1492 lines
34 KiB
Markdown
1492 lines
34 KiB
Markdown
---
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sidebarDepth: 1
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---
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# 行为
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## AddPlayerAroundEntityMotion
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<span style="display:inline;color:#ff5555">服务端</span>
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method in mod.server.component.actorMotionCompServer.ActorMotionComponentServer
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- 描述
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给玩家添加对实体环绕运动器
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- 参数
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| 参数名 | <div style="width: 4em">数据类型</div> | 说明 |
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| :--- | :--- | :--- |
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| eID | str | 要环绕的某个实体的ID |
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| angularVelocity | float | 圆周运动的角速度(弧度/秒) |
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| axis | tuple(float,float,float) | 圆周运动的轴,决定了在哪个平面上做圆周运动,默认为(0, 1, 0) |
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| lockDir | bool | 是否在运动器生效时锁定实体的朝向,不锁定则实体的朝向会随着运动而改变,默认为False。 |
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| stopRad | float | 停止该运动器所需要的弧度,当stopRad为0时,该运动器会一直运行,默认为0 |
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- 返回值
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| <div style="width: 4em">数据类型</div> | 说明 |
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| :--- | :--- |
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| int | 运动器ID,添加失败时返回-1 |
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- 备注
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- 该接口不屏蔽玩家控制的移动以及重力作用,当有玩家控制发生时,最终的表现结果可能与预期有差异。由于玩家的头部与相机控制相关,若需要使运动器控制玩家的头部,请使用[DepartCamera](./摄像机.md#DepartCamera)分离玩家与摄像机。
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- 环绕运动器可叠加多个,且可与速度运动器互相叠加。
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- 由于引擎中有加载的区块限制,建议将玩家的运动范围控制在当前位置±100内。
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- 示例
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```python
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import mod.server.extraServerApi as serverApi
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motionComp = serverApi.GetEngineCompFactory().CreateActorMotion(playerId)
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axis=(-1, 1, 1)
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mID = motionComp.AddPlayerAroundEntityMotion(eID, 1.0, axis, lockDir=False, stopRad=0)
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```
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## AddPlayerAroundPointMotion
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<span style="display:inline;color:#ff5555">服务端</span>
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method in mod.server.component.actorMotionCompServer.ActorMotionComponentServer
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- 描述
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给玩家添加对点环绕运动器
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- 参数
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| 参数名 | <div style="width: 4em">数据类型</div> | 说明 |
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| :--- | :--- | :--- |
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| center | tuple(float,float,float) | 要环绕的圆心点坐标 |
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| angularVelocity | float | 圆周运动的角速度(弧度/秒) |
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| axis | tuple(float,float,float) | 圆周运动的轴,决定了在哪个平面上做圆周运动,默认为(0, 1, 0) |
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| lockDir | bool | 是否在运动器生效时锁定实体的朝向,不锁定则玩家的朝向会随着运动而改变,默认为False。 |
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| stopRad | float | 停止该运动器所需要的弧度,当stopRad为0时,该运动器会一直运行,默认为0 |
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- 返回值
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| <div style="width: 4em">数据类型</div> | 说明 |
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| :--- | :--- |
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| int | 运动器ID,添加失败时返回-1 |
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- 备注
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- 该接口不屏蔽玩家控制的移动以及重力作用,当有玩家控制发生时,最终的表现结果可能与预期有差异。由于玩家的头部与相机控制相关,若需要使运动器控制玩家的头部,请使用[DepartCamera](./摄像机.md#DepartCamera)分离玩家与摄像机。
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- 环绕运动器可叠加多个,且可与速度运动器互相叠加。
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- 由于引擎中有加载的区块限制,建议将玩家的运动范围控制在当前位置±100内。
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- 示例
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```python
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import mod.server.extraServerApi as serverApi
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motionComp = serverApi.GetEngineCompFactory().CreateActorMotion(playerId)
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center = (0, 8, 0)
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axis=(-1, 1, 1)
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mID = motionComp.AddPlayerAroundPointMotion(center, 1.0, axis, lockDir=False, stopRad=0)
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```
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## AddPlayerTrackMotion
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<span style="display:inline;color:#ff5555">服务端</span>
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method in mod.server.component.actorMotionCompServer.ActorMotionComponentServer
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- 描述
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给玩家添加轨迹运动器
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- 参数
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| 参数名 | <div style="width: 4em">数据类型</div> | 说明 |
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| :--- | :--- | :--- |
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| targetPos | tuple(float,float,float) | 轨迹终点 |
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| duraTime | float | 到达终点所需要的时间 |
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| startPos | tuple(float,float,float) | 轨迹起点,默认为None,表示以调用[StartPlayerMotion](#StartPlayerMotion)的位置作为起点。 |
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| relativeCoord | bool | 是否使用相对坐标设置起点和终点,默认为False。 |
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| isLoop | bool | 是否循环,若设为True,则玩家会在起点和终点之间往复运动。 |
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- 返回值
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| <div style="width: 4em">数据类型</div> | 说明 |
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| :--- | :--- |
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| int | 运动器ID,添加失败时返回-1 |
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- 备注
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- 该接口不屏蔽玩家控制的移动,当有玩家控制发生时,最终的表现结果可能与预期有差异。
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- 轨迹运动器不可叠加,仅能添加一个。
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- 示例
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```python
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import mod.server.extraServerApi as serverApi
