the bar's background.
|
||||
-- @tfield Color colorBg Color of bar's background.
|
||||
-- @tfield Vec2 posBg X,Y position of the bar's background in screen percent (0-100).
|
||||
-- @tfield number rotBg rotation of the bar's background. sprite (0-360).
|
||||
-- @tfield Vec2 scaleBg X,Y Scaling factor for the bar's background sprite.
|
||||
-- @tfield View.AlignMode alignModeBg Alignment for the bar's background.
|
||||
-- @tfield View.ScaleMode scaleModeBg Scaling for the bar's background.
|
||||
-- @tfield Effects.BlendID blendModeBg Blending modes for the bar's background.
|
||||
-- @tfield Objects.ObjID objectIdBar Object ID for the bar sprite.
|
||||
-- @tfield number spriteIdBar SpriteID from the specified object for the bar.
|
||||
-- @tfield Color colorBar Color of the bar.
|
||||
-- @tfield Vec2 posBar X,Y position of the bar in screen percent (0-100).
|
||||
-- @tfield number rot rotation of the bar's sprite (0-360).
|
||||
-- @tfield Vec2 scaleBar X,Y Scaling factor for the bar's sprite.
|
||||
-- @tfield View.AlignMode alignMode Alignment for the bar.
|
||||
-- @tfield View.ScaleMode scaleMode Scaling for the bar.
|
||||
-- @tfield Effects.BlendID blendMode Blending modes for the bar.
|
||||
-- @tfield number textPos X position of the text.
|
||||
-- @tfield Strings.DisplayStringOption textOptions alignment and effects for the text. Default: None. Please note text is automatically aligned to the LEFT
|
||||
-- @tfield number textScale Scale factor for the text.
|
||||
-- @tfield Color textColor Color of the text.
|
||||
-- @tfield bool hideText Whether to hide the enemy name text.
|
||||
-- @tfield number alphaBlendSpeed Speed of alpha blending for bar visibility (0-255).
|
||||
-- @tfield bool blink Whether the bar blinks.
|
||||
-- @tfield number blinkLimit %Limit below which bar starts blinking (0-1).
|
||||
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.objectIdBg = enemiesBarData.objectIdBg
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.spriteIdBg = enemiesBarData.spriteIdBg
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.colorBg = enemiesBarData.colorBg
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.posBg = enemiesBarData.posBg
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.scaleBg = enemiesBarData.scaleBg
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.rotBg = enemiesBarData.rotBg
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.alignModeBg = enemiesBarData.alignModeBg
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.scaleModeBg = enemiesBarData.scaleModeBg
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.blendModeBg = enemiesBarData.blendModeBg
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.objectIdBar = enemiesBarData.objectIdBar
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.spriteIdBar = enemiesBarData.spriteIdBar
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.colorBar = enemiesBarData.colorBar
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.posBar = enemiesBarData.posBar
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.scaleBar = enemiesBarData.scaleBar
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.rot = enemiesBarData.rot
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.alignMode = enemiesBarData.alignMode
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.scaleMode = enemiesBarData.scaleMode
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.blendMode = enemiesBarData.blendMode
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.textPos = enemiesBarData.textPos
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.textOptions = enemiesBarData.textOptions
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.textScale = enemiesBarData.textScale
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.textColor = enemiesBarData.textColor
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.hideText = enemiesBarData.hideText
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.alphaBlendSpeed = enemiesBarData.alphaBlendSpeed
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.blink = enemiesBarData.blink
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.blinkLimit = enemiesBarData.blinkLimit
|
||||
|
||||
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.status = true
|
||||
|
||||
end
|
||||
|
||||
--- The function retrieves an existing bar instance by its unique identifier (barName). This function is useful when you need to access or manipulate a bar that has already been created.
|
||||
-- @string barName The unique identifier assigned to the bar when it was created using CustomBar.New
|
||||
CustomBar.Get = function(barName)
|
||||
local dataName = barName .. "_bar_data"
|
||||
if LevelVars.Engine.CustomBars.bars[dataName] then
|
||||
local self = {name = dataName}
|
||||
return setmetatable(self, CustomBar)
|
||||
end
|
||||
end
|
||||
|
||||
--- The function removes a custom bar and its associated data from the system. It ensures that the bar is no longer tracked or accessible in the LevelVars.Engine.CustomBars.bars table.
|
||||
-- @string barName The name of the custom bar to be deleted.
|
||||
CustomBar.Delete = function (barName)
|
||||
local dataName = barName .. "_bar_data"
|
||||
if LevelVars.Engine.CustomBars.bars[dataName] then
|
||||
LevelVars.Engine.CustomBars.bars[dataName] = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- The function sets the value of a custom bar over a specified time period.
|
||||
-- @number value The new target to which the bar's current value should transition. (Must be a non-negative number; between 0 and the bar's maxValue.
|
||||
-- @number time The time (in seconds) over which the bar's value should transition to the target value.
|
||||
function CustomBar:SetBarValue(value, time)
|
||||
if LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
if type(value) =="number" and value >= 0 then
|
||||
local currentValue = LevelVars.Engine.CustomBars.bars[self.name].oldValue
|
||||
local maxValue = LevelVars.Engine.CustomBars.bars[self.name].maxValue
|
||||
local newTargetValue = math.max(0, math.min(maxValue, value))
|
||||
LevelVars.Engine.CustomBars.bars[self.name].targetValue = newTargetValue
|
||||
LevelVars.Engine.CustomBars.bars[self.name].fixedInterval = (newTargetValue - currentValue) / (time * 30)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- The function adjusts the bar's value relative to its current or target value over a specified time span.
|
||||
-- @number value The relative value to add (positive or negative) to the current bar value.
|
||||
-- @number time The duration (in seconds) over which the change should occur.
|
||||
function CustomBar:ChangeBarValueOverTimespan(value, time)
|
||||
-- Check if bar data and timer exist
|
||||
if LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
|
||||
-- Get the current target value or old value if no target value exists
|
||||
local currentValue = LevelVars.Engine.CustomBars.bars[self.name].oldValue
|
||||
local maxValue = LevelVars.Engine.CustomBars.bars[self.name].maxValue
|
||||
local currentTarget = LevelVars.Engine.CustomBars.bars[self.name].targetValue or currentValue
|
||||
|
||||
-- Calculate new target value by adding the relative 'value' and clamp between 0 and 1000
|
||||
local newTargetValue = math.max(0, math.min(maxValue, currentTarget + value))
|
||||
|
||||
-- Set the new target value
|
||||
LevelVars.Engine.CustomBars.bars[self.name].targetValue = newTargetValue
|
||||
|
||||
-- Calculate total frames based on time and FPS (30 FPS)
|
||||
local totalFrames = time * 30
|
||||
|
||||
-- Calculate the fixed interval for the entire transition
|
||||
LevelVars.Engine.CustomBars.bars[self.name].fixedInterval = (newTargetValue - currentValue) / totalFrames
|
||||
end
|
||||
end
|
||||
|
||||
--- The function controls the visibility of a custom bar.
|
||||
-- @bool visible true: Makes the bar visible.; false: Hides the bar.
|
||||
function CustomBar:SetVisibility(visible)
|
||||
--the visible variable is a boolean
|
||||
if LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
if visible and type(visible) == "boolean" then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].targetAlpha = 255
|
||||
LevelVars.Engine.CustomBars.bars[self.name].visible = true
|
||||
else
|
||||
LevelVars.Engine.CustomBars.bars[self.name].targetAlpha = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- The function checks whether a custom bar is currently visible.
|
||||
-- @treturn bool true if the bar is visible and false if it is not.
|
||||
function CustomBar:IsVisible()
|
||||
|
||||
if LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
if LevelVars.Engine.CustomBars.bars[self.name].visible then
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- The function retrieves the current value of a custom bar.
|
||||
-- @treturn float returns the current value of a custom bar.
|
||||
function CustomBar:GetValue()
|
||||
|
||||
if LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
return LevelVars.Engine.CustomBars.bars[self.name].oldValue
|
||||
end
|
||||
end
|
||||
|
||||
--- The function deletes all custom bars.
|
||||
CustomBar.DeleteAllBars = function ()
|
||||
for _, customBar in pairs (LevelVars.Engine.CustomBars.bars) do
|
||||
LevelVars.Engine.CustomBars.bars[customBar.name] = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- This function prevents the creation of new health bars for enemies when set to false. However, it does not affect the health bars that have already been created.
|
||||
-- @bool value Specifies whether new health bars for enemies should be created.
|
||||
CustomBar.ShowEnemiesHpGenericBar = function(value)
|
||||
if type(value) == "boolean" then
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.status = value
|
||||
end
|
||||
end
|
||||
|
||||
--- The function deletes all the enemy health bars excluding those created by CustomBar.CreateEnemyHpBar.
|
||||
CustomBar.DeleteExistingHpGenericBars = function ()
|
||||
for _, customBar in pairs (LevelVars.Engine.CustomBars.bars) do
|
||||
if customBar.getActionType == 4 then
|
||||
LevelVars.Engine.CustomBars.bars[customBar.name] = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Sets the custom bar background sprite position.
|
||||
-- @tparam Vec2 pos X,Y position of the bar's background in screen percent (0-100).
|
||||
--
|
||||
function CustomBar:SetBackgroundPosition(pos)
|
||||
if pos and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].posBg = pos
|
||||
end
|
||||
end
|
||||
|
||||
--- Sets the custom bar background sprite rotation.
|
||||
-- @tparam number rot rotation of the bar's background. sprite (0-360).
|
||||
--
|
||||
function CustomBar:SetBackgroundRotation(rot)
|
||||
if rot and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].rotBg = rot
|
||||
end
|
||||
end
|
||||
|
||||
-- Sets the custom bar background sprite color.
|
||||
-- @tparam Color color Color of bar's background.
|
||||
--
|
||||
function CustomBar:SetBackgroundColor(color)
|
||||
if color and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].colorBg = color
|
||||
end
|
||||
end
|
||||
|
||||
---
|
||||
-- Sets the custom bar background sprite scale.
|
||||
-- @tparam Vec2 scale X,Y Scaling factor for the bar's background sprite.
|
||||
--
|
||||
function CustomBar:SetBackgroundScale(scale)
|
||||
if scale and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].scaleBg = scale
|
||||
end
|
||||
end
|
||||
|
||||
---
|
||||
-- Sets the custom bar background sprite slot and sprite ID.
|
||||
-- @tparam Objects.ObjID slot Object ID for the bar's background sprite.
|
||||
-- @tparam number id SpriteID from the specified object for the bar's background.
|
||||
--
|
||||
function CustomBar:SetBackgroundSpriteSlot(slot, id)
|
||||
if slot and id and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].objectIdBg = slot
|
||||
LevelVars.Engine.CustomBars.bars[self.name].spriteIdBg = id
|
||||
end
|
||||
end
|
||||
|
||||
---
|
||||
-- Sets the custom bar background sprite align mode.
|
||||
-- @tparam View.AlignMode alignMode Alignment for the bar's background.
|
||||
--
|
||||
function CustomBar:SetBackgroundAlignMode(alignMode)
|
||||
if alignMode and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].alignModeBg = alignMode
|
||||
end
|
||||
end
|
||||
---
|
||||
-- Sets the custom bar background sprite scale mode.
|
||||
-- @tparam View.ScaleMode scaleMode Scaling for the bar's background.
|
||||
--
|
||||
function CustomBar:SetBackgroundScaleMode(scaleMode)
|
||||
if scaleMode and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].scaleModeBg = scaleMode
|
||||
end
|
||||
end
|
||||
---
|
||||
-- Sets the custom bar background sprite blend mode.
