Events
事件系统
监听各类系统事件,注册玩家自定义事件常量列表
Events.ON_SHOP_BUY_SUCCESS
- 描述: 当玩家购买商品成功
- 描述: 只有客户端能收到
- 描述: 事件传参: goodsId:number — 商品id
- 描述: 事件传参: goodsCount:number — 商品数量
- 描述: 事件传参: itemId:number|string — 商品物品ID,官方物品ID为number,自定义物品ID为string
System:RegisterEvent( Events.ON_SHOP_BUY_SUCCESS, function (goodsId, goodsCount, itemId) -- goodsId = 商品id, goodsCount = 商品数量, itemId = 商品物品ID, 官方物品ID为number,自定义物品ID为string Log:PrintLog("ON_SHOP_BUY_SUCCESS", goodsId, goodsCount, itemId) end)Events.ON_SHARING_SUCCESS
- 描述: 当玩家分享成功
- 描述: 只有客户端能收到
- 描述: 事件传参: playerId:number — 玩家id
- 描述: 事件传参: friendId:number — 朋友id,可能为空
- 描述: 事件传参: tag:string — 分享标记
System:RegisterEvent( Events.ON_SHARING_SUCCESS, function (playerId, friendId, tag) -- playerId = 玩家id, friendId = 朋友id,可能为空, tag = 分享标记 Log:PrintLog("ON_SHARING_SUCCESS", playerId, friendId, tag) end)Events.ON_SKYBOX_CHANGE
- 描述: 当天空环境变化
- 描述: 在服务端和客户端都能收到
System:RegisterEvent( Events.ON_SKYBOX_CHANGE, function () Log:PrintLog("ON_SKYBOX_CHANGE") end)Events.ON_PRE_GAME_END
- 描述: 当游戏即将结束
- 描述: 在服务端和客户端都能收到
System:RegisterEvent( Events.ON_PRE_GAME_END, function () Log:PrintLog("ON_PRE_GAME_END") end)Events.ON_SOCIAL_INTERACT
- 描述: 当玩家按下互动按钮
- 描述: 只有客户端能收到
- 描述: 事件传参: playerId:number — 玩家Id
System:RegisterEvent( Events.ON_SOCIAL_INTERACT, function (playerId) Log:PrintLog("ON_SOCIAL_INTERACT", playerId) end)Events.ON_PLAYER_ENTER
- 描述: 当玩家进入游戏
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家Id
System:RegisterEvent( Events.ON_PLAYER_ENTER, function (playerId) -- playerId = 玩家id Log:PrintLog("ON_PLAYER_ENTER", playerId) end)Events.ON_PLAYER_LEAVE
- 描述: 当玩家离开游戏
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家Id
System:RegisterEvent( Events.ON_PLAYER_LEAVE, function (playerId) -- playerId = 玩家id Log:PrintLog("ON_PLAYER_LEAVE", playerId) end)Events.ON_PLAYER_TAKE_PHOTO
- 描述: 当玩家拍照
- 描述: 只有客户端能收到
- 描述: 事件传参: playerId:number — 玩家Id
System:RegisterEvent( Events.ON_PLAYER_TAKE_PHOTO, function (playerId) -- playerId = 玩家id Log:PrintLog("ON_PLAYER_TAKE_PHOTO", playerId) end)Events.ON_PLAYER_HOLD_ITEM
- 描述: 当玩家持有物品
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家Id
- 描述: 事件传参: itemId:string — 物品id(官方物品ID也会统一成string形式传出)
System:RegisterEvent( Events.ON_PLAYER_HOLD_ITEM, function (playerId, itemId) -- playerId = 玩家id, itemId = 物品id Log:PrintLog("ON_PLAYER_HOLD_ITEM", playerId, itemId) end)Events.ON_CHARACTER_VICTORY
- 描述: 当玩家游戏胜利
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家Id
System:RegisterEvent( Events.ON_CHARACTER_VICTORY, function (playerId) -- playerId = 玩家id Log:PrintLog("ON_CHARACTER_VICTORY", playerId) end)Events.ON_START_TEXT_CHAT
- 描述: 当玩家开始文本聊天
- 描述: 只有客户端能收到
System:RegisterEvent( Events.ON_START_TEXT_CHAT, function () Log:PrintLog("ON_START_TEXT_CHAT") end)Events.ON_START_VOICE_CHAT
- 描述: 当玩家开始语音聊天
- 描述: 只有客户端能收到
System:RegisterEvent( Events.ON_START_VOICE_CHAT, function () Log:PrintLog("ON_START_VOICE_CHAT", playerId) end)Events.ON_STOP_TEXT_CHAT
- 描述: 当玩家结束文本聊天
- 描述: 只有客户端能收到
System:RegisterEvent( Events.ON_STOP_TEXT_CHAT, function () Log:PrintLog("ON_STOP_TEXT_CHAT") end)Events.ON_STOP_VOICE_CHAT
- 描述: 当玩家结束语音聊天
- 描述: 只有客户端能收到
System:RegisterEvent( Events.ON_STOP_VOICE_CHAT, function () Log:PrintLog("ON_STOP_VOICE_CHAT", playerId) end)Events.ON_TOUCH_SCREEN_PRESSED
- 描述: 当玩家点击屏幕
- 描述: 只有客户端能收到
- 描述: 事件传参: x:number — 屏幕x坐标
- 描述: 事件传参: y:number — 屏幕y坐标
System:RegisterEvent( Events.ON_TOUCH_SCREEN_PRESSED, function (x, y) -- x,y = 屏幕坐标 Log:PrintLog("ON_TOUCH_SCREEN_PRESSED", x, y) end)Events.ON_TOUCH_SCREEN_MOVED
- 描述: 当玩家触摸屏幕移动时
- 描述: 只有客户端能收到
- 描述: 事件传参: x:number — 屏幕x坐标
- 描述: 事件传参: y:number — 屏幕y坐标
System:RegisterEvent( Events.ON_TOUCH_SCREEN_MOVED, function (x, y) -- x,y = 屏幕坐标 Log:PrintLog("ON_TOUCH_SCREEN_MOVED", x, y) end)Events.ON_TOUCH_SCREEN_RELEASED
- 描述: 当玩家触摸屏幕结束时
- 描述: 只有客户端能收到
- 描述: 事件传参: x:number — 屏幕x坐标
- 描述: 事件传参: y:number — 屏幕y坐标
- 描述: 事件传参: touchIndex:number — 第几根手指
System:RegisterEvent( Events.ON_TOUCH_SCREEN_RELEASED, function (x, y, touchIndex) -- x,y = 屏幕坐标, touchIndex = 第几根手指 Log:PrintLog("ON_TOUCH_SCREEN_RELEASED", x, y, touchIndex) end)Events.ON_ACHIEVEMENT_COMPLETED
- 描述: 当玩家完成成就
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家id
- 描述: 事件传参: achievementId:number — 成就id
System:RegisterEvent( Events.ON_ACHIEVEMENT_COMPLETED, function (playerId, achievementId) -- playerId = 玩家id, achievementId = 成就id Log:PrintLog("ON_ACHIEVEMENT_COMPLETED", playerId, achievementId) end)Events.ON_PLAYER_PRELEAVE
- 描述: 当玩家即将离开游戏
- 描述: 只有服务端能收到
- 描述: 点击右上角结束游戏会直接触发该事件,其他手段退出要等两到三分钟,比如游戏中切后台时