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motionComp = serverApi.GetEngineCompFactory().CreateActorMotion(playerId)
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target = (5, 0, 0)
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mID = motionComp.AddPlayerTrackMotion(target, 3.0, startPos=None, relativeCoord=True, isLoop=False)
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```
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## AddPlayerVelocityMotion
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<span style="display:inline;color:#ff5555">服务端</span>
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method in mod.server.component.actorMotionCompServer.ActorMotionComponentServer
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- 描述
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给玩家添加速度运动器
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- 参数
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| 参数名 | <div style="width: 4em">数据类型</div> | 说明 |
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| :--- | :--- | :--- |
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| velocity | tuple(float,float,float) | 速度,包含大小、方向 |
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| accelerate | tuple(float,float,float) | 加速度,包含大小、方向,默认为None,表示没有加速度 |
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| useVelocityDir | bool | 是否使用当前速度的方向作为此刻实体的朝向,默认为True |
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- 返回值
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| <div style="width: 4em">数据类型</div> | 说明 |
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| :--- | :--- |
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| int | 运动器ID,添加失败时返回-1 |
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- 备注
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- 该接口不屏蔽玩家控制的移动以及重力作用,当有玩家控制发生时,最终的表现结果可能与预期有差异。由于玩家的头部与相机控制相关,若需要使运动器控制玩家的头部,请使用[DepartCamera](./摄像机.md#DepartCamera)分离玩家与摄像机。
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- 速度运动器可叠加多个,且可与环绕运动器互相叠加。
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- 由于引擎中有加载的区块限制,建议将玩家的运动范围控制在当前位置±100内。
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- 示例
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```python
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import mod.server.extraServerApi as serverApi
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motionComp = serverApi.GetEngineCompFactory().CreateActorMotion(playerId)
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velocity = (0, 0, 1)
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accelerate = (0, 0, -1)
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mID = motionComp.AddPlayerVelocityMotion(velocity, accelerate, useVelocityDir=True)
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```
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## BeginSprinting
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<span style="display:inline;color:#7575f9">客户端</span>
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method in mod.client.component.actorMotionCompClient.ActorMotionComponentClient
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- 描述
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使本地玩家进入并保持向前冲刺状态
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- 参数
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无
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- 返回值
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无
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- 示例
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```python
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import mod.client.extraClientApi as clientApi
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comp = clientApi.GetEngineCompFactory().CreateActorMotion(localPlayerId)
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comp.BeginSprinting()
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```
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## ChangePlayerDimension
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<span style="display:inline;color:#ff5555">服务端</span>
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method in mod.server.component.dimensionCompServer.DimensionCompServer
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- 描述
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传送玩家
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- 参数
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| 参数名 | <div style="width: 4em">数据类型</div> | 说明 |
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| :--- | :--- | :--- |
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| dimensionId | int | 维度,0-overWorld; 1-nether; 2-theEnd |
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| pos | tuple(int,int,int) | 传送的坐标 |
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- 返回值
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| <div style="width: 4em">数据类型</div> | 说明 |
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| :--- | :--- |
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| bool | 是否设置成功 |
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- 备注
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- 该接口在成功切换维度时pos位置为玩家头的位置,即比设定位置低1.62
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- 示例
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```python
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import mod.server.extraServerApi as serverApi
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comp = serverApi.GetEngineCompFactory().CreateDimension(playerId)
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comp.ChangePlayerDimension(0, (0,4,0))
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```
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## ChangePlayerFlyState
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<span style="display:inline;color:#ff5555">服务端</span>
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method in mod.server.component.flyCompServer.FlyComponentServer
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- 描述
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给予/取消飞行能力,并且进入飞行/非飞行状态
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- 参数
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| 参数名 | <div style="width: 4em">数据类型</div> | 说明 |
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| :--- | :--- | :--- |
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| isFly | bool | 飞行状态,True:飞行模式,False:正常行走模式 |
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- 返回值
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| <div style="width: 4em">数据类型</div> | 说明 |
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| :--- | :--- |
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| bool | True:是 False:否 |
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- 备注
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- 不建议在OnGroundClientEvent事件回调中NotifyToServer,然后服务端收到数据后,调用ChangePlayerFlyState接口。
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如果仍然需要这样调用,则建议在服务端收到数据后,用AddTimer延迟一帧后再调用ChangePlayerFlyState接口
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- 示例
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```python
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import mod.server.extraServerApi as serverApi
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comp = serverApi.GetEngineCompFactory().CreateFly(playerId)