|
||||
-- @tparam Effects.BlendID blendMode Blending modes for the bar's background.
|
||||
--
|
||||
function CustomBar:SetBackgroundBlendMode(blendMode)
|
||||
if blendMode and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].blendModeBg = blendMode
|
||||
end
|
||||
end
|
||||
|
||||
---
|
||||
-- Sets the custom bar sprite position.
|
||||
-- @tparam Vec2 pos X,Y position of the bar in screen percent (0-100).
|
||||
--
|
||||
function CustomBar:SetBarPosition(pos)
|
||||
if pos and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].posBar = pos
|
||||
end
|
||||
end
|
||||
---
|
||||
-- Sets the custom bar sprite rotation.
|
||||
-- @tparam number rot rotation of the bar's sprite (0-360).
|
||||
--
|
||||
function CustomBar:SetBarRotation(rot)
|
||||
if rot and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].rot = rot
|
||||
end
|
||||
end
|
||||
---
|
||||
-- Sets the custom bar sprite color.
|
||||
-- @tparam Color color Color of the bar.
|
||||
--
|
||||
function CustomBar:SetBarColor(color)
|
||||
if color and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].colorBar = color
|
||||
end
|
||||
end
|
||||
---
|
||||
-- Sets the custom bar sprite scale.
|
||||
-- @tparam Vec2 scale X,Y Scaling factor for the bar's sprite.
|
||||
--
|
||||
function CustomBar:SetBarScale(scale)
|
||||
if scale and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].scaleBar = scale
|
||||
end
|
||||
end
|
||||
---
|
||||
-- Sets the custom bar sprite slot and sprite ID.
|
||||
-- @tparam Objects.ObjID slot Object ID for the bar sprite.
|
||||
-- @tparam number id SpriteID from the specified object for the bar.
|
||||
--
|
||||
function CustomBar:SetBarSpriteSlot(slot, id)
|
||||
if slot and id and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].objectIdBar = slot
|
||||
LevelVars.Engine.CustomBars.bars[self.name].spriteIdBar = id
|
||||
end
|
||||
end
|
||||
---
|
||||
-- Sets the custom bar sprite alignment mode.
|
||||
-- @tparam View.AlignMode alignMode Alignment for the bar.
|
||||
--
|
||||
function CustomBar:SetBarAlignMode(alignMode)
|
||||
if alignMode and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].alignMode = alignMode
|
||||
end
|
||||
end
|
||||
---
|
||||
-- Sets the custom bar sprite scale mode.
|
||||
-- @tparam View.ScaleMode scaleMode Scaling for the bar.
|
||||
--
|
||||
function CustomBar:SetBarScaleMode(scaleMode)
|
||||
if scaleMode and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].scaleMode = scaleMode
|
||||
end
|
||||
end
|
||||
---
|
||||
-- Sets the custom bar sprite blend mode.
|
||||
-- @tparam Effects.BlendID blendMode Blending modes for the bar.
|
||||
--
|
||||
function CustomBar:SetBarBlendMode(blendMode)
|
||||
if blendMode and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].blendMode = blendMode
|
||||
end
|
||||
end
|
||||
|
||||
LevelFuncs.Engine.CustomBar.UpdateCustomBars = function()
|
||||
|
||||
local playerTarget = Lara:GetTarget()
|
||||
|
||||
if playerTarget ~= nil and LevelVars.Engine.CustomBars.enemiesHpBar.status then
|
||||
local playerTargetName = playerTarget:GetName()
|
||||
local displayName = LevelFuncs.Engine.Node.SplitString(playerTargetName, "_")
|
||||
local enemytable = playerTargetName .. "_bar_data"
|
||||
if LevelVars.Engine.CustomBars.bars[enemytable] == nil then
|
||||
local eB = LevelVars.Engine.CustomBars.enemiesHpBar
|
||||
|
||||
local enemyBar = {
|
||||
barName = playerTargetName,
|
||||
objectIdBg = eB.objectIdBg,
|
||||
spriteIdBg = eB.spriteIdBg,
|
||||
colorBg = eB.colorBg,
|
||||
posBg = eB.posBg,
|
||||
rotBg = eB.rotBg,
|
||||
scaleBg = eB.scaleBg,
|
||||
alignModeBg = eB.alignModeBg,
|
||||
scaleModeBg = eB.scaleModeBg,
|
||||
blendModeBg = eB.blendModeBg,
|
||||
objectIdBar = eB.objectIdBar,
|
||||
spriteIdBar = eB.spriteIdBar,
|
||||
colorBar = eB.colorBar,
|
||||
posBar = eB.posBar,
|
||||
rot = eB.rot,
|
||||
scaleBar = eB.scaleBar,
|
||||
alignMode = eB.alignMode,
|
||||
scaleMode = eB.scaleMode,
|
||||
blendMode = eB.blendMode,
|
||||
text = displayName[1],
|
||||
textPos = eB.textPos,
|
||||
textOptions = eB.textOptions,
|
||||
textScale = eB.textScale,
|
||||
textColor = eB.textColor,
|
||||
hideText = eB.hideText,
|
||||
alphaBlendSpeed = eB.alphaBlendSpeed,
|
||||
blink = eB.blink,
|
||||
blinkLimit = eB.blinkLimit,
|
||||
showBar = false,
|
||||
object = playerTargetName
|
||||
}
|
||||
|
||||
CustomBar.CreateEnemyHpBar(enemyBar)
|
||||
LevelVars.Engine.CustomBars.bars[enemytable].getActionType = 4
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
for _, customBar in pairs (LevelVars.Engine.CustomBars.bars) do
|
||||
|
||||
if customBar ~= nil then
|
||||
-- Smoothly transition to target value
|
||||
local currentValue = customBar.oldValue or 0
|
||||
local targetValue = customBar.targetValue or 0
|
||||
local delta = customBar.fixedInterval
|
||||
|
||||
if customBar.object ~=nil and (customBar.getActionType == 0 or customBar.getActionType == 4) then
|
||||
local enemy = GetMoveableByName(customBar.object)
|
||||
currentValue = enemy:GetHP()
|
||||
|
||||
targetValue = currentValue
|
||||
|
||||
customBar.progress = math.max(0, math.min(currentValue / customBar.maxValue, 1))
|
||||
|
||||
if customBar.showBar == true then
|
||||
-- If showBar is true, the bar is always visible at full alpha
|
||||
customBar.targetAlpha = 255
|
||||
customBar.visible = true
|
||||
else
|
||||
-- If showBar is false, only show the bar if the enemy is the player's current target
|
||||
if playerTarget == enemy then
|
||||
customBar.targetAlpha = 255 -- Set to full alpha if this enemy is the target
|
||||
customBar.visible = true
|
||||
else
|
||||
customBar.targetAlpha = 0 -- Set to 0 alpha if this enemy is not the target
|
||||
end
|
||||
end
|
||||
|
||||
if currentValue <= 0 then
|
||||
customBar.targetAlpha = 0
|
||||
end
|
||||
|
||||
-- When Alpha reaches 0 set visibility to false
|
||||
if currentValue <= 0 and customBar.currentAlpha == 0 then
|
||||
customBar.visible = false
|
||||
LevelVars.Engine.CustomBars.bars[customBar.name] = nil
|
||||
end
|
||||
end
|
||||
|
||||
if customBar.getActionType == 1 then
|
||||
|
||||
currentValue = Lara:GetHP()
|
||||
targetValue = currentValue
|
||||
|
||||
customBar.progress = math.max(0, math.min(currentValue / customBar.maxValue, 1))
|
||||
|
||||
-- Check if `hideBar` is true, which overrides all other behaviors
|
||||
if customBar.showBar == true then
|
||||
customBar.targetAlpha = 255 -- Bar is always visible
|
||||
customBar.visible = true
|
||||
|
||||
elseif currentValue ~= (customBar.oldValue or currentValue) then
|
||||
customBar.targetAlpha = 255 -- Show the bar if value changes
|
||||
customBar.visible = true
|
||||
|
||||
customBar.currentTimer = customBar.currentTimer + 1
|
||||
|
||||
if customBar.currentTimer >= 90 then
|
||||
customBar.oldValue = currentValue
|
||||
customBar.currentTimer = 0
|
||||
end
|
||||
|
||||
elseif Lara:GetHandStatus() == 0 and currentValue >= customBar.blinkLimit*1000 then
|
||||
-- Hide bar if hands are free and HP is 200 or more
|
||||
customBar.targetAlpha = 0
|
||||
customBar.visible = false
|
||||
|
||||
elseif Lara:GetHandStatus() == 2 or Lara:GetHandStatus() == 3 or Lara:GetHandStatus() == 4 then
|
||||
-- Show bar if hand status is 2, 3, or 4 (weapon drawn)
|
||||
customBar.targetAlpha = 255
|
||||
customBar.visible = true
|
||||
|
||||
elseif Lara:GetHandStatus() == 0 and currentValue < customBar.blinkLimit*1000 then
|
||||
-- Show bar if hands are free and HP is less than 200
|
||||
customBar.targetAlpha = 255
|
||||
customBar.visible = true
|
||||
end
|
||||
|
||||
elseif customBar.getActionType == 2 then
|
||||
currentValue = Lara:GetAir()
|
||||
targetValue = currentValue
|
||||
|
||||
customBar.progress = math.max(0, math.min(currentValue / customBar.maxValue, 1))
|
||||
|
||||
if customBar.showBar == true then
|
||||
-- If showBar is true, the bar is always visible
|
||||
customBar.targetAlpha = 255
|
||||
customBar.visible = true
|
||||
else
|
||||
-- If showBar is false, hide the bar when currentValue is at max
|
||||
if currentValue == customBar.maxValue then
|
||||
customBar.targetAlpha = 0 -- Hide the bar when at max value
|
||||
else
|
||||
customBar.targetAlpha = 255 -- Show the bar if currentValue is not max
|
||||
customBar.visible = true
|
||||
end
|
||||
end
|
||||
|
||||
elseif customBar.getActionType == 3 then
|
||||
currentValue = Lara:GetStamina()
|
||||
targetValue = currentValue
|
||||
|
||||
customBar.progress = math.max(0, math.min(currentValue / customBar.maxValue, 1))
|
||||
|
||||
if customBar.showBar == true then
|
||||
-- If showBar is true, the bar is always visible
|
||||
customBar.targetAlpha = 255
|
||||
customBar.visible = true
|
||||
else
|
||||
-- If showBar is false, hide the bar when currentValue is at max
|
||||
if currentValue == customBar.maxValue then
|
||||
customBar.targetAlpha = 0 -- Hide the bar when at max value
|
||||
else
|
||||
customBar.targetAlpha = 255 -- Show the bar if currentValue is not max
|
||||
customBar.visible = true
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if currentValue ~= targetValue then
|
||||
-- Update current value by delta (increment or decrement)
|
||||
if currentValue < targetValue then
|
||||
currentValue = math.min(currentValue + delta, targetValue)
|
||||
else
|
||||
currentValue = math.max(currentValue + delta, targetValue)
|
||||
end
|
||||
|
||||
-- Update the bar's progress (0-1 scale)
|
||||
customBar.oldValue = currentValue
|
||||