- 描述: 事件传参: playerId:number — 玩家id
System:RegisterEvent( Events.ON_PLAYER_PRELEAVE, function (playerId) -- playerId = 玩家id Log:PrintLog("ON_PLAYER_PRELEAVE", playerId) end)Events.ON_MOTION_STATE_CHANGED
- 描述: 当玩家陀螺仪变化
- 描述: 只有客户端能收到
- 描述: 事件传参: playerId:number — 玩家id
- 描述: 事件传参: tilt:number — 倾斜度
- 描述: 事件传参: rotRate:number — 旋转速度
- 描述: 事件传参: gravity:number — 重力大小
- 描述: 事件传参: acc:number — 加速度
System:RegisterEvent( Events.ON_MOTION_STATE_CHANGED, function (playerId, tilt, rotRate, gravity, acc) -- playerId = 玩家id, tilt = 倾斜度, rotRate = 旋转速度, gravity = 重力大小, acc = 加速度 Log:PrintLog("ON_MOTION_STATE_CHANGED", playerId, tilt, rotRate, gravity, acc) end)Events.ON_PLAYER_EQUIP_ITEM
- 描述: 当玩家装备物品
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家id
- 描述: 事件传参: itemId:string — 物品id(官方物品ID也会统一成string形式传出)
- 描述: 事件传参: itemNum:string — 物品数量
System:RegisterEvent( Events.ON_PLAYER_EQUIP_ITEM, function (playerId, itemId, itemNum) -- playerId = 玩家id, itemId = 物品id, itemNum = 物品数量 Log:PrintLog("ON_PLAYER_EQUIP_ITEM", playerId, itemId, itemNum) end)Events.ON_PLAYER_USE_ITEM
- 描述: 当玩家使用物品,目前只有使用充电宝与自制物品可以触发该事件
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家id
- 描述: 事件传参: itemId:string — 物品id(官方物品ID也会统一成string形式传出)
- 描述: 事件传参: itemNum:string — 物品数量
System:RegisterEvent( Events.ON_PLAYER_USE_ITEM, function (playerId, itemId, itemNum) -- playerId = 玩家id, itemId = 物品id, itemNum = 物品数量 Log:PrintLog("ON_PLAYER_USE_ITEM", playerId, itemId, itemNum) end)Events.ON_PLAYER_RESUME
- 描述: 当玩家从切后台状态恢复
- 描述: 只有客户端能收到
System:RegisterEvent( Events.ON_PLAYER_RESUME, function () Log:PrintLog("ON_PLAYER_RESUME") end)Events.ON_PLAYER_RECONNECTED
- 描述: 当玩家断线重连
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家id
- 描述: 事件传参: levelId:number —场景id
System:RegisterEvent( Events.ON_PLAYER_RECONNECTED, function (playerId, levelId) -- playerId = 玩家id, levelId = 场景id Log:PrintLog("ON_PLAYER_RECONNECTED", playerId, levelId) end)Events.ON_PLAYER_WATCH_IAA_AD_FINISH
- 描述: 当玩家观看广告成功时
- 描述: function(mark:string, userId:number) 传参说明:mark = 作者输入的广告观看标记,用于区分同一张地图中多个广告组件共存时的情况, userId = 用户id
System:RegisterEvent( Events.ON_PLAYER_WATCH_IAA_AD_FINISH, function (mark, userId) -- mark = 作者输入的广告观看标记,用于区分同一张地图中多个广告组件共存时的情况, userId = 用户id Log:PrintLog("ON_PLAYER_WATCH_IAA_AD_FINISH", mark, userId) end)Events.ON_PLAYER_JOIN_MIDWAY
- 描述: 当玩家中途加入游戏
- 描述: 只有服务端能收到
- 描述: 如果需要对加入的玩家角色进行一些操作,需要延迟几秒处理
- 描述: 事件传参: playerId:number — 玩家id
- 描述: 事件传参: levelId:number —场景id
System:RegisterEvent( Events.ON_PLAYER_JOIN_MIDWAY, function (playerId, levelId) -- playerId = 玩家id, levelId = 场景id Log:PrintLog("ON_PLAYER_JOIN_MIDWAY", playerId, levelId) end)Events.ON_CHARACTER_CREATED
- 描述: 当角色被创建
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家id
System:RegisterEvent( Events.ON_CHARACTER_CREATED, function (playerId) -- playerId = 玩家id Log:PrintLog("ON_CHARACTER_CREATED", playerId) end)Events.ON_CHARACTER_DESTROYED
- 描述: 当角色被销毁
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家id
System:RegisterEvent( Events.ON_CHARACTER_DESTROYED, function (playerId) --playerId = 玩家的id Log:PrintLog("ON_CHARACTER_DESTROYED", playerId) end)Events.ON_CHARACTER_REVIVED
- 描述: 当角色被销毁复位
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家id
System:RegisterEvent( Events.ON_CHARACTER_REVIVED, function (playerId) --playerId = 玩家的id Log:PrintLog("ON_CHARACTER_REVIVED", playerId) end)Events.ON_PLAYER_GET_PROP
- 描述: 当角色获取道具
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家id
- 描述: 事件传参: propId:number — 道具id
System:RegisterEvent( Events.ON_PLAYER_GET_PROP, function (playerId, propId) -- playerId = 玩家的id, propId = 道具id Log:PrintLog("ON_PLAYER_GET_PROP", playerId, propId) end)Events.ON_PLAYER_USE_PROP
- 描述: 当角色使用道具
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家id
- 描述: 事件传参: propId:number — 道具id
System:RegisterEvent( Events.ON_PLAYER_USE_PROP, function (playerId, propId) -- playerId = 玩家的id, propId = 道具id Log:PrintLog("ON_PLAYER_USE_PROP", playerId, propId) end)Events.ON_CHARACTER_RUSH
- 描述: 当角色冲刺
- 描述: 只有客户端都能收到
- 描述: 事件传参: playerId:number — 玩家id
System:RegisterEvent( Events.ON_CHARACTER_RUSH, function (playerId) --playerId = 玩家的id Log:PrintLog("ON_CHARACTER_RUSH", playerId) end)Events.ON_CHARACTER_DIVE
- 描述: 当角色飞扑
- 描述: 只有客户端都能收到
- 描述: 事件传参: playerId:number — 玩家id
System:RegisterEvent( Events.ON_CHARACTER_DIVE, function (playerId) --playerId = 玩家的id Log:PrintLog("ON_CHARACTER_DIVE", playerId) end)Events.ON_CHARACTER_INTERACT_ELEMENT
- 描述: 当角色与元件交互
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家id
- 描述: 事件传参: elementId:number — 元件id