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comp.ChangePlayerFlyState(True)
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```
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## EnableKeepInventory
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<span style="display:inline;color:#ff5555">服务端</span>
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method in mod.server.component.playerCompServer.PlayerCompServer
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- 描述
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设置玩家死亡不掉落物品
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- 参数
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| 参数名 | <div style="width: 4em">数据类型</div> | 说明 |
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| :--- | :--- | :--- |
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| enable | bool | 是否开启“保留物品栏” |
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- 返回值
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| <div style="width: 4em">数据类型</div> | 说明 |
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| :--- | :--- |
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| bool | 是否设置成功 |
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- 示例
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```python
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import mod.server.extraServerApi as serverApi
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comp = serverApi.GetEngineCompFactory().CreatePlayer(playerId)
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succ = comp.EnableKeepInventory(True)
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```
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## EndSprinting
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<span style="display:inline;color:#7575f9">客户端</span>
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method in mod.client.component.actorMotionCompClient.ActorMotionComponentClient
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- 描述
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使本地玩家结束向前冲刺状态
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- 参数
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无
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- 返回值
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无
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- 示例
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```python
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import mod.client.extraClientApi as clientApi
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comp = clientApi.GetEngineCompFactory().CreateActorMotion(localPlayerId)
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comp.EndSprinting()
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```
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## GetEntityRider
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<span style="display:inline;color:#ff5555">服务端</span>
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method in mod.server.component.rideCompServer.RideCompServer
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- 描述
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获取玩家正在骑乘的实体的id。
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- 参数
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无
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- 返回值
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| <div style="width: 4em">数据类型</div> | 说明 |
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| :--- | :--- |
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| str | 玩家直接骑乘对象的实体id,假如玩家没有骑乘则返回“-1” |
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- 示例
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```python
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import mod.server.extraServerApi as serverApi
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comp = serverApi.GetEngineCompFactory().CreateRide(entityId)
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riderId = comp.GetEntityRider()
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```
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## GetIsBlocking
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<span style="display:inline;color:#ff5555">服务端</span>
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method in mod.server.component.playerCompServer.PlayerCompServer
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- 描述
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获取玩家激活盾牌状态
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- 参数
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无
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- 返回值
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| <div style="width: 4em">数据类型</div> | 说明 |
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| :--- | :--- |
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| bool | 玩家盾牌状态是否激活 |
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- 示例
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```python
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import mod.server.extraServerApi as serverApi
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comp = serverApi.GetEngineCompFactory().CreatePlayer(playerId)
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comp.GetIsBlocking()
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```
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## GetPlayerExhaustionRatioByType
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<span style="display:inline;color:#ff5555">服务端</span>
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method in mod.server.component.playerCompServer.PlayerCompServer
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- 描述
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获取玩家某行为饥饿度消耗倍率
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- 参数
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| 参数名 | <div style="width: 4em">数据类型</div> | 说明 |
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| :--- | :--- | :--- |
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| type | int | 行为枚举[PlayerExhauseRatioType枚举](../../枚举值/PlayerExhauseRatioType.md) |
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- 返回值
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| <div style="width: 4em">数据类型</div> | 说明 |
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| :--- | :--- |
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| float | 饥饿度消耗倍率值, -1为获取失败 |
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- 示例
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```python
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import mod.server.extraServerApi as serverApi
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comp = serverApi.GetEngineCompFactory().CreatePlayer(playerId)
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jumpType = serverApi.GetMinecraftEnum().PlayerExhauseRatioType.JUMP
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ratio = comp.GetPlayerExhaustionRatioByType(jumpType)
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```
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## GetPlayerMotions
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<span style="display:inline;color:#ff5555">服务端</span>
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method in mod.server.component.actorMotionCompServer