customBar.progress = currentValue / customBar.maxValue
|
||||
end
|
||||
-- Smoothly transition alpha
|
||||
if customBar.currentAlpha ~= customBar.targetAlpha then
|
||||
local alphaDelta = customBar.alphaBlendSpeed
|
||||
if customBar.currentAlpha < customBar.targetAlpha then
|
||||
customBar.currentAlpha = math.floor(math.min(customBar.currentAlpha + alphaDelta, customBar.targetAlpha))
|
||||
else
|
||||
customBar.currentAlpha = math.floor(math.max(customBar.currentAlpha - alphaDelta, customBar.targetAlpha))
|
||||
end
|
||||
end
|
||||
|
||||
-- Set parameters to draw the background
|
||||
local posBg = customBar.posBg
|
||||
local scaleBg = customBar.scaleBg
|
||||
local rotBg = customBar.rotBg
|
||||
local alignMBg = LevelFuncs.Engine.Node.GetDisplaySpriteAlignMode(customBar.alignModeBg)
|
||||
local scaleMBg = LevelFuncs.Engine.Node.GetDisplaySpriteScaleMode(customBar.scaleModeBg)
|
||||
local blendIdBg = LevelFuncs.Engine.Node.GetBlendMode(customBar.blendModeBg)
|
||||
|
||||
-- Adjust color with alpha blending
|
||||
local bgColor = Color(customBar.colorBg.r,customBar.colorBg.g,customBar.colorBg.b,customBar.currentAlpha)
|
||||
|
||||
-- Set parameters to draw the bar
|
||||
local pos = customBar.posBar
|
||||
local rot = customBar.rot
|
||||
local alignM = LevelFuncs.Engine.Node.GetDisplaySpriteAlignMode(customBar.alignMode)
|
||||
local scaleM = LevelFuncs.Engine.Node.GetDisplaySpriteScaleMode(customBar.scaleMode)
|
||||
local blendID = LevelFuncs.Engine.Node.GetBlendMode(customBar.blendMode)
|
||||
local barColor = TEN.Color(customBar.colorBar.r,customBar.colorBar.g,customBar.colorBar.b,customBar.currentAlpha)
|
||||
|
||||
-- when Alpha reaches 0 set visibility to false
|
||||
if customBar.currentAlpha > 0 then
|
||||
customBar.visible = true
|
||||
elseif customBar.currentAlpha == 0 then
|
||||
customBar.visible = false
|
||||
end
|
||||
|
||||
--draw bar if alpha is greater than 1 and visibility is true
|
||||
if customBar.visible and customBar.currentAlpha > 0 then
|
||||
-- Draw background sprite
|
||||
local bgSprite = TEN.DisplaySprite(customBar.objectIdBg, customBar.spriteIdBg, posBg, rotBg, scaleBg, bgColor)
|
||||
bgSprite:Draw(0, alignMBg, scaleMBg, blendIdBg)
|
||||
|
||||
-- Draw foreground sprite (the bar itself) proportional to Progress
|
||||
local barScale = TEN.Vec2(customBar.scaleBar.x * customBar.progress, customBar.scaleBar.y)
|
||||
local barSprite = TEN.DisplaySprite(customBar.objectIdBar, customBar.spriteIdBar, pos, rot, barScale, barColor)
|
||||
|
||||
if customBar.frameCounter == nil then
|
||||
customBar.frameCounter = 0
|
||||
end
|
||||
|
||||
-- Calculate HP percentage
|
||||
local Percentage = (currentValue / customBar.maxValue)
|
||||
|
||||
-- Update frame counter
|
||||
customBar.frameCounter = customBar.frameCounter + 1
|
||||
|
||||
-- Check if blink is enabled and value is below blinkLimit
|
||||
if customBar.blink == true and Percentage <= customBar.blinkLimit then
|
||||
-- Only draw the sprite every other frame
|
||||
if customBar.frameCounter % (customBar.blinkSpeed * 2) < customBar.blinkSpeed then
|
||||
barSprite:Draw(1, alignM, scaleM, blendID)
|
||||
end
|
||||
else
|
||||
-- Draw the sprite normally if blink is off or value is above blinkLimit
|
||||
barSprite:Draw(1, alignM, scaleM, blendID)
|
||||
end
|
||||
|
||||
-- Reset the frame counter if it reaches the blinkSpeed limit to prevent overflow
|
||||
if customBar.frameCounter >= customBar.blinkSpeed * 2 then
|
||||
customBar.frameCounter = 0
|
||||
end
|
||||
|
||||
if customBar.hideText == false then
|
||||
-- Draw text (enemy name and health)
|
||||
local barText = tostring(customBar.text) --debug text .. " (" .. currentHP .. " / " .. totalHP .. ")"
|
||||
local textColor = TEN.Color(customBar.textColor.r, customBar.textColor.g, customBar.textColor.b, customBar.currentAlpha)
|
||||
local posInPixel = TEN.Vec2(TEN.Util.PercentToScreen(customBar.textPos.x, customBar.textPos.y))
|
||||
local IsString = TEN.Flow.IsStringPresent(barText)
|
||||
local myText = TEN.Strings.DisplayString(barText, posInPixel, customBar.textScale, textColor, IsString, customBar.textOptions)
|
||||
TEN.Strings.ShowString(myText, 1/30)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
TEN.Logic.AddCallback(TEN.Logic.CallbackPoint.PRELOOP, LevelFuncs.Engine.CustomBar.UpdateCustomBars)
|
||||
|
||||
return CustomBar
|
1573
Scripts/Engine/CustomDiary.lua
Normal file
1573
Scripts/Engine/CustomDiary.lua
Normal file
File diff suppressed because it is too large
Load diff
|
@ -26,180 +26,186 @@
|
|||
-- end
|
||||
-- @luautil Type
|
||||
|
||||
local color = TEN.Color(0,0,0)
|
||||
local rotation = TEN.Rotation(0, 0, 0)
|
||||
local time = TEN.Time()
|
||||
local vec2 = TEN.Vec2(0,0)
|
||||
local vec3 = TEN.Vec3(0,0,0)
|
||||
LevelFuncs.TypeControlLevelFunc = function () end
|
||||
|
||||
local Type = {}
|
||||
|
||||
|
||||
--- Check if the variable is a number.
|
||||
-- @tparam variable variable to be check
|
||||
-- @treturn boolean true if the variable is a number, false if it isn't a number
|
||||
-- @usage
|
||||
-- --example of use
|
||||
-- local num = 255
|
||||
-- if Type.IsNumber(num) then
|
||||
-- num = num + 1
|
||||
-- end
|
||||
--- Check if the variable is a number.
|
||||
-- @tparam variable variable to be check
|
||||
-- @treturn boolean *true* if the variable is a number, *false* otherwise
|
||||
-- @usage
|
||||
-- --example of use
|
||||
-- local num = 255
|
||||
-- if Type.IsNumber(num) then
|
||||
-- num = num + 1
|
||||
-- end
|
||||
Type.IsNumber = function (variable)
|
||||
return type(variable) == "number"
|
||||
end
|
||||
|
||||
--- Check if the variable is a string.
|
||||
-- @tparam variable variable to be check
|
||||
-- @treturn boolean true if the variable is a string, false if it isn't a string
|
||||
-- @usage
|
||||
-- --example of use
|
||||
-- local str = "Hi"
|
||||
-- if Type.IsString(str) then
|
||||
-- TEN.Util.PrintLog(str .. "everyone!", Util.LogLevel.INFO)
|
||||
-- end
|
||||
--- Check if the variable is a string.
|
||||
-- @tparam variable variable to be check
|
||||
-- @treturn boolean *true* if the variable is a string, *false* otherwise
|
||||
-- @usage
|
||||
-- --example of use
|
||||
-- local str = "Hi"
|
||||
-- if Type.IsString(str) then
|
||||
-- TEN.Util.PrintLog(str .. "everyone!", Util.LogLevel.INFO)
|
||||
-- end
|
||||
Type.IsString = function (variable)
|
||||
return type(variable) == "string"
|
||||
end
|
||||
|
||||
|
||||
--- Check if the variable is a boolean.
|
||||
-- @tparam variable variable to be check
|
||||
-- @treturn boolean true if the variable is a boolean, false if it isn't a boolean
|
||||
-- @usage
|
||||
-- --example of use
|
||||
-- LevelFuncs.test = function (test)
|
||||
-- if Type.IsBoolean(test) then
|
||||
-- LevelVars.test = test
|
||||
-- else
|
||||
-- TEN.Util.PrintLog("Error!", Util.LogLevel.ERROR)
|
||||
-- end
|
||||
-- end
|
||||
--- Check if the variable is a boolean.
|
||||
-- @tparam variable variable to be check
|
||||
-- @treturn boolean *true* if the variable is a boolean, *false* otherwise
|
||||
-- @usage
|
||||
-- --example of use
|
||||
-- LevelFuncs.test = function (test)
|
||||
-- if Type.IsBoolean(test) then
|
||||
-- LevelVars.test = test
|
||||
-- else
|
||||
-- TEN.Util.PrintLog("Error!", Util.LogLevel.ERROR)
|
||||
-- end
|
||||
-- end
|
||||
Type.IsBoolean = function (variable)
|
||||
return type(variable) == "boolean"
|
||||
end
|
||||
|
||||
--- Check if the variable is a table.
|
||||
-- @tparam variable variable to be check
|
||||
-- @treturn boolean true if the variable is a table, false if it isn't a table
|
||||
-- @usage
|
||||
-- --example of use
|
||||
-- LevelFuncs.PairsTable = function (table)
|
||||
-- if Type.IsTable(table) then
|
||||
-- for k, v in pairs(table) do
|
||||
-- TEN.Util.PrintLog(tostring(k) .. " - " .. tostring(v), Util.LogLevel.INFO)
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
--- Check if the variable is a table.
|
||||
-- @tparam variable variable to be check
|
||||
-- @treturn boolean *true* if the variable is a table, *false* otherwise
|
||||
-- @usage
|
||||
-- --example of use
|
||||
-- LevelFuncs.PairsTable = function (table)
|
||||
-- if Type.IsTable(table) then
|
||||
-- for k, v in pairs(table) do
|
||||
-- TEN.Util.PrintLog(tostring(k) .. " - " .. tostring(v), Util.LogLevel.INFO)
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
Type.IsTable = function (variable)
|
||||
return type(variable) == "table"
|
||||
end
|
||||
|
||||
--- Check if the variable has a null value.
|
||||
-- @tparam variable variable to be check
|
||||
-- @treturn boolean true if the variable is a null, false if it isn't a null
|
||||
-- @usage
|
||||
-- --example of use
|
||||
-- LevelFuncs.AddProp = function (prop)
|
||||
-- if Type.IsNull(prop) then
|
||||
-- TEN.Util.PrintLog("Error!", Util.LogLevel.ERROR)
|
||||
-- else
|
||||
-- LevelVars.property = prop
|
||||
-- end
|
||||
-- end
|
||||
--- Check if the variable has a null value.
|
||||
-- @tparam variable variable to be check
|
||||
-- @treturn boolean *true* if the variable is a null, *false* otherwise
|
||||
-- @usage
|
||||
-- --example of use
|
||||
-- LevelFuncs.AddProp = function (prop)
|
||||
-- if Type.IsNull(prop) then
|
||||
-- TEN.Util.PrintLog("Error!", Util.LogLevel.ERROR)
|
||||
-- else
|
||||
-- LevelVars.property = prop
|
||||
-- end
|
||||
-- end
|
||||
Type.IsNull = function (variable)
|
||||
return type(variable) == "nil"
|
||||
end
|
||||
|
||||
--- Check if the variable is a function.