System:RegisterEvent( Events.ON_CHARACTER_INTERACT_ELEMENT, function (playerId, elementId) --playerId = 玩家的id, elementId = 元件id Log:PrintLog("ON_CHARACTER_INTERACT_ELEMENT", playerId, elementId) end)Events.ON_PLAYER_TOUCH_PLAYER
- 描述: 当角色与其他角色碰撞
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId1:number — 玩家1的id
- 描述: 事件传参: playerId2:number — 玩家2的id
System:RegisterEvent( Events.ON_PLAYER_TOUCH_PLAYER, function (playerId1, playerId2) --playerId1 = 玩家1的id, playerId2 = 玩家2的id Log:PrintLog("ON_PLAYER_TOUCH_PLAYER", playerId1, playerId2) end)Events.ON_PLAYER_TOUCH_CREATURE
- 描述: 当角色和生物发生碰撞
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家id
- 描述: 事件传参: creatureId:number — 生物id
System:RegisterEvent( Events.ON_PLAYER_TOUCH_CREATURE, function (playerId, creatureId) --playerId = 玩家id, creatureId = 生物id Log:PrintLog("ON_PLAYER_TOUCH_CREATURE", playerId, creatureId) end)Events.ON_PLAYER_TOUCH_ELEMENT
- 描述: 当角色与其他元件碰撞
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家id
- 描述: 事件传参: elementId:number — 元件id
System:RegisterEvent( Events.ON_PLAYER_TOUCH_ELEMENT, function (playerId, elementId) --playerId = 玩家id, elementId = 元件id Log:PrintLog("ON_PLAYER_TOUCH_ELEMENT", playerId, elementId) end)Events.ON_CHARACTER_RESPAWN
- 描述: 当角色复活
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家id
System:RegisterEvent( Events.ON_CHARACTER_RESPAWN, function (playerId) --playerId = 玩家id Log:PrintLog("ON_CHARACTER_RESPAWN", playerId) end)Events.ON_CHARACTER_KILLED
- 描述: 当角色被击败
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家id
- 描述: 事件传参: killerId:number — 发出伤害的对象的id
System:RegisterEvent( Events.ON_CHARACTER_KILLED, function (playerId, killerId) --playerId = 玩家id, killerId = 发出伤害的对象的id Log:PrintLog("ON_CHARACTER_KILLED", playerId, killerId) end)Events.ON_CHARACTER_TAKE_DAMAGE
- 描述: 当角色受到伤害
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家id
- 描述: 事件传参: killerId:number — 输出伤害的对象ID
- 描述: 事件传参: damage:number — 伤害数值
System:RegisterEvent( Events.ON_CHARACTER_TAKE_DAMAGE, function (playerId, killerId, damage) -- playerId = 角色ID, killerId = 输出伤害的对象ID, damage = 伤害数值 Log:PrintLog("ON_CHARACTER_TAKE_DAMAGE", playerId, killerId, damage) end)Events.ON_CHARACTER_TAKE_FATAL_DAMAGE
- 描述: 当角色受到致命伤害
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家id
- 描述: 事件传参: killerId:number — 输出伤害的对象ID
System:RegisterEvent( Events.ON_CHARACTER_TAKE_FATAL_DAMAGE, function (playerId, killerId) -- playerId = 角色ID, killerId = 输出伤害的对象ID Log:PrintLog("ON_CHARACTER_TAKE_FATAL_DAMAGE", playerId, killerId) end)Events.ON_CHARACTER_ENTER_SIGNAL_BOX
- 描述: 当角色进入触发盒
- 描述: 在服务端和客户端都能收到
- 描述: 事件传参: playerId:number — 玩家id
- 描述: 事件传参: signalBoxId:number — 触发盒id
System:RegisterEvent( Events.ON_CHARACTER_ENTER_SIGNAL_BOX, function (playerId, signalBoxId) --playerId = 玩家id, signalBoxId = 触发盒id Log:PrintLog("ON_CHARACTER_ENTER_SIGNAL_BOX", playerId, signalBoxId) end)Events.ON_CHARACTER_LEAVE_SIGNAL_BOX
- 描述: 当角色离开触发盒
- 描述: 在服务端和客户端都能收到
- 描述: 事件传参: playerId:number — 玩家id
- 描述: 事件传参: signalBoxId:number — 触发盒id
System:RegisterEvent( Events.ON_CHARACTER_LEAVE_SIGNAL_BOX, function (playerId, signalBoxId) --playerId = 玩家id, signalBoxId = 触发盒id Log:PrintLog("ON_CHARACTER_LEAVE_SIGNAL_BOX", playerId, signalBoxId) end)Events.ON_CHARACTER_START_JUMPING
- 描述: 当角色跳跃
- 描述: 在服务端和客户端都能收到
- 描述: 事件传参: playerId:number — 玩家id
System:RegisterEvent( Events.ON_CHARACTER_START_JUMPING, function (playerId) -- playerId = 玩家id Log:PrintLog("ON_CHARACTER_START_JUMPING", playerId) end)Events.ON_DRIVER_GET_ON_VEHICLE
- 描述: 当角色上载具驾驶位
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家id
System:RegisterEvent( Events.ON_DRIVER_GET_ON_VEHICLE, function (playerId) -- playerId = 玩家id Log:PrintLog("ON_DRIVER_GET_ON_VEHICLE", playerId) end)Events.ON_DRIVER_GET_OFF_VEHICLE
- 描述: 当角色从载具驾驶位下来
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家id
System:RegisterEvent( Events.ON_DRIVER_GET_OFF_VEHICLE, function (playerId) -- playerId = 玩家id Log:PrintLog("ON_DRIVER_GET_OFF_VEHICLE", playerId) end)Events.ON_PASSENGER_GET_ON_VEHICLE
- 描述: 当角色上载具乘客位
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家id
System:RegisterEvent( Events.ON_PASSENGER_GET_ON_VEHICLE, function (playerId) -- playerId = 玩家id Log:PrintLog("ON_PASSENGER_GET_ON_VEHICLE", playerId) end)Events.ON_PASSENGER_GET_OFF_VEHICLE
- 描述: 当角色从载具乘客位下来
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家id
System:RegisterEvent( Events.ON_PASSENGER_GET_OFF_VEHICLE, function (playerId) -- playerId = 玩家id Log:PrintLog("ON_PASSENGER_GET_OFF_VEHICLE", playerId) end)Events.ON_CHARACTER_LIFT
- 描述: 当角色举起
- 描述: 只有服务端能收到