|
||||
-- @tparam variable variable to be check
|
||||
-- @treturn boolean true if the variable is a function, false if it isn't a function
|
||||
-- @usage
|
||||
-- --example of use
|
||||
-- LevelFuncs.RunFunc = function (func)
|
||||
-- if Type.IsFunction(func) then
|
||||
-- func()
|
||||
-- end
|
||||
-- end
|
||||
--- Check if the variable is a function.
|
||||
-- @tparam variable variable to be check
|
||||
-- @treturn boolean *true* if the variable is a function, *false* otherwise
|
||||
-- @usage
|
||||
-- --example of use
|
||||
-- LevelFuncs.RunFunc = function (func)
|
||||
-- if Type.IsFunction(func) then
|
||||
-- func()
|
||||
-- end
|
||||
-- end
|
||||
Type.IsFunction = function (variable)
|
||||
return type(variable) == "function"
|
||||
end
|
||||
|
||||
--- Check if the variable is a @{Color}.
|
||||
-- @tparam variable variable to be check
|
||||
-- @treturn boolean true if the variable is a color, false if it isn't a color
|
||||
-- @usage
|
||||
-- --example of use
|
||||
-- LevelFuncs.SetColor = function(color)
|
||||
-- if Type.IsColor(color) then
|
||||
-- string:SetColor(color)
|
||||
-- end
|
||||
-- end
|
||||
--- Check if the variable is a @{Color}.
|
||||
-- @tparam variable variable to be check
|
||||
-- @treturn boolean *true* if the variable is a Color, *false* otherwise
|
||||
-- @usage
|
||||
-- --example of use
|
||||
-- LevelFuncs.SetColor = function(color)
|
||||
-- if Type.IsColor(color) then
|
||||
-- string:SetColor(color)
|
||||
-- end
|
||||
-- end
|
||||
Type.IsColor = function (variable)
|
||||
return variable ~= nil and type(variable) == "userdata" and variable.__type.name == "ScriptColor"
|
||||
return getmetatable(variable) == getmetatable(color)
|
||||
end
|
||||
|
||||
--- Check if the variable is a @{Rotation}.
|
||||
-- @tparam variable variable to be check
|
||||
-- @treturn boolean true if the variable is a rotation, false if it isn't a rotation
|
||||
-- @usage
|
||||
-- --example of use
|
||||
-- LevelFuncs.SetRotation = function (rot)
|
||||
-- if Type.IsRotation(rot) then
|
||||
-- Lara:SetRotation(rot)
|
||||
-- end
|
||||
-- end
|
||||
--- Check if the variable is a @{Rotation}.
|
||||
-- @tparam variable variable to be check
|
||||
-- @treturn boolean *true* if the variable is a Rotation, *false* otherwise
|
||||
-- @usage
|
||||
-- --example of use
|
||||
-- LevelFuncs.SetRotation = function (rot)
|
||||
-- if Type.IsRotation(rot) then
|
||||
-- Lara:SetRotation(rot)
|
||||
-- end
|
||||
-- end
|
||||
Type.IsRotation = function (variable)
|
||||
return variable ~= nil and type(variable) == "userdata" and variable.__type.name == "Rotation"
|
||||
return getmetatable(variable) == getmetatable(rotation)
|
||||
end
|
||||
|
||||
--- Check if the variable is a @{Vec2}.
|
||||
-- @tparam variable variable to be check
|
||||
-- @treturn boolean true if the variable is a vec2, false if it isn't a vec2
|
||||
-- @usage
|
||||
-- --example of use
|
||||
-- LevelFuncs.SetSpritePos = function (pos)
|
||||
-- if Type.IsVec2(pos) then
|
||||
-- sprite:SetPosition(pos)
|
||||
-- end
|
||||
-- end
|
||||
--- Check if the variable is a @{Vec2}.
|
||||
-- @tparam variable variable to be check
|
||||
-- @treturn boolean *true* if the variable is a Vec2, *false* otherwise
|
||||
-- @usage
|
||||
-- --example of use
|
||||
-- LevelFuncs.SetSpritePos = function (pos)
|
||||
-- if Type.IsVec2(pos) then
|
||||
-- sprite:SetPosition(pos)
|
||||
-- end
|
||||
-- end
|
||||
Type.IsVec2 = function (variable)
|
||||
return variable ~= nil and type(variable) == "userdata" and variable.__type.name == "Vec2"
|
||||
return getmetatable(variable) == getmetatable(vec2)
|
||||
end
|
||||
|
||||
--- Check if the variable is a @{Vec3}.
|
||||
-- @tparam variable variable to be check
|
||||
-- @treturn boolean true if the variable is a vec3, false if it isn't a vec3
|
||||
-- @usage
|
||||
-- --example of use
|
||||
-- LevelFuncs.SetLaraPos = function (pos)
|
||||
-- if Type.IsVec3(pos) then
|
||||
-- Lara:SetPosition(pos)
|
||||
-- end
|
||||
-- end
|
||||
--- Check if the variable is a @{Vec3}.
|
||||
-- @tparam variable variable to be check
|
||||
-- @treturn boolean *true* if the variable is a Vec3, *false* otherwise
|
||||
-- @usage
|
||||
-- --example of use
|
||||
-- LevelFuncs.SetLaraPos = function (pos)
|
||||
-- if Type.IsVec3(pos) then
|
||||
-- Lara:SetPosition(pos)
|
||||
-- end
|
||||
-- end
|
||||
Type.IsVec3 = function (variable)
|
||||
return variable ~= nil and type(variable) == "userdata" and variable.__type.name == "Vec3"
|
||||
return getmetatable(variable) == getmetatable(vec3)
|
||||
end
|
||||
|
||||
--- Check if the variable is a @{Time} object.
|
||||
-- @tparam variable variable to be check
|
||||
-- @treturn boolean true if the variable is a Time object, false if it isn't a Time object
|
||||
-- @usage
|
||||
-- --example of use
|
||||
-- LevelFuncs.IncreaseTime = function (time)
|
||||
-- if Type.IsTime(time) then
|
||||
-- time + 1
|
||||
-- end
|
||||
-- end
|
||||
--- Check if the variable is a @{Time} object.
|
||||
-- @tparam variable variable to be check
|
||||
-- @treturn boolean *true* if the variable is a Time object, *false* otherwise
|
||||
-- @usage
|
||||
-- --example of use
|
||||
-- LevelFuncs.IncreaseTime = function (time)
|
||||
-- if Type.IsTime(time) then
|
||||
-- time + 1
|
||||
-- end
|
||||
-- end
|
||||
Type.IsTime = function (variable)
|
||||
return variable ~= nil and type(variable) == "userdata" and variable.__type.name == "TEN::Scripting::Time"
|
||||
return getmetatable(variable) == getmetatable(time)
|
||||
end
|
||||
|
||||
--- Check if the variable is a LevelFunc.
|
||||
-- @tparam variable variable to be check
|
||||
-- @treturn boolean true if the variable is a LevelFunc, false if it isn't a IsLevelFunc
|
||||
-- @usage
|
||||
-- --example of use
|
||||
-- LevelFuncs.SetCallback = function (func)
|
||||
-- if Type.IsFunction(func) then
|
||||
-- TEN.Logic.AddCallback(TEN.Logic.CallbackPoint.PRELOOP, func)
|
||||
-- end
|
||||
-- end
|
||||
--- Check if the variable is a LevelFunc.
|
||||
-- @tparam variable variable to be check
|
||||
-- @treturn boolean *true* if the variable is a LevelFunc, *false* otherwise
|
||||
-- @usage
|
||||
-- --example of use
|
||||
-- LevelFuncs.SetCallback = function (func)
|
||||
-- if Type.IsFunction(func) then
|
||||
-- TEN.Logic.AddCallback(TEN.Logic.CallbackPoint.PRELOOP, func)
|
||||
-- end
|
||||
-- end
|
||||
Type.IsLevelFunc = function (variable)
|
||||
return variable ~= nil and type(variable) == "userdata" and variable.__type.name == "LevelFunc"
|
||||
return getmetatable(variable) == getmetatable(LevelFuncs.TypeControlLevelFunc)
|
||||
end
|
||||
|
||||
return Type
|
|
@ -38,10 +38,10 @@ namespace TEN::Gui
|
|||
{ ID_CROSSBOW_AMMO3_ITEM, 0, 0.5f, EulerAngles(0, ANGLE(-90.0f), 0), OPT_USE, STRING_CROSSBOW_AMMO_3, NO_JOINT_BITS, INV_ROT_Y },
|
||||
{ ID_HK_ITEM, 0, 0.5f, EulerAngles(ANGLE(280.0f), 0, 0), OPT_EQUIP | OPT_COMBINABLE | OPT_CHOOSE_AMMO_HK, STRING_HK, 0x01, INV_ROT_Y },
|
||||
{ ID_HK_ITEM, 0, 0.5f, EulerAngles(ANGLE(280.0f), ANGLE(-45.0f), 0), OPT_EQUIP | OPT_SEPERABLE | OPT_CHOOSE_AMMO_HK, STRING_HK_LASERSIGHT, NO_JOINT_BITS, INV_ROT_Y },
|
||||
{ ID_HK_AMMO_ITEM, 3, 0.5f, EulerAngles(0, ANGLE(90.0f), 0), OPT_USE, STRING_HK_AMMO, 0x02, INV_ROT_Y },
|
||||
{ ID_HK_AMMO_ITEM, 3, 0.5f, EulerAngles(0, ANGLE(90.0f), 0), OPT_USE, STRING_HK_RAPID_MODE, 0x03, INV_ROT_Y },
|
||||
{ ID_HK_AMMO_ITEM, 3, 0.5f, EulerAngles(0, ANGLE(90.0f), 0), OPT_USE, STRING_HK_BURST_MODE, 0x04, INV_ROT_Y },
|
||||
{ ID_HK_AMMO_ITEM, 3, 0.5f, EulerAngles(0, ANGLE(90.0f), 0), OPT_USE, STRING_HK_SNIPER_MODE, 0x05, INV_ROT_Y },
|
||||
{ ID_HK_AMMO_ITEM, 3, 0.5f, EulerAngles(0, ANGLE(90.0f), 0), OPT_USE, STRING_HK_AMMO, NO_JOINT_BITS, INV_ROT_Y },
|
||||
{ ID_HK_AMMO_ITEM, 3, 0.5f, EulerAngles(0, ANGLE(90.0f), 0), OPT_USE, STRING_HK_RAPID_MODE, NO_JOINT_BITS, INV_ROT_Y },
|
||||
{ ID_HK_AMMO_ITEM, 3, 0.5f, EulerAngles(0, ANGLE(90.0f), 0), OPT_USE, STRING_HK_BURST_MODE, NO_JOINT_BITS, INV_ROT_Y },
|
||||
{ ID_HK_AMMO_ITEM, 3, 0.5f, EulerAngles(0, ANGLE(90.0f), 0), OPT_USE, STRING_HK_SNIPER_MODE, NO_JOINT_BITS, INV_ROT_Y },
|
||||
{ ID_GRENADE_GUN_ITEM, 0, 0.5f, EulerAngles(0, ANGLE(90.0f), ANGLE(65)), OPT_EQUIP | OPT_COMBINABLE | OPT_CHOOSE_AMMO_GRENADEGUN, STRING_GRENADE_LAUNCHER, NO_JOINT_BITS, INV_ROT_Y },
|
||||
{ ID_GRENADE_AMMO1_ITEM, 3, 0.5f, EulerAngles(0, ANGLE(-90.0f), 0), OPT_USE, STRING_GRENADE_LAUNCHER_AMMO_1, NO_JOINT_BITS, INV_ROT_Y },
|
||||
{ ID_GRENADE_AMMO2_ITEM, 3, 0.5f, EulerAngles(0, ANGLE(-90.0f), 0), OPT_USE, STRING_GRENADE_LAUNCHER_AMMO_2, NO_JOINT_BITS, INV_ROT_Y },
|
||||
|
@ -58,7 +58,7 @@ namespace TEN::Gui
|
|||
{ ID_SMALLMEDI_ITEM, 0, 0.7f, EulerAngles(ANGLE(112.0f), ANGLE(180.0f), 0), OPT_USE, STRING_SMALL_MEDIPACK, NO_JOINT_BITS, INV_ROT_Y },