- 描述: 事件传参: liftType:number — 举起目标类型
- 描述: 事件传参: playerId:number — 角色id
- 描述: 事件传参: targetId:number — 目标id
System:RegisterEvent( Events.ON_CHARACTER_LIFT, function (liftType, playerId, targetId) -- liftType = 举起目标类型, playerId = 角色id, targetId = 目标id if liftType == 1 then Log:PrintLog("玩家举起元件", playerId, targetId) elseif liftType == 2 then Log:PrintLog("玩家举起生物", playerId, targetId) elseif liftType == 3 then Log:PrintLog("玩家举起玩家", playerId, targetId) end end)Events.ON_CHARACTER_PUTDOWN
- 描述: 当角色放下
- 描述: 只有服务端能收到
- 描述: 事件传参: downType:number — 放下目标类型
- 描述: 事件传参: playerId:number — 角色id
- 描述: 事件传参: targetId:number — 目标id
System:RegisterEvent( Events.ON_CHARACTER_PUTDOWN, function (downType, playerId, targetId) -- downType = 放下目标类型, playerId = 角色id, targetId = 目标id if type == 1 then Log:PrintLog("玩家放下元件", playerId, targetId) elseif type == 2 then Log:PrintLog("玩家放下生物", playerId, targetId) elseif type == 3 then Log:PrintLog("玩家放下玩家", playerId, targetId) end end)Events.ON_CREATURE_DESTROYED
- 描述: 当生物被销毁
- 描述: 只有服务端能收到
- 描述: 事件传参: creatureId:number — 生物id
System:RegisterEvent( Events.ON_CREATURE_DESTROYED, function (creatureId) -- creatureId = 生物id Log:PrintLog("ON_CREATURE_DESTROYED", creatureId) end)Events.ON_CREATURE_ENTER_TRIGGER
- 描述: 当生物进入触发盒
- 描述: 在服务端和客户端都能收到
- 描述: 事件传参: creatureId:number — 生物id
- 描述: 事件传参: signalboxId:number — 触发盒id
System:RegisterEvent( Events.ON_CREATURE_ENTER_TRIGGER, function (creatureId, signalboxId) -- creatureId = 生物id, signalboxId = 触发盒id Log:PrintLog("ON_CREATURE_ENTER_TRIGGER", creatureId, signalboxId) end)Events.ON_CREATURE_LEAVE_TRIGGER
- 描述: 当生物离开触发盒
- 描述: 在服务端和客户端都能收到
- 描述: 事件传参: creatureId:number — 生物id
- 描述: 事件传参: signalboxId:number — 触发盒id
System:RegisterEvent( Events.ON_CREATURE_LEAVE_TRIGGER, function (creatureId, signalboxId) -- creatureId = 生物id, signalboxId = 触发盒id Log:PrintLog("ON_CREATURE_LEAVE_TRIGGER", creatureId, signalboxId) end)Events.ON_CREATURE_JUMP
- 描述: 当生物跳跃
- 描述: 只有服务端能收到
- 描述: 事件传参: creatureId:number — 生物id
System:RegisterEvent( Events.ON_CREATURE_JUMP, function (creatureId) -- creatureId = 生物id Log:PrintLog("ON_CREATURE_JUMP", creatureId) end)Events.ON_CREATURE_KILLED
- 描述: 当生物被击败
- 描述: 只有服务端能收到
- 描述: 事件传参: creatureId:number — 生物id
- 描述: 事件传参: killerId:number — 击败生物的对象id
System:RegisterEvent( Events.ON_CREATURE_KILLED, function (creatureId, killerId) -- creatureId = 生物id, killerId = 击败生物的对象id Log:PrintLog("ON_CREATURE_KILLED", creatureId, killerId) end)Events.ON_CREATURE_SPRINT
- 描述: 当生物冲刺
- 描述: function(data:table) 传参说明:data = {creature = 生物ID}
- 描述: 只有服务端能收到
- 描述: 事件传参: creatureId:number — 生物id
System:RegisterEvent( Events.ON_CREATURE_SPRINT, function (creatureId) -- creatureId = 生物id Log:PrintLog("ON_CREATURE_SPRINT", creatureId) end)Events.ON_CREATURE_LIFT
- 描述: 当生物举起
- 描述: 只有服务端能收到
- 描述: 事件传参: liftType:number — 举起目标类型
- 描述: 事件传参: creatureId:number — 生物id
- 描述: 事件传参: targetId:number — 目标id
System:RegisterEvent( Events.ON_CREATURE_LIFT, function (liftType, creatureId, targetId) -- liftType = 举起目标类型, creatureId = 生物id, targetId = 目标id if liftType == 1 then Log:PrintLog("举起生物", creatureId, targetId) elseif liftType == 2 then Log:PrintLog("举起元件", creatureId, targetId) elseif liftType == 3 then Log:PrintLog("举起玩家", creatureId, targetId) end end)Events.ON_CREATURE_PUTDOWN
- 描述: 当生物放下
- 描述: 只有服务端能收到
- 描述: 事件传参: downType:number — 放下目标类型
- 描述: 事件传参: creatureId:number — 生物id
- 描述: 事件传参: targetId:number — 目标id
System:RegisterEvent( Events.ON_CREATURE_PUTDOWN, function (downType, creatureId, targetId) -- downType = 放下目标类型, creatureId = 生物id, targetId = 目标id if downType == 1 then Log:PrintLog("放下生物", creatureId, targetId) elseif downType == 2 then Log:PrintLog("放下元件", creatureId, targetId) elseif downType == 3 then Log:PrintLog("放下玩家", creatureId, targetId) end end)Events.ON_CREATURE_DIVE
- 描述: 当生物飞扑
- 描述: 只有服务端能收到
- 描述: 事件传参: creatureId:number — 生物id
System:RegisterEvent( Events.ON_CREATURE_DIVE, function (creatureId) -- creatureId = 生物id Log:PrintLog("ON_CREATURE_DIVE", creatureId) end)Events.ON_CREATURE_TOUCH_PLAYER
- 描述: 当生物与角色碰撞
- 描述: 只有服务端能收到
- 描述: 事件传参: creatureId:number — 生物id
- 描述: 事件传参: playerId:number — 玩家id
System:RegisterEvent( Events.ON_CREATURE_TOUCH_PLAYER, function (creatureId, playerId) -- creatureId = 生物id, playerId = 玩家id Log:PrintLog("ON_CREATURE_TOUCH_PLAYER", creatureId, playerId) end)Events.ON_CREATURE_TOUCH_CREATURE
- 描述: 当生物与生物碰撞
- 描述: 只有服务端能收到
- 描述: 事件传参: creatureId1:number — 生物1的Id
- 描述: 事件传参: creatureId2:number — 生物2的Id