|
||||
{ ID_BINOCULARS_ITEM, -1, 0.5f, EulerAngles(ANGLE(10.0f), ANGLE(180.0f), 0), OPT_USE, STRING_BINOCULARS, NO_JOINT_BITS, INV_ROT_Y },
|
||||
{ ID_FLARE_INV_ITEM, 52, 0.8f, EulerAngles::Identity, OPT_USE, STRING_FLARES, NO_JOINT_BITS, INV_ROT_Y },
|
||||
{ ID_STOPWATCH_ITEM, 2, 0.4f, EulerAngles::Identity, OPT_STATS, STRING_STATISTICS, NO_JOINT_BITS, INV_ROT_Y },
|
||||
{ ID_STOPWATCH_ITEM, 2, 0.8f, EulerAngles::Identity, OPT_STATS, STRING_STATISTICS, NO_JOINT_BITS, INV_ROT_Y },
|
||||
{ ID_PC_LOAD_INV_ITEM, 52, 0.3f, EulerAngles(0, ANGLE(180.0f), 0), OPT_LOAD, STRING_LOAD_GAME, NO_JOINT_BITS, INV_ROT_Y },
|
||||
{ ID_PC_SAVE_INV_ITEM, 52, 0.3f, EulerAngles(0, ANGLE(180.0f), 0), OPT_SAVE, STRING_SAVE_GAME, NO_JOINT_BITS, INV_ROT_Y },
|
||||
{ ID_BURNING_TORCH_ITEM, 14, 0.5f, EulerAngles(ANGLE(90.0f), 0, 0), OPT_USE, STRING_TORCH, NO_JOINT_BITS, INV_ROT_Y },
|
||||
|
|
|
@ -11,13 +11,15 @@ namespace TEN::Hud
|
|||
class HudController
|
||||
{
|
||||
public:
|
||||
// Members
|
||||
// Fields
|
||||
|
||||
StatusBarsController StatusBars = {};
|
||||
PickupSummaryController PickupSummary = {};
|
||||
SpeedometerController Speedometer = {};
|
||||
TargetHighlighterController TargetHighlighter = {};
|
||||
|
||||
// Utilities
|
||||
|
||||
void Update(const ItemInfo& playerItem);
|
||||
void Draw(const ItemInfo& playerItem) const;
|
||||
void Clear();
|
||||
|
|
|
@ -50,7 +50,7 @@ namespace TEN::Hud
|
|||
static constexpr auto DISPLAY_PICKUP_COUNT_MAX = 64;
|
||||
static constexpr auto DISPLAY_PICKUP_COUNT_ARG_DEFAULT = 1;
|
||||
|
||||
// Members
|
||||
// Fields
|
||||
|
||||
std::vector<DisplayPickup> _displayPickups = {};
|
||||
|
||||
|
|
|
@ -9,7 +9,7 @@ namespace TEN::Hud
|
|||
|
||||
static constexpr auto LIFE_MAX = 0.75f;
|
||||
|
||||
// Members
|
||||
// Fields
|
||||
|
||||
bool _hasValueUpdated = false;
|
||||
|
||||
|
|
|
@ -25,7 +25,7 @@ namespace TEN::Hud
|
|||
class StatusBarsController
|
||||
{
|
||||
private:
|
||||
// Members
|
||||
// Fields
|
||||
|
||||
StatusBar _airBar = {};
|
||||
StatusBar _exposureBar = {};
|
||||
|
|
|
@ -20,7 +20,7 @@ namespace TEN::Hud
|
|||
static constexpr auto COLOR_GRAY = Color(0.7f, 0.7f, 0.7f, 0.7f);
|
||||
static constexpr auto SEGMENT_COUNT = 4;
|
||||
|
||||
// Members
|
||||
// Fields
|
||||
|
||||
bool IsActive = false;
|
||||
bool IsPrimary = false;
|
||||
|
|
|
@ -1,25 +1,6 @@
|
|||
#include "framework.h"
|
||||
#include "Game/Lara/lara.h"
|
||||
|
||||
#include "Game/Lara/lara_basic.h"
|
||||
#include "Game/Lara/lara_cheat.h"
|
||||
#include "Game/Lara/lara_climb.h"
|
||||
#include "Game/Lara/lara_collide.h"
|
||||
#include "Game/Lara/lara_crawl.h"
|
||||
#include "Game/Lara/lara_fire.h"
|
||||
#include "Game/Lara/lara_hang.h"
|
||||
#include "Game/Lara/lara_helpers.h"
|
||||
#include "Game/Lara/lara_helpers.h"
|
||||
#include "Game/Lara/lara_initialise.h"
|
||||
#include "Game/Lara/lara_jump.h"
|
||||
#include "Game/Lara/lara_monkey.h"
|
||||
#include "Game/Lara/lara_objects.h"
|
||||
#include "Game/Lara/lara_one_gun.h"
|
||||
#include "Game/Lara/lara_overhang.h"
|
||||
#include "Game/Lara/lara_slide.h"
|
||||
#include "Game/Lara/lara_surface.h"
|
||||
#include "Game/Lara/lara_swim.h"
|
||||
#include "Game/Lara/lara_tests.h"
|
||||
#include "Game/animation.h"
|
||||
#include "Game/camera.h"
|
||||
#include "Game/collision/collide_item.h"
|
||||
|
@ -32,11 +13,24 @@
|
|||
#include "Game/effects/tomb4fx.h"
|
||||
#include "Game/Gui.h"
|
||||
#include "Game/items.h"
|
||||
#include "Game/Lara/lara_basic.h"
|
||||
#include "Game/Lara/lara_cheat.h"
|
||||
#include "Game/Lara/lara_climb.h"
|
||||
#include "Game/Lara/lara_collide.h"
|
||||
#include "Game/Lara/lara_crawl.h"
|
||||
#include "Game/Lara/lara_fire.h"
|
||||
#include "Game/Lara/lara_hang.h"
|
||||
#include "Game/Lara/lara_helpers.h"
|
||||
#include "Game/Lara/lara_initialise.h"
|
||||
#include "Game/Lara/lara_jump.h"
|
||||
#include "Game/Lara/lara_monkey.h"
|
||||
#include "Game/Lara/lara_objects.h"
|
||||
#include "Game/Lara/lara_one_gun.h"
|
||||
#include "Game/Lara/lara_overhang.h"
|
||||
#include "Game/Lara/lara_slide.h"
|
||||
#include "Game/Lara/lara_surface.h"
|
||||
#include "Game/Lara/lara_swim.h"
|
||||
#include "Game/Lara/lara_tests.h"
|
||||
#include "Game/Lara/PlayerStateMachine.h"
|
||||
#include "Game/misc.h"
|
||||
#include "Game/savegame.h"
|
||||
|
@ -615,6 +609,7 @@ void LaraCheat(ItemInfo* item, CollisionInfo* coll)
|
|||
|
||||
ResetPlayerFlex(item);
|
||||
InitializeLaraMeshes(item);
|
||||
item->Animation.IsAirborne = false;
|
||||
item->HitPoints = LARA_HEALTH_MAX;
|
||||
player.Control.HandStatus = HandStatus::Free;
|
||||
}
|
||||
|
|
|
@ -46,6 +46,7 @@ constexpr auto LARA_HEIGHT_TREAD = 700; // Height in water tread states.
|
|||
constexpr auto LARA_HEIGHT_STRETCH = 870; // Height in jump up and ledge hang states.
|
||||
constexpr auto LARA_HEIGHT_REACH = 820; // Height in reach state.
|
||||
constexpr auto LARA_HEIGHT_SURFACE = 800; // Height when resurfacing water.
|
||||
constexpr auto LARA_HEIGHT_UNDERWATER = 254; // Minimum height underwater.
|
||||
constexpr auto LARA_HEADROOM = 160; // Reasonable space above head.
|
||||
constexpr auto LARA_RADIUS = 100;
|
||||
constexpr auto LARA_RADIUS_CRAWL = 200;
|
||||
|
|
|
@ -328,10 +328,12 @@ void lara_col_run_forward(ItemInfo* item, CollisionInfo* coll)
|
|||
player.Control.MoveAngle = item->Pose.Orientation.y;
|
||||
item->Animation.IsAirborne = false;
|
||||
item->Animation.Velocity.y = 0;
|
||||
coll->Setup.LowerFloorBound = NO_LOWER_BOUND;
|
||||
coll->Setup.LowerFloorBound = IsHeld(In::Walk) ? STEPUP_HEIGHT : NO_LOWER_BOUND;
|
||||
coll->Setup.UpperFloorBound = -STEPUP_HEIGHT;
|
||||
coll->Setup.LowerCeilingBound = 0;
|
||||
coll->Setup.BlockFloorSlopeUp = true;
|
||||
coll->Setup.BlockFloorSlopeDown = IsHeld(In::Walk);
|
||||
coll->Setup.BlockDeathFloorDown = IsHeld(In::Walk);
|
||||
coll->Setup.ForwardAngle = player.Control.MoveAngle;
|
||||
GetCollisionInfo(coll, item);
|
||||
LaraResetGravityStatus(item, coll);
|
||||
|
|
|
@ -540,13 +540,9 @@ void LaraSwimCollision(ItemInfo* item, CollisionInfo* coll)
|
|||
coll->Setup.ForwardAngle = item->Pose.Orientation.y;
|
||||
}
|
||||
|
||||
int height = abs(LARA_HEIGHT * phd_sin(item->Pose.Orientation.x));
|
||||
int height = std::max((int)abs(LARA_HEIGHT * phd_sin(item->Pose.Orientation.x)), LARA_HEIGHT_UNDERWATER);
|
||||
auto offset = Vector3i(0, height / 2, 0);
|
||||
|
||||
auto level = g_GameFlow->GetLevel(CurrentLevel);
|
||||
if (height < ((level->GetLaraType() == LaraType::Divesuit) << 6) + 200)
|
||||
height = ((level->GetLaraType() == LaraType::Divesuit) << 6) + 200;
|
||||
|
||||
coll->Setup.UpperFloorBound = -CLICK(0.25f);
|
||||
coll->Setup.Height = height;
|
||||
|
||||
|
|
|
@ -421,8 +421,8 @@ void lara_as_crawl_idle(ItemInfo* item, CollisionInfo* coll)
|
|||
}
|
||||
|
||||
if ((IsHeld(In::Sprint) && CanCrouchRoll(*item, *coll)) ||
|
||||
((IsHeld(In::Draw) || IsHeld(In::Flare)) &&
|
||||
!IsStandingWeapon(item, player.Control.Weapon.GunType) && HasStateDispatch(item, LS_CROUCH_IDLE)))
|
||||
((IsHeld(In::Draw) || (IsHeld(In::Flare) && player.Inventory.TotalFlares)) &&
|
||||
!IsStandingWeapon(item, player.Control.Weapon.GunType) && HasStateDispatch(item, LS_CROUCH_IDLE)))
|
||||
{
|
||||
item->Animation.TargetState = LS_CROUCH_IDLE;
|
||||
player.Control.HandStatus = HandStatus::Free;
|
||||
|
|
|
@ -574,7 +574,7 @@ void HandleWeapon(ItemInfo& laraItem)
|
|||
}
|
||||
else if (player.Inventory.TotalFlares && !player.Control.Look.IsUsingBinoculars)
|
||||
{
|
||||
if (player.Inventory.TotalFlares != -1)
|
||||
if (player.Inventory.TotalFlares != NO_VALUE)
|
||||
player.Inventory.TotalFlares--;
|
||||
|
||||
player.Control.Weapon.RequestGunType = LaraWeaponType::Flare;
|
||||
|
@ -648,7 +648,13 @@ void HandleWeapon(ItemInfo& laraItem)
|
|||
laraItem.Animation.ActiveState == LS_CRAWL_IDLE &&
|
||||
laraItem.Animation.AnimNumber == LA_CRAWL_IDLE)
|
||||
{
|
||||
player.Control.Weapon.RequestGunType = LaraWeaponType::Flare;
|
||||
if (player.Inventory.TotalFlares)
|
||||
{
|
||||
if (player.Inventory.TotalFlares != NO_VALUE)
|
||||
player.Inventory.TotalFlares--;
|
||||
|
||||
player.Control.Weapon.RequestGunType = LaraWeaponType::Flare;
|
||||
}
|
||||
}
|
||||
|
||||
switch (player.Control.HandStatus)
|
||||
|
|
|
@ -476,14 +476,14 @@ void HandlePlayerLookAround(ItemInfo& item, bool invertXAxis)
|
|||
if ((IsHeld(In::Forward) || IsHeld(In::Back)) &&
|
||||
(player.Control.Look.Mode == LookMode::Free || player.Control.Look.Mode == LookMode::Vertical))
|
||||
{
|
||||
axisCoeff.x = AxisMap[(int)InputAxis::Move].y;
|
||||
axisCoeff.x = AxisMap[InputAxisID::Move].y;
|
||||
}
|
||||
|
||||
// Determine Y axis coefficient.