System:RegisterEvent( Events.ON_CREATURE_TOUCH_CREATURE, function (creatureId1, creatureId2) -- creatureId1 = 生物1的Id, creatureId2 = 生物2的Id Log:PrintLog("ON_CREATURE_TOUCH_CREATURE", creatureId1, creatureId2) end)Events.ON_CREATURE_TOUCH_ELEMENT
- 描述: 当生物与元件碰撞
- 描述: 只有服务端能收到
- 描述: 事件传参: creatureId:number — 生物Id
- 描述: 事件传参: elementId:number — 元件Id
System:RegisterEvent( Events.ON_CREATURE_TOUCH_ELEMENT, function (creatureId, elementId) -- creatureId = 生物Id, elementId = 元件Id Log:PrintLog("ON_CREATURE_TOUCH_ELEMENT", creatureId, elementId) end)Events.ON_CREATURE_PLAYING_CLICKED
- 描述: 当生物被点击
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家ID
- 描述: 事件传参: creatureId:number — 生物ID
- 描述: 事件传参: pos:Engine.Vector — 位置
System:RegisterEvent( Events.ON_CREATURE_PLAYING_CLICKED, function (playerId, creatureId, pos) -- playerId = 玩家ID, creatureId = 生物ID, pos = 位置 Log:PrintLog("ON_CREATURE_PLAYING_CLICKED", playerId, creatureId, pos.X, pos.Y, pos.Z) end)Events.ON_CREATURE_PLAYING_RELEASED
- 描述: 当生物被松开
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家ID
- 描述: 事件传参: creatureId:number — 生物ID
- 描述: 事件传参: pos:Engine.Vector — 位置
System:RegisterEvent( Events.ON_CREATURE_PLAYING_RELEASED, function (playerId, creatureId, pos) -- playerId = 玩家ID, creatureId = 生物ID, pos = 位置 Log:PrintLog("ON_CREATURE_PLAYING_RELEASED", playerId, creatureId, pos.X, pos.Y, pos.Z) end)Events.ON_CREATURE_PLAYING_DRAGGED
- 描述: 当生物被拖动
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家ID
- 描述: 事件传参: creatureId:number — 生物ID
- 描述: 事件传参: pos:Engine.Vector — 位置
System:RegisterEvent( Events.ON_CREATURE_PLAYING_DRAGGED, function (playerId, creatureId, pos) -- playerId = 玩家ID, creatureId = 生物ID, pos = 位置 Log:PrintLog("ON_CREATURE_PLAYING_DRAGGED", playerId, creatureId, pos.X, pos.Y, pos.Z) end)Events.ON_CREATURE_RESPAWN
- 描述: 当生物复活
- 描述: 只有服务端能收到
- 描述: 事件传参: creatureId:number — 生物ID
System:RegisterEvent( Events.ON_CREATURE_RESPAWN, function (creatureId) -- creatureId = 生物id Log:PrintLog("ON_CREATURE_RESPAWN", creatureId) end)Events.ON_BEFORE_CREATURE_TAKING_DAMAGE
- 描述: 当生物受到伤害前
- 描述: 只有服务端能收到
- 描述: 事件传参: creatureId:number — 生物ID
- 描述: 事件传参: killerId:number — 发出伤害的对象ID
- 描述: 事件传参: damage:number — 伤害的数值
System:RegisterEvent( Events.ON_BEFORE_CREATURE_TAKING_DAMAGE, function (creatureId, killerId, damage) -- creatureId = 生物ID, killerId = 发出伤害的对象ID, damage = 伤害的数值 Log:PrintLog("ON_BEFORE_CREATURE_TAKING_DAMAGE", creatureId, killerId, damage) end)Events.ON_BEFORE_CREATURE_GETTING_HEALING
- 描述: 当生物受到治疗前
- 描述: 只有服务端能收到
- 描述: 事件传参: creatureId:number — 生物ID
- 描述: 事件传参: doctorId:number — 发出治疗的对象ID
- 描述: 事件传参: hp:number — 治疗的数值
System:RegisterEvent( Events.ON_BEFORE_CREATURE_GETTING_HEALING, function (creatureId, doctorId, hp) -- creatureId = 生物ID, doctorId = 发出治疗的对象ID, hp = 治疗的数值 Log:PrintLog("ON_BEFORE_CREATURE_GETTING_HEALING", creatureId, doctorId, hp) end)Events.ON_CREATURE_TAKE_DAMAGE
- 描述: 当生物受到伤害
- 描述: 只有服务端能收到
- 描述: 事件传参: creatureId:number — 生物ID
- 描述: 事件传参: killerId:number — 发出伤害的对象ID
System:RegisterEvent( Events.ON_CREATURE_TAKE_DAMAGE, function (creatureId, killerId) -- creatureId = 生物ID, killerId = 发出伤害的对象ID Log:PrintLog("ON_CREATURE_TAKE_DAMAGE", creatureId, killerId) end)Events.ON_CREATURE_TAKE_FATAL_DAMAGE
- 描述: 当生物受到致命伤害
- 描述: 只有服务端能收到
- 描述: 事件传参: creatureId:number — 生物ID
- 描述: 事件传参: killerId:number — 发出伤害的对象ID
System:RegisterEvent( Events.ON_CREATURE_TAKE_FATAL_DAMAGE, function (creatureId, killerId) -- creatureId = 生物ID, killerId = 发出伤害的对象ID Log:PrintLog("ON_CREATURE_TAKE_FATAL_DAMAGE", creatureId, killerId) end)Events.ON_CREATURE_CREATED
- 描述: 当生物被创建
- 描述: 只有服务端能收到
- 描述: 如果需要监听地图中摆放的生物,需要在函数外部注册事件
- 描述: 事件传参: creatureId:number — 生物ID
System:RegisterEvent( Events.ON_CREATURE_CREATED, function (creatureId) -- creatureId = 生物ID Log:PrintLog("ON_CREATURE_CREATED", creatureId) end)Events.ON_AI_TAKEOVER
- 描述: 当AI接管玩家角色时
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 角色ID
System:RegisterEvent( Events.ON_AI_TAKEOVER, function (playerId) -- playerId = 角色ID Log:PrintLog("ON_AI_TAKEOVER", playerId) end)Events.ON_ELEMENT_DESTROYED
- 描述: 当元件被销毁
- 描述: 只有服务端能收到
- 描述: 事件传参: elementId:number — 元件ID
System:RegisterEvent( Events.ON_ELEMENT_DESTROYED, function (elementId) -- elementId = 元件ID Log:PrintLog("ON_ELEMENT_DESTROYED", elementId) end)Events.ON_ELEMENT_START_MOVING
- 描述: 当任意运动单元激活
- 描述: 只有服务端能收到
- 描述: 事件传参: elementId:number — 元件ID
System:RegisterEvent( Events.ON_ELEMENT_START_MOVING, function (elementId) -- elementId = 元件ID Log:PrintLog("ON_ELEMENT_START_MOVING", elementId) end)Events.ON_ELEMENT_END_MOVING
- 描述: 当全部运动单元停止
- 描述: 只有服务端能收到
- 描述: 事件传参: elementId:number — 元件ID
System:RegisterEvent( Events.ON_ELEMENT_END_MOVING, function (elementId) -- elementId = 元件ID Log:PrintLog("ON_ELEMENT_END_MOVING", elementId) end)Events.ON_ELEMENT_TOUCH_PLAYER
- 描述: 当元件和角色碰撞
- 描述: 只有服务端能收到
- 描述: 事件传参: elementId:number — 元件id
- 描述: 事件传参: playerId:number — 玩家id
System:RegisterEvent( Events.ON_ELEMENT_TOUCH_PLAYER, function (elementId, playerId) -- elementId = 元件ID, playerId = 角色ID Log:PrintLog("ON_ELEMENT_TOUCH_PLAYER", elementId, playerId) end)Events.ON_ELEMENT_CREATED
- 描述: 当元件被创建
- 描述: 只有发起创建端能收到
- 描述: 如果需要监听地图中摆放的元件,需要在函数外部注册事件
- 描述: 事件传参: elementId:number — 元件id
System:RegisterEvent( Events.ON_ELEMENT_CREATED, function (elementId) -- elementId = 元件ID Log:PrintLog("ON_ELEMENT_CREATED", elementId) end)Events.ON_ELEMENT_ENTER_TRIGGER
- 描述: 当元件进入触发盒
- 描述: 服务端和客户端都能收到
- 描述: 事件传参: elementId:number — 元件id
- 描述: 事件传参: signalBoxId:number — 触发盒ID
System:RegisterEvent( Events.ON_ELEMENT_ENTER_TRIGGER, function (elementId, signalBoxId) --elementId = 元件ID, signalBoxId = 触发盒ID Log:PrintLog("ON_ELEMENT_ENTER_TRIGGER", elementId, signalBoxId) end)Events.ON_ELEMENT_LEAVE_TRIGGER
- 描述: 当元件离开触发盒
- 描述: 服务端和客户端都能收到
- 描述: 事件传参: elementId:number — 元件id
- 描述: 事件传参: signalBoxId:number — 触发盒ID
System:RegisterEvent( Events.ON_ELEMENT_LEAVE_TRIGGER, function (elementId, signalBoxId) --elementId = 元件ID, signalBoxId = 触发盒ID Log:PrintLog("ON_ELEMENT_LEAVE_TRIGGER", elementId, signalBoxId) end)Events.ON_ELEMENT_PLAYING_DRAGGED
- 描述: 当元件被拖动
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家ID
- 描述: 事件传参: elementId:number — 元件ID
- 描述: 事件传参: pos:Engine.Vector — 位置
System:RegisterEvent( Events.ON_ELEMENT_PLAYING_DRAGGED, function (playerId, elementId, pos) -- playerId = 玩家ID, elementId = 元件ID, pos = 位置 Log:PrintLog("ON_ELEMENT_PLAYING_DRAGGED", playerId, elementId, pos.X, pos.Y, pos.Z) end)Events.ON_ELEMENT_PLAYING_CLICKED
- 描述: 当元件被点击
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家ID
- 描述: 事件传参: elementId:number — 元件ID
- 描述: 事件传参: pos:Engine.Vector — 位置
System:RegisterEvent( Events.ON_ELEMENT_PLAYING_CLICKED, function (playerId, elementId, pos) -- playerId = 玩家ID, elementId = 元件ID, pos = 位置 Log:PrintLog("ON_ELEMENT_PLAYING_CLICKED", playerId, elementId, pos.X, pos.Y, pos.Z) end)Events.ON_ELEMENT_PLAYING_RELEASED
- 描述: 当元件被松开
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家ID
- 描述: 事件传参: elementId:number — 元件ID
- 描述: 事件传参: pos:Engine.Vector — 位置
System:RegisterEvent( Events.ON_ELEMENT_PLAYING_RELEASED, function (playerId, elementId, pos) -- playerId = 玩家ID, elementId = 元件ID, pos = 位置 Log:PrintLog("ON_ELEMENT_PLAYING_RELEASED", playerId, elementId, pos.X, pos.Y, pos.Z) end)Events.ON_ELEMENT_TOUCH_CREATURE
- 描述: 当元件和生物发生碰撞
- 描述: 服务端和客户端都能收到
- 描述: 事件传参: elementId:number — 元件ID
- 描述: 事件传参: creatureId:number — 生物ID
System:RegisterEvent( Events.ON_ELEMENT_TOUCH_CREATURE, function (elementId, creatureId) --elementId = 元件ID, creatureId = 生物ID Log:PrintLog("ON_ELEMENT_TOUCH_CREATURE", elementId, creatureId) end)Events.ON_ELEMENT_HIT_ELEMENT
- 描述: 当元件碰撞元件
- 描述: 服务端和客户端都能收到
- 描述: 事件传参: elementId1:number — 元件1的ID
- 描述: 事件传参: elementId2:number — 元件2的ID
System:RegisterEvent( Events.ON_ELEMENT_HIT_ELEMENT, function (elementId1, elementId2) --elementId1 = 元件1的ID, elementId2 = 元件2的ID Log:PrintLog("ON_ELEMENT_HIT_ELEMENT", elementId1, elementId2) end)Events.ON_LOGIC_ACTOR_ENTER_TRIGGER
- 描述: 当逻辑元件进入触发盒
- 描述: 只有服务端能收到
- 描述: 事件传参: elementId:number — 元件ID
- 描述: 事件传参: signalBoxId:number — 触发盒ID
System:RegisterEvent( Events.ON_LOGIC_ACTOR_ENTER_TRIGGER, function (elementId, signalBoxId) --elementId = 元件ID, signalBoxId = 触发盒ID Log:PrintLog("ON_LOGIC_ACTOR_ENTER_TRIGGER", elementId, signalBoxId) end)Events.ON_LOGIC_ACTOR_LEAVE_TRIGGER
- 描述: 当逻辑元件离开触发盒
- 描述: 只有服务端能收到
- 描述: 事件传参: elementId:number — 元件ID
- 描述: 事件传参: signalBoxId:number — 触发盒ID
System:RegisterEvent( Events.ON_LOGIC_ACTOR_LEAVE_TRIGGER, function (elementId, signalBoxId) --elementId = 元件ID, signalBoxId = 触发盒ID Log:PrintLog("ON_LOGIC_ACTOR_LEAVE_TRIGGER", elementId, signalBoxId) end)Events.ON_LOGIC_ACTOR_CREATED
- 描述: 当逻辑元件被创建
- 描述: 只有服务端能收到
- 描述: 事件传参: elementId:number — 元件ID
System:RegisterEvent( Events.ON_LOGIC_ACTOR_CREATED, function (elementId) --elementId = 元件ID Log:PrintLog("ON_LOGIC_ACTOR_CREATED", elementId) end)Events.ON_LOGIC_ACTOR_DESTROYED
- 描述: 当逻辑元件被销毁
- 描述: 只有服务端能收到
- 描述: 事件传参: elementId:number — 元件ID
System:RegisterEvent( Events.ON_LOGIC_ACTOR_DESTROYED, function (elementId) --elementId = 元件ID Log:PrintLog("ON_LOGIC_ACTOR_DESTROYED", elementId) end)Events.ON_LOGIC_ACTOR_START_MOVING
- 描述: 当任意运动单元激活
- 描述: 只有服务端能收到