|
||||
if ((IsHeld(In::Left) || IsHeld(In::Right)) &&
|
||||
(player.Control.Look.Mode == LookMode::Free || player.Control.Look.Mode == LookMode::Horizontal))
|
||||
{
|
||||
axisCoeff.y = AxisMap[(int)InputAxis::Move].x;
|
||||
axisCoeff.y = AxisMap[InputAxisID::Move].x;
|
||||
}
|
||||
|
||||
// Determine turn rate base values.
|
||||
|
@ -583,7 +583,7 @@ void HandlePlayerLean(ItemInfo* item, CollisionInfo* coll, short baseRate, short
|
|||
if (!item->Animation.Velocity.z)
|
||||
return;
|
||||
|
||||
float axisCoeff = AxisMap[(int)InputAxis::Move].x;
|
||||
float axisCoeff = AxisMap[InputAxisID::Move].x;
|
||||
int sign = copysign(1, axisCoeff);
|
||||
short maxAngleNormalized = maxAngle * axisCoeff;
|
||||
|
||||
|
@ -604,7 +604,7 @@ void HandlePlayerCrawlFlex(ItemInfo& item)
|
|||
if (item.Animation.Velocity.z == 0.0f)
|
||||
return;
|
||||
|
||||
float axisCoeff = AxisMap[(int)InputAxis::Move].x;
|
||||
float axisCoeff = AxisMap[InputAxisID::Move].x;
|
||||
int sign = copysign(1, axisCoeff);
|
||||
short maxAngleNormalized = FLEX_ANGLE_MAX * axisCoeff;
|
||||
|
||||
|
@ -802,6 +802,7 @@ void HandlePlayerFlyCheat(ItemInfo& item)
|
|||
item.Animation.Velocity = Vector3::Zero;
|
||||
item.Animation.IsAirborne = true;
|
||||
item.Pose.Position.y -= CLICK(0.5f);
|
||||
item.Pose.Scale = Vector3::One;
|
||||
item.HitPoints = LARA_HEALTH_MAX;
|
||||
|
||||
player.Control.WaterStatus = WaterStatus::FlyCheat;
|
||||
|
@ -1230,7 +1231,7 @@ void ModulateLaraTurnRateY(ItemInfo* item, short accelRate, short minTurnRate, s
|
|||
{
|
||||
auto* lara = GetLaraInfo(item);
|
||||
|
||||
float axisCoeff = AxisMap[(int)InputAxis::Move].x;
|
||||
float axisCoeff = AxisMap[InputAxisID::Move].x;
|
||||
if (item->Animation.IsAirborne)
|
||||
{
|
||||
int sign = std::copysign(1, axisCoeff);
|
||||
|
@ -1421,6 +1422,7 @@ void SetLaraVault(ItemInfo* item, CollisionInfo* coll, const VaultTestResult& va
|
|||
auto& player = GetLaraInfo(*item);
|
||||
|
||||
ResetPlayerTurnRateY(*item);
|
||||
item->Animation.IsAirborne = false;
|
||||
player.Context.ProjectedFloorHeight = vaultResult.Height;
|
||||
|
||||
if (vaultResult.SetBusyHands)
|
||||
|
@ -1449,7 +1451,8 @@ void SetLaraLand(ItemInfo* item, CollisionInfo* coll)
|
|||
if (item->Animation.TargetState != LS_RUN_FORWARD)
|
||||
item->Animation.Velocity.z = 0.0f;
|
||||
|
||||
//item->IsAirborne = false; // TODO: Removing this avoids an unusual landing bug. I hope to find a proper solution later. -- Sezz 2022.02.18
|
||||
// TODO: Commenting this avoids an unusual bug where if the player hits a ceiling, they won't land. I hope to find a proper solution later. -- Sezz 2022.02.18
|
||||
//item->Animation.IsAirborne = false;
|
||||
item->Animation.Velocity.y = 0.0f;
|
||||
LaraSnapToHeight(item, coll);
|
||||
}
|
||||
|
|
|
@ -14,6 +14,7 @@
|
|||
#include "Game/effects/effects.h"
|
||||
#include "Game/effects/item_fx.h"
|
||||
#include "Game/effects/Ripple.h"
|
||||
#include "Game/effects/Splash.h"
|
||||
#include "Game/effects/tomb4fx.h"
|
||||
#include "Game/effects/weather.h"
|
||||
#include "Game/items.h"
|
||||
|
@ -38,6 +39,7 @@ using namespace TEN::Effects::Drip;
|
|||
using namespace TEN::Effects::Environment;
|
||||
using namespace TEN::Effects::Items;
|
||||
using namespace TEN::Effects::Ripple;
|
||||
using namespace TEN::Effects::Splash;
|
||||
using namespace TEN::Entities::Switches;
|
||||
using namespace TEN::Input;
|
||||
using namespace TEN::Math;
|
||||
|
@ -1084,7 +1086,7 @@ void FireCrossbow(ItemInfo& laraItem, const std::optional<Pose>& pose)
|
|||
void FireCrossBowFromLaserSight(ItemInfo& laraItem, GameVector* origin, GameVector* target)
|
||||
{
|
||||
auto orient = Geometry::GetOrientToPoint(origin->ToVector3(), target->ToVector3());
|
||||
auto boltPose = Pose(origin->x, origin->y, origin->z, orient);
|
||||
auto boltPose = Pose(origin->ToVector3i(), orient);
|
||||
FireCrossbow(laraItem, boltPose);
|
||||
}
|
||||
|
||||
|
@ -1337,8 +1339,8 @@ void DoExplosiveDamage(ItemInfo& emitter, ItemInfo& target, ItemInfo& projectile
|
|||
SaveGame::Statistics.Level.AmmoHits++;
|
||||
if (target.HitPoints <= 0)
|
||||
{
|
||||
SaveGame::Statistics.Level.Kills++;
|
||||
SaveGame::Statistics.Game.Kills++;
|
||||
SaveGame::Statistics.Level.Kills++;
|
||||
CreatureDie(target.Index, true);
|
||||
}
|
||||
}
|
||||
|
@ -1584,7 +1586,7 @@ void HandleProjectile(ItemInfo& projectile, ItemInfo& emitter, const Vector3i& p
|
|||
continue;
|
||||
|
||||
TriggerExplosionSparks(staticPtr->pos.Position.x, staticPtr->pos.Position.y, staticPtr->pos.Position.z, 3, -2, 0, projectile.RoomNumber);
|
||||
auto pose = Pose(staticPtr->pos.Position.x, staticPtr->pos.Position.y - 128, staticPtr->pos.Position.z, 0, staticPtr->pos.Orientation.y, 0);
|
||||
auto pose = Pose(Vector3i(staticPtr->pos.Position.x, staticPtr->pos.Position.y - 128, staticPtr->pos.Position.z), EulerAngles(0, staticPtr->pos.Orientation.y, 0));
|
||||
TriggerShockwave(&pose, 40, 176, 64, 0, 96, 128, 16, EulerAngles::Identity, 0, true, false, false, (int)ShockwaveStyle::Normal);
|
||||
}
|
||||
|
||||
|
|
|
@ -520,7 +520,7 @@ enum LaraAnim
|
|||
LA_CRAWL_BACK_TO_IDLE_RIGHT = 277, // Crawl back > crawl idle, right foot first
|
||||
LA_REMOVE_PUZZLE = 278, // Remove puzzle item > idle
|
||||
LA_CRAWL_BACK_TO_IDLE_LEFT = 279, // Crawl back > crawl idle, left foot first
|
||||
LA_CRAWL_BACK_TO_IDLE_LEFT_END = 280, // Unused.
|
||||
LA_REMOVE_PUZZLE_UNDERWATER = 280, // Remove puzzle item > underwater idle
|
||||
LA_CRAWL_TURN_LEFT_TO_IDLE_EARLY = 281, // Crawl rotate left > crawl idle, early opportunity
|
||||
LA_CRAWL_TURN_RIGHT_TO_IDLE_EARLY = 282, // Crawl rotate right > crawl idle, early opportunity
|
||||
LA_MONKEY_TURN_LEFT_TO_IDLE_EARLY = 283, // Turn left on monkey swing > monkey swing idle, 1st opportunity
|
||||
|
@ -611,7 +611,7 @@ enum LaraAnim
|
|||
LA_LADDER_RIGHT_CORNER_OUTER_START = 365, // Ladder around outer right corner
|
||||
LA_PUSHABLE_BLOCK_PUSH_EDGE_SLIP = 366,
|
||||
LA_LADDER_LEFT_CORNER_INNER_START = 367, // Ladder around inner left corner
|
||||
LA_LADDER_LEFT_CORNER_INNER_END = 368, // TODO: Remove.
|
||||
LA_UNDERWATER_FLOOR_TRAPDOOR = 368, // Underwater Floor Trapdoor
|
||||
LA_LADDER_RIGHT_CORNER_INNER_START = 369, // Ladder around inner right corner
|
||||
LA_LADDER_RIGHT_CORNER_INNER_END = 370, // TODO: Remove.
|
||||
LA_JUMP_UP_TO_ROPE_START = 371, // Jump up > rope idle (1/2)
|
||||
|
@ -828,8 +828,7 @@ enum LaraAnim
|
|||
NUM_LARA_ANIMS
|
||||
|
||||
// TRASHED ANIMS (reuse slots before going any higher and remove entries from this list when you do):
|
||||
// 280,
|
||||
// 368, 370,
|
||||
// 370,
|
||||
// 442
|
||||
};
|
||||
|
||||
|
|
|
@ -78,38 +78,38 @@ ObjectInfo& ObjectHandler::GetFirstAvailableObject()
|
|||
|
||||
void StaticHandler::Initialize()
|
||||
{
|
||||
_lookupTable.resize(0);
|
||||
_lookupTable.reserve(_defaultLUTSize);
|
||||
_lut.resize(0);
|
||||
_lut.reserve(LUT_SIZE);
|
||||
_statics.resize(0);
|
||||
}
|
||||
|
||||
int StaticHandler::GetIndex(int staticID)
|
||||
{
|
||||
if (staticID < 0 || staticID >= _lookupTable.size())
|
||||
if (staticID < 0 || staticID >= _lut.size())
|
||||
{
|
||||
TENLog("Attempt to get nonexistent static mesh ID slot index (" + std::to_string(staticID) + ")", LogLevel::Warning);
|
||||
return _lookupTable.front();
|
||||
TENLog("Attempted to get index of missing static object " + std::to_string(staticID) + ".", LogLevel::Warning);
|
||||
return _lut.front();
|
||||
}
|
||||
|
||||
return _lookupTable[staticID];
|
||||
return _lut[staticID];
|
||||
}
|
||||
|
||||
StaticInfo& StaticHandler::operator [](int staticID)
|
||||
{
|
||||
if (staticID < 0)
|
||||
{
|
||||
TENLog("Attempt to access illegal static mesh ID slot info", LogLevel::Warning);
|
||||
TENLog("Attempted to access missing static object " + std::to_string(staticID) + ".", LogLevel::Warning);
|
||||
return _statics.front();
|
||||
}
|
||||
|
||||
if (staticID >= _lookupTable.size())
|
||||
_lookupTable.resize(staticID + 1, NO_VALUE);
|
||||
if (staticID >= _lut.size())
|
||||
_lut.resize(staticID + 1, NO_VALUE);
|
||||
|
||||
if (_lookupTable[staticID] != NO_VALUE)
|
||||
return _statics[_lookupTable[staticID]];
|
||||
if (_lut[staticID] != NO_VALUE)
|
||||
return _statics[_lut[staticID]];
|
||||
|
||||
_statics.emplace_back();
|
||||
_lookupTable[staticID] = (int)_statics.size() - 1;
|
||||
_lut[staticID] = (int)_statics.size() - 1;
|
||||
|
||||
return _statics.back();
|
||||
}
|
||||
|
@ -183,7 +183,6 @@ void InitializeSpecialEffects()
|
|||
memset(&SmokeSparks, 0, MAX_SPARKS_SMOKE * sizeof(SMOKE_SPARKS));
|
||||
memset(&Gunshells, 0, MAX_GUNSHELL * sizeof(GUNSHELL_STRUCT));
|
||||
memset(&Blood, 0, MAX_SPARKS_BLOOD * sizeof(BLOOD_STRUCT));
|
||||
memset(&Splashes, 0, MAX_SPLASHES * sizeof(SPLASH_STRUCT));
|
||||
memset(&ShockWaves, 0, MAX_SHOCKWAVE * sizeof(SHOCKWAVE_STRUCT));
|
||||
memset(&Particles, 0, MAX_PARTICLES * sizeof(Particle));
|
||||
|
||||
|
|
|
@ -135,10 +135,10 @@ struct StaticInfo
|
|||
class StaticHandler
|
||||
{
|
||||
private:
|
||||
static const int _defaultLUTSize = 256;
|
||||
static constexpr auto LUT_SIZE = 256;
|
||||
|
||||
std::vector<StaticInfo> _statics = {};
|
||||
std::vector<int> _lookupTable = {};
|
||||
std::vector<int> _lut = {};
|
||||
|
||||
public:
|
||||
void Initialize();
|
||||
|
@ -147,6 +147,7 @@ public:
|
|||
StaticInfo& operator [](int staticID);
|
||||
|
||||
// Iterators
|
||||
|
||||
auto begin() { return _statics.begin(); } // Non-const begin
|
||||
auto end() { return _statics.end(); } // Non-const end
|
||||
auto begin() const { return _statics.cbegin(); } // Const begin
|
||||
|
|
|
@ -93,7 +93,7 @@ void DoThumbstickCamera()
|
|||
|
||||
if (Camera.laraNode == -1 && Camera.target.ToVector3i() == OldCam.target)
|
||||
{
|
||||
const auto& axisCoeff = AxisMap[(int)InputAxis::Camera];
|
||||
const auto& axisCoeff = AxisMap[InputAxisID::Camera];
|
||||
|
||||
if (abs(axisCoeff.x) > EPSILON && abs(Camera.targetAngle) == 0)
|
||||
Camera.targetAngle = ANGLE(VERTICAL_CONSTRAINT_ANGLE * axisCoeff.x);
|
||||
|
@ -423,7 +423,7 @@ void ObjCamera(ItemInfo* camSlotId, int camMeshId, ItemInfo* targetItem, int tar
|
|||
|
||||
//get mesh 0 coordinates.
|
||||
auto pos = GetJointPosition(camSlotId, 0, Vector3i::Zero);
|
||||
auto dest = Vector3(pos.x, pos.y, pos.z) + camSlotId->Pose.Position.ToVector3();
|
||||
auto dest = Vector3(pos.x, pos.y, pos.z);
|
||||
|
||||
GameVector from = GameVector(dest, camSlotId->RoomNumber);
|
||||
Camera.fixedCamera = true;
|
||||
|
@ -659,7 +659,7 @@ void CombatCamera(ItemInfo* item)
|
|||
|
||||
auto pointColl = GetPointCollision(Vector3i(Camera.target.x, Camera.target.y + CLICK(1), Camera.target.z), Camera.target.RoomNumber);
|
||||
if (TestEnvironment(ENV_FLAG_SWAMP, pointColl.GetRoomNumber()))
|
||||
Camera.target.y = g_Level.Rooms[pointColl.GetRoomNumber()].Position.y - CLICK(1);
|
||||
Camera.target.y = g_Level.Rooms[pointColl.GetRoomNumber()].TopHeight - CLICK(1);
|
||||
|
||||
pointColl = GetPointCollision(Camera.target.ToVector3i(), Camera.target.RoomNumber);
|
||||
Camera.target.RoomNumber = pointColl.GetRoomNumber();
|
||||
|
|
|
@ -10,6 +10,7 @@
|
|||
#include "Game/effects/debris.h"
|
||||
#include "Game/effects/effects.h"
|
||||
#include "Game/effects/simple_particle.h"
|
||||
#include "Game/effects/Splash.h"
|
||||
#include "Game/effects/tomb4fx.h"
|
||||
#include "Game/items.h"
|
||||
#include "Game/Lara/lara.h"
|
||||
|
@ -25,6 +26,7 @@
|
|||
using namespace TEN::Collision::Floordata;
|
||||
using namespace TEN::Collision::Point;
|
||||
using namespace TEN::Collision::Sphere;
|
||||
using namespace TEN::Effects::Splash;
|
||||
using namespace TEN::Math;
|
||||
|
||||
constexpr auto ANIMATED_ALIGNMENT_FRAME_COUNT_THRESHOLD = 6;
|
||||
|
@ -331,9 +333,27 @@ void TestForObjectOnLedge(ItemInfo* item, CollisionInfo* coll)
|
|||
|
||||
bool TestLaraPosition(const ObjectCollisionBounds& bounds, ItemInfo* item, ItemInfo* laraItem)
|
||||
{
|
||||
constexpr auto DEBUG_BOX_COLOR = Color(1.0f, 0.0f, 0.0f);
|
||||
|
||||
// Draw oriented debug interaction box.
|
||||
if (DebugMode)
|
||||
{
|
||||
DrawDebugBox(bounds.BoundingBox.ToBoundingOrientedBox(item->Pose), Color(1.0f, 0.0f, 0.0f), RendererDebugPage::CollisionStats);
|
||||
auto obb = bounds.BoundingBox.ToBoundingOrientedBox(item->Pose);
|
||||
auto rotMatrix = item->Pose.Orientation.ToRotationMatrix();
|
||||
|
||||
DrawDebugBox(obb, DEBUG_BOX_COLOR, RendererDebugPage::CollisionStats);
|
||||
DrawDebugLine(
|
||||
obb.Center + Vector3::Transform(Vector3(0.0f, -obb.Extents.y, 0.0f), rotMatrix),
|
||||
obb.Center + Vector3::Transform(Vector3(0.0f, -obb.Extents.y, obb.Extents.z), rotMatrix),
|
||||
DEBUG_BOX_COLOR, RendererDebugPage::CollisionStats);
|
||||
DrawDebugLine(
|
||||
obb.Center + Vector3::Transform(Vector3(0.0f, -obb.Extents.y, obb.Extents.z), rotMatrix),
|
||||
obb.Center + Vector3::Transform(Vector3(0.0f, obb.Extents.y, obb.Extents.z), rotMatrix),
|
||||
DEBUG_BOX_COLOR, RendererDebugPage::CollisionStats);
|
||||
DrawDebugLine(
|
||||
obb.Center + Vector3::Transform(Vector3(0.0f, obb.Extents.y, 0.0f), rotMatrix),
|
||||
obb.Center + Vector3::Transform(Vector3(0.0f, obb.Extents.y, obb.Extents.z), rotMatrix),
|
||||
DEBUG_BOX_COLOR, RendererDebugPage::CollisionStats);
|
||||
}
|
||||
|
||||
auto deltaOrient = laraItem->Pose.Orientation - item->Pose.Orientation;
|
||||
|
@ -872,7 +892,8 @@ void CollideBridgeItems(ItemInfo& item, CollisionInfo& coll, PointCollisionData&
|
|||
auto deltaPose = Pose(deltaPos, deltaOrient);
|
||||
|
||||
// Item is grounded and bridge position changed; set shift.
|
||||
if (deltaPose != Pose::Zero && !item.Animation.IsAirborne)
|
||||
if (deltaPose != Pose::Zero && !item.Animation.IsAirborne &&
|
||||
item.IsLara() ? (GetLaraInfo(item).Control.WaterStatus != WaterStatus::Underwater && GetLaraInfo(item).Control.WaterStatus != WaterStatus::FlyCheat) : true)
|
||||
{
|
||||
const auto& bridgePos = bridgeItem.Pose.Position;
|
||||
|
||||
|
|
|
@ -117,7 +117,7 @@ struct SectorFlagData
|
|||
bool MinecartRight() { return MarkBeetle; }
|
||||
bool MinecartStop() { return (MarkBeetle && MarkTriggerer); }
|
||||
|
||||
bool IsWallClimbable(ClimbDirectionFlags flag)
|
||||
bool IsWallClimbable(ClimbDirectionFlags flag) const
|
||||
{
|
||||
switch (flag)
|
||||
{
|
||||
|
|
|
@ -1,9 +1,6 @@
|
|||
#include "framework.h"
|
||||
#include "Game/control/control.h"
|
||||
|
||||
#include <process.h>
|
||||
#include <filesystem>
|
||||
|
||||
#include "Game/camera.h"
|
||||
#include "Game/collision/collide_room.h"
|
||||
#include "Game/control/flipeffect.h"
|
||||
|
@ -23,6 +20,7 @@
|
|||
#include "Game/effects/simple_particle.h"
|
||||
#include "Game/effects/smoke.h"
|
||||
#include "Game/effects/spark.h"
|
||||
#include "Game/effects/Splash.h"
|
||||
#include "Game/effects/Streamer.h"
|
||||
#include "Game/effects/tomb4fx.h"
|
||||
#include "Game/effects/weather.h"
|
||||
|
@ -55,6 +53,7 @@
|
|||
#include "Scripting/Include/Objects/ScriptInterfaceObjectsHandler.h"
|
||||
#include "Scripting/Include/ScriptInterfaceGame.h"
|
||||
#include "Scripting/Include/Strings/ScriptInterfaceStringsHandler.h"
|
||||
#include "Scripting/Internal/TEN/Flow/Level/FlowLevel.h"
|
||||
#include "Sound/sound.h"
|
||||
#include "Specific/clock.h"
|
||||
#include "Specific/Input/Input.h"
|
||||
|
@ -75,6 +74,7 @@ using namespace TEN::Effects::Hair;
|
|||
using namespace TEN::Effects::Ripple;
|
||||
using namespace TEN::Effects::Smoke;
|
||||
using namespace TEN::Effects::Spark;
|
||||
using namespace TEN::Effects::Splash;
|
||||
using namespace TEN::Effects::Streamer;
|
||||
using namespace TEN::Entities::Creatures::TR3;
|
||||
using namespace TEN::Entities::Generic;
|
||||
|
@ -218,7 +218,7 @@ GameStatus GamePhase(bool insideMenu)
|
|||
UpdateFadeScreenAndCinematicBars();
|
||||
|
||||
// Rumble screen (like in submarine level of TRC).