- 描述: 事件传参: elementId:number — 元件ID
System:RegisterEvent( Events.ON_LOGIC_ACTOR_START_MOVING, function (elementId) --elementId = 元件ID Log:PrintLog("ON_LOGIC_ACTOR_START_MOVING", elementId) end)Events.ON_LOGIC_ACTOR_END_MOVING
- 描述: 当元件全部运动单元停止
- 描述: 只有服务端能收到
- 描述: 事件传参: elementId:number — 元件ID
System:RegisterEvent( Events.ON_LOGIC_ACTOR_END_MOVING, function (elementId) --elementId = 元件ID Log:PrintLog("ON_LOGIC_ACTOR_END_MOVING", elementId) end)Events.ON_GROUP_ACTOR_CREATED
- 描述: 当模组被创建
- 描述: 只有发起创建端能收到
- 描述: 事件传参: groupId:number — 模组ID
System:RegisterEvent( Events.ON_GROUP_ACTOR_CREATED, function (groupId) --groupId = 模组ID Log:PrintLog("ON_GROUP_ACTOR_CREATED", groupId) end)Events.ON_GROUP_ACTOR_DESTROYED
- 描述: 当模组被销毁
- 描述: 只有服务端能收到
- 描述: 事件传参: groupId:number — 模组ID
System:RegisterEvent( Events.ON_GROUP_ACTOR_DESTROYED, function (groupId) --groupId = 模组ID Log:PrintLog("ON_GROUP_ACTOR_DESTROYED", groupId) end)Events.ON_EFFECT_CREATED_IN_WORLD
- 描述: 当特效创建在场景中
- 描述: 只有客户端能收到
- 描述: 事件传参: effectId:number — 特效ID
- 描述: 事件传参: pos:Engine.Vector — 位置
System:RegisterEvent( Events.ON_EFFECT_CREATED_IN_WORLD, function (effectId, pos) -- effectId = 特效ID, pos = 位置 Log:PrintLog("ON_EFFECT_CREATED_IN_WORLD", effectId, pos.X, pos.Y, pos.Z) end)Events.ON_EFFECT_CREATED_ON_CHARACTER
- 描述: 当特效创建在角色上
- 描述: 只有客户端能收到
- 描述: 事件传参: effectId:number — 特效ID
- 描述: 事件传参: playerId:number — 玩家ID
System:RegisterEvent( Events.ON_EFFECT_CREATED_ON_CHARACTER, function (effectId, playerId) -- effectId = 特效ID, playerId = 玩家ID Log:PrintLog("ON_EFFECT_CREATED_ON_CHARACTER", effectId, playerId) end)Events.ON_EFFECT_CREATED_ON_ELEMENT
- 描述: 当特效创建在元件上
- 描述: 只有客户端能收到
- 描述: 事件传参: effectId:number — 特效ID
- 描述: 事件传参: elementId:number — 元件ID
System:RegisterEvent( Events.ON_EFFECT_CREATED_ON_ELEMENT, function (effectId, elementId) -- effectId = 特效ID, elementId = 元件ID Log:PrintLog("ON_EFFECT_CREATED_ON_ELEMENT", effectId, elementId) end)Events.ON_EFFECT_CREATED_ON_CREATURE
- 描述: 当特效创建在生物上
- 描述: 只有客户端能收到
- 描述: 事件传参: effectId:number — 特效ID
- 描述: 事件传参: creatureId:number — 生物ID
System:RegisterEvent( Events.ON_EFFECT_CREATED_ON_CREATURE, function (effectId, creatureId) -- effectId = 特效ID, creatureId = 生物ID Log:PrintLog("ON_EFFECT_CREATED_ON_CREATURE", effectId, creatureId) end)Events.ON_PLAYER_THROWN_ITEM
- 描述: 当玩家丢弃物品
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家ID
- 描述: 事件传参: itemId:string — 物品类型id(官方物品ID也会统一成string形式传出)
- 描述: 事件传参: instanceId:string — 丢弃物品实例Id
- 描述: 事件传参: num:number — 丢弃物品数量
- 描述: 事件传参: pos:Engine.Vector — 丢弃物品位置
System:RegisterEvent( Events.ON_PLAYER_THROWN_ITEM, function (playerId, itemId, instanceId, num, pos) -- playerId = 玩家ID, itemId = 物品类型ID, instanceId = 丢弃物品实例Id, num = 丢弃物品数量, pos = 丢弃物品位置 Log:PrintLog("ON_PLAYER_THROWN_ITEM", playerId, itemId, instanceId, num, pos.X, pos.Y, pos.Z) end)Events.ON_PLAYER_ITEM_DROPPED
- 描述: 当玩家的物品掉落
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家ID
- 描述: 事件传参: itemId:string — 物品类型ID(官方物品ID也会统一成string形式传出)
- 描述: 事件传参: instanceId:string — 掉落物实例Id
- 描述: 事件传参: num:number — 掉落物数量
- 描述: 事件传参: pos:Engine.Vector — 掉落物位置
System:RegisterEvent( Events.ON_PLAYER_ITEM_DROPPED, function (playerId, itemId, instanceId, num, pos) -- playerId = 玩家ID, itemId = 物品类型ID, instanceId = 掉落物实例Id, num = 掉落物数量, pos = 掉落物位置 Log:PrintLog("ON_PLAYER_ITEM_DROPPED", playerId, itemId, instanceId, num, pos.X, pos.Y, pos.Z) end)Events.ON_PERSONAL_SCORE_CHANGED
- 描述: 当玩家积分变化
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家ID
- 描述: 事件传参: oldScore:number — 之前的积分
- 描述: 事件传参: newScore:number — 最新的积分
System:RegisterEvent( Events.ON_PERSONAL_SCORE_CHANGED, function (playerId, oldScore, newScore) -- playerId = 玩家ID, oldScore = 之前的积分, newScore = 最新的积分 Log:PrintLog("ON_PERSONAL_SCORE_CHANGED", playerId, oldScore, newScore) end)Events.ON_PLAYER_GET_ITEM
- 描述: 当玩家获得物品
- 描述: 只有服务端能收到
- 描述: 事件传参: playerId:number — 玩家ID
- 描述: 事件传参: itemId:string — 物品ID(官方物品ID也会统一成string形式传出)
- 描述: 事件传参: num:number — 物品数量
- 描述: 事件传参: isCustom:boolean — 是否为自制物品
System:RegisterEvent( Events.ON_PLAYER_GET_ITEM, function (playerId, itemId, num, isCustom) -- playerId = 玩家ID, itemId = 物品ID, num = 物品数量, isCustom = 是否为自制物品 Log:PrintLog("ON_PLAYER_GET_ITEM", playerId, itemId, num, isCustom) end)Events.ON_CREATURE_GET_PROP
- 描述: 当生物获取道具
- 描述: 只有服务端能收到
- 描述: 事件传参: creatureId:number — 生物id
- 描述: 事件传参: propId:number — 道具id
System:RegisterEvent( Events.ON_CREATURE_GET_PROP, function (creatureId, propId) -- creatureId = 生物的id, propId = 道具id Log:PrintLog("ON_CREATURE_GET_PROP", creatureId, propId) end)Events.ON_DIALOGUE_FINISH
- 描述: 当剧本结束
- 描述: 只有客户端能收到
- 描述: 事件传参: storyID:number — 剧本ID
System:RegisterEvent( Events.ON_DIALOGUE_FINISH, function (storyID) -- storyID = 剧本ID Log:PrintLog("ON_DIALOGUE_FINISH", storyID) end)Events.ON_TASK_ACCEPT
- 描述: 当接受任务
- 描述: 在服务端和客户端都能收到
- 描述: 事件传参: taskID:number — 任务ID
- 描述: 事件传参: playerID:number — 玩家ID
System:RegisterEvent( Events.ON_TASK_ACCEPT, function (taskID, playerID) -- taskID = 任务ID, playerID = 玩家ID Log:PrintLog("ON_TASK_ACCEPT", taskID, playerID) end)Events.ON_TASK_FINISH
- 描述: 当完成任务
- 描述: 在服务端和客户端都能收到
- 描述: 事件传参: taskID:number — 任务ID
- 描述: 事件传参: playerID:number — 玩家ID
System:RegisterEvent( Events.ON_TASK_FINISH, function (taskID, playerID) -- taskID = 任务ID, playerID = 玩家ID Log:PrintLog("ON_TASK_FINISH", taskID, playerID) end)Events.ON_BUTTON_PRESSED
- 描述: 当按钮按下
- 描述: 只有打开拖动、注册UI点击事件以及UI:SetHittable的按钮可以接收
- 描述: 只有客户端能收到
- 描述: 事件传参: itemUID:number — 按钮ID
- 描述: 事件传参: x:number — 按钮X坐标
- 描述: 事件传参: y:number — 按钮Y坐标
System:RegisterEvent( Events.ON_BUTTON_PRESSED, function (itemUID, x, y) -- itemUID = 按钮ID, x = 按钮X坐标, y = 按钮Y坐标 Log:PrintLog("ON_BUTTON_PRESSED", itemUID, x, y) end)Events.ON_BUTTON_RELEASED
- 描述: 当按钮松开
- 描述: 只有打开拖动、注册UI点击事件以及UI:SetHittable的按钮可以接收
- 描述: 只有客户端能收到
- 描述: 事件传参: itemUID:number — 按钮ID
- 描述: 事件传参: x:number — 按钮X坐标
- 描述: 事件传参: y:number — 按钮Y坐标
System:RegisterEvent( Events.ON_BUTTON_RELEASED, function (itemUID, x, y) -- itemUID = 按钮ID, x = 按钮X坐标, y = 按钮Y坐标 Log:PrintLog("ON_BUTTON_RELEASED", itemUID, x, y) end)Events.ON_BUTTON_MOVED
- 描述: 当按钮拖动
- 描述: 只有打开拖动的按钮可以接收
- 描述: 只有客户端能收到
- 描述: 事件传参: itemUID:number — 按钮ID
- 描述: 事件传参: x:number — 按钮X坐标
- 描述: 事件传参: y:number — 按钮Y坐标
System:RegisterEvent( Events.ON_BUTTON_MOVED, function (itemUID, x, y) -- itemUID = 按钮ID, x = 按钮X坐标, y = 按钮Y坐标 Log:PrintLog("ON_BUTTON_MOVED", itemUID, x, y) end)Events.ON_BUTTON_CLICKED
- 描述: 当按钮点击
- 描述: 只有打开拖动、注册UI点击事件以及UI:SetHittable的按钮可以接收
- 描述: 只有客户端能收到
- 描述: 事件传参: itemUID:number — 按钮ID
System:RegisterEvent( Events.ON_BUTTON_CLICKED, function (itemUID) -- itemUID = 按钮ID Log:PrintLog("ON_BUTTON_CLICKED", itemUID) end)Events.ON_SEND_MSG
- 描述: 当玩家发送聊天消息
- 描述: 只有服务端能收到
- 描述: 事件传参: playerID:number — 玩家ID
- 描述: 事件传参: message:string — 消息内容
System:RegisterEvent( Events.ON_SEND_MSG, function (playerID, message) -- playerID = 玩家ID, message = 消息内容 Log:PrintLog("ON_SEND_MSG", playerID, message) end)Events.ON_PUBLIC_ATTR_MODIFID
- 描述: 当互动数值变更
- 描述: 只有客户端能收到
- 描述: 事件传参: playerId:number — 玩家ID
System:RegisterEvent( Events.ON_PUBLIC_ATTR_MODIFID, function (playerId) --playerId = 玩家ID Log:PrintLog("ON_PUBLIC_ATTR_MODIFID", playerId) end)Events.ON_BEFORE_CHARACTER_TAKE_HURT
- 描述: 当角色受伤前
- 描述: 在服务端和客户端都能收到
- 描述: 事件传参: character:number — 受到伤害的角色 object:number — 造成伤害的对象 damage:number — 伤害值
System:RegisterEvent( Events.ON_BEFORE_CHARACTER_TAKE_HURT, function (character, object, damage) -- character = 受到伤害的角色 object = 造成伤害的对象 damage = 伤害值 Log:PrintLog("ON_BEFORE_CHARACTER_TAKE_HURT", character, object, damage) end)Events.ON_BEFORE_CHARACTER_GET_HEAL
- 描述: 当角色受到治疗前
- 描述: 在服务端和客户端都能收到
- 描述: 事件传参: character:number — 受到治疗的角色 object:number — 发起治疗的对象 heal:number — 治疗值
System:RegisterEvent( Events.ON_BEFORE_CHARACTER_GET_HEAL, function (character, object, heal) -- character = 受到治疗的角色 object = 发起治疗的对象 heal = 治疗值 Log:PrintLog("ON_BEFORE_CHARACTER_GET_HEAL", character, object, heal) end)Events.ON_HITRESPONSEBOX_RECEIVE_DAMAGE
- 描述: 当伤害响应盒
- 描述: 只有服务端能收到
- 描述: 事件传参: ElementID:伤害响应盒ID DamageCauserUID:造成伤害的对象ID DamageCauserType:造成伤害的对象类型 DamageAmount:伤害值 HitType:伤害类型
- 描述: DamageCauserType : MiscService.EQueryableObjectType
- 描述: HitType : LogicElement.WEAPON_TYPE
System:RegisterEvent( Events.ON_HITRESPONSEBOX_RECEIVE_DAMAGE, function (ElementID, DamageCauserUID, DamageCauserType, DamageAmount, HitType) -- ElementID = 伤害响应盒ID DamageCauserUID = 造成伤害的对象ID DamageCauserType = 造成伤害的对象类型 DamageAmount = 伤害值 HitType = 伤害类型 Log:PrintLog("ON_HITRESPONSEBOX_RECEIVE_DAMAGE", ElementID, DamageCauserUID, DamageCauserType, DamageAmount, HitType) end)Events.ON_SIGNAL_SWITCHER_STATE_CHANGE
- 描述: 当信号开关状态发生改变时
- 描述: 只有客户端能收到
- 描述: 事件传参: elementId:number — 元件ID
- 描述: 事件传参: bOpen:boolean — 开关状态
System:RegisterEvent( Events.SIGNAL_SWITCHER_STATE_CHANGE, function (elementId, bOpen) Log:PrintLog("ON_SIGNAL_SWITCHER_STATE_CHANGE", elementId, bOpen) end)Events.ON_BEGIN_PLAY
- 描述: 当脚本元件在游戏中启用时
- 描述: 在服务端和客户端都能收到
System:RegisterEvent( Events.ON_BEGIN_PLAY, function () Log:PrintLog("ON_BEGIN_PLAY") end)Events.ON_END_PLAY
- 描述: 当脚本元件结束运行时
- 描述: 在服务端和客户端都能收到
System:RegisterEvent( Events.ON_END_PLAY, function () Log:PrintLog("ON_END_PLAY") end)