|
||||
if (g_GameFlow->GetLevel(CurrentLevel)->Rumble)
|
||||
if (g_GameFlow->GetLevel(CurrentLevel)->GetRumbleEnabled())
|
||||
RumbleScreen();
|
||||
|
||||
DoFlipEffect(FlipEffect, LaraItem);
|
||||
|
@ -580,9 +580,13 @@ void InitializeScripting(int levelIndex, bool loadGame)
|
|||
|
||||
void DeInitializeScripting(int levelIndex, GameStatus reason)
|
||||
{
|
||||
// Reload gameflow script to clear level script variables.
|
||||
g_GameFlow->LoadFlowScript();
|
||||
|
||||
g_GameScript->FreeLevelScripts();
|
||||
g_GameScriptEntities->FreeEntities();
|
||||
|
||||
// If level index is 0, it means we are in a title level and game variables should be cleared.
|
||||
if (levelIndex == 0)
|
||||
g_GameScript->ResetScripts(true);
|
||||
}
|
||||
|
@ -699,6 +703,13 @@ void SetupInterpolation()
|
|||
{
|
||||
for (auto& item : g_Level.Items)
|
||||
item.DisableInterpolation = false;
|
||||
|
||||
// HACK: Remove after ScriptInterfaceFlowHandler is deprecated.
|
||||
auto* level = (Level*)g_GameFlow->GetLevel(CurrentLevel);
|
||||
level->Horizon1.SetPosition(level->Horizon1.GetPosition(), true);
|
||||
level->Horizon2.SetPosition(level->Horizon2.GetPosition(), true);
|
||||
level->Horizon1.SetRotation(level->Horizon1.GetRotation(), true);
|
||||
level->Horizon2.SetRotation(level->Horizon2.GetRotation(), true);
|
||||
}
|
||||
|
||||
void HandleControls(bool isTitle)
|
||||
|
|
|
@ -8,7 +8,7 @@ namespace TEN::Control::Volumes
|
|||
{
|
||||
using Activator = std::variant<
|
||||
std::nullptr_t,
|
||||
short,
|
||||
int,
|
||||
MESH_INFO*,
|
||||
CAMERA_INFO*>;
|
||||
|
||||
|
|
|
@ -47,16 +47,16 @@ int TriggerActive(ItemInfo* item)
|
|||
{
|
||||
--item->Timer;
|
||||
if (!item->Timer)
|
||||
item->Timer = -1;
|
||||
item->Timer = NO_VALUE;
|
||||
}
|
||||
else if (item->Timer < -1)
|
||||
else if (item->Timer < NO_VALUE)
|
||||
{
|
||||
++item->Timer;
|
||||
if (item->Timer == -1)
|
||||
if (item->Timer == NO_VALUE)
|
||||
item->Timer = 0;
|
||||
}
|
||||
|
||||
if (item->Timer <= -1)
|
||||
if (item->Timer <= NO_VALUE)
|
||||
flag = !flag;
|
||||
}
|
||||
}
|
||||
|
@ -429,6 +429,10 @@ void TestTriggers(int x, int y, int z, FloorInfo* floor, Activator activator, bo
|
|||
if (!data)
|
||||
return;
|
||||
|
||||
// Don't process legacy triggers if triggerer flag was used in editor and trigger triggerer wasn't activated or used.
|
||||
if (floor->Flags.MarkTriggerer && !floor->Flags.MarkTriggererActive)
|
||||
return;
|
||||
|
||||
short triggerType = (*(data++) >> 8) & TRIGGER_BITS;
|
||||
short flags = *(data++);
|
||||
short timer = flags & TIMER_BITS;
|
||||
|
@ -842,6 +846,10 @@ void TestTriggers(ItemInfo* item, bool isHeavy, int heavyFlags)
|
|||
short roomNumber = item->RoomNumber;
|
||||
auto floor = GetFloor(item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z, &roomNumber);
|
||||
|
||||
// Don't process legacy triggers if triggerer flag was used in editor and trigger triggerer wasn't activated or used.
|
||||
if (floor->Flags.MarkTriggerer && !floor->Flags.MarkTriggererActive)
|
||||
return;
|
||||
|
||||
TestTriggers(item->Pose.Position.x, item->Pose.Position.y, item->Pose.Position.z, floor, (Activator)short(item->Index), isHeavy, heavyFlags);
|
||||
}
|
||||
|
||||
|
@ -850,7 +858,7 @@ void TestTriggers(int x, int y, int z, short roomNumber, bool heavy, int heavyFl
|
|||
auto roomNum = roomNumber;
|
||||
auto floor = GetFloor(x, y, z, &roomNum);
|
||||
|
||||
// Don't process legacy triggers if trigger triggerer wasn't used
|
||||
// Don't process legacy triggers if triggerer flag was used in editor and trigger triggerer wasn't activated or used.
|
||||
if (floor->Flags.MarkTriggerer && !floor->Flags.MarkTriggererActive)
|
||||
return;
|
||||
|
||||
|
|
|
@ -17,7 +17,7 @@ namespace TEN::Control::Volumes
|
|||
constexpr auto CAM_SIZE = 32;
|
||||
constexpr auto EVENT_STATE_MASK = SHRT_MAX;
|
||||
|
||||
bool TestVolumeContainment(const TriggerVolume& volume, const BoundingOrientedBox& box, short roomNumber)
|
||||
bool TestVolumeContainment(const TriggerVolume& volume, const BoundingOrientedBox& box, int roomNumber)
|
||||
{
|
||||
float color = !volume.StateQueue.empty() ? 1.0f : 0.4f;
|
||||
|
||||
|
@ -129,7 +129,7 @@ namespace TEN::Control::Volumes
|
|||
return true;
|
||||
}
|
||||
|
||||
void TestVolumes(short roomNumber, const BoundingOrientedBox& box, ActivatorFlags activatorFlag, Activator activator)
|
||||
void TestVolumes(int roomNumber, const BoundingOrientedBox& box, ActivatorFlags activatorFlag, Activator activator)
|
||||
{
|
||||
if (g_GameFlow->CurrentFreezeMode != FreezeMode::None)
|
||||
return;
|
||||
|
@ -152,7 +152,7 @@ namespace TEN::Control::Volumes
|
|||
if (!volume.DetectInAdjacentRooms && currentRoomIndex != roomNumber)
|
||||
continue;
|
||||
|
||||
if (volume.EventSetIndex == NO_EVENT_SET)
|
||||
if (volume.EventSetIndex == NO_VALUE)
|
||||
continue;
|
||||
|
||||
auto& set = g_Level.VolumeEventSets[volume.EventSetIndex];
|
||||
|
@ -233,18 +233,17 @@ namespace TEN::Control::Volumes
|
|||
TestVolumes(camera->pos.RoomNumber, box, ActivatorFlags::Flyby, camera);
|
||||
}
|
||||
|
||||
void TestVolumes(short roomNumber, MESH_INFO* mesh)
|
||||
void TestVolumes(int roomNumber, MESH_INFO* mesh)
|
||||
{
|
||||
auto box = GetBoundsAccurate(*mesh, false).ToBoundingOrientedBox(mesh->pos);
|
||||
|
||||
TestVolumes(roomNumber, box, ActivatorFlags::Static, mesh);
|
||||
}
|
||||
|
||||
void TestVolumes(short itemNumber, const CollisionSetupData* coll)
|
||||
void TestVolumes(int itemNumber, const CollisionSetupData* coll)
|
||||
{
|
||||
auto& item = g_Level.Items[itemNumber];
|
||||
auto box = (coll != nullptr) ?
|
||||
ConstructRoughBox(item, *coll) : GameBoundingBox(&item).ToBoundingOrientedBox(item.Pose);
|
||||
auto box = (coll != nullptr) ? ConstructRoughBox(item, *coll) : GameBoundingBox(&item).ToBoundingOrientedBox(item.Pose);
|
||||
|
||||
DrawDebugBox(box, Vector4(1.0f, 1.0f, 0.0f, 1.0f), RendererDebugPage::CollisionStats);
|
||||
|
||||
|
|
|
@ -8,8 +8,6 @@ struct CollisionSetupData;
|
|||
|
||||
namespace TEN::Control::Volumes
|
||||
{
|
||||
constexpr auto NO_EVENT_SET = -1;
|
||||
|
||||
constexpr auto VOLUME_BUSY_TIMEOUT = 10;
|
||||
constexpr auto VOLUME_LEAVE_TIMEOUT = 5;
|
||||
|
||||
|
@ -33,14 +31,14 @@ namespace TEN::Control::Volumes
|
|||
struct VolumeState
|
||||
{
|
||||
VolumeStateStatus Status = VolumeStateStatus::Outside;
|
||||
Activator Activator = nullptr;
|
||||
Activator Activator = nullptr;
|
||||
|
||||
int Timestamp = 0;
|
||||
};
|
||||
|
||||
void TestVolumes(short roomNumber, const BoundingOrientedBox& box, ActivatorFlags activatorFlag, Activator activator);
|
||||
void TestVolumes(short itemNumber, const CollisionSetupData* coll = nullptr);
|
||||
void TestVolumes(short roomNumber, MESH_INFO* mesh);
|
||||
void TestVolumes(int roomNumber, const BoundingOrientedBox& box, ActivatorFlags activatorFlag, Activator activator);
|
||||
void TestVolumes(int itemNumber, const CollisionSetupData* coll = nullptr);
|
||||
void TestVolumes(int roomNumber, MESH_INFO* mesh);
|
||||
void TestVolumes(CAMERA_INFO* camera);
|
||||
|
||||
bool HandleEvent(Event& event, Activator& activator);
|
||||
|
|
|
@ -44,7 +44,7 @@ namespace TEN::Debug
|
|||
if (prevString == msg && !allowSpam)
|
||||
return;
|
||||
|
||||
if constexpr (!DebugBuild)
|
||||
if constexpr (!DEBUG_BUILD)
|
||||
{
|
||||
if (config == LogConfig::Debug)
|
||||
return;
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show more
Loading…
Add table
Add a link
Reference in a new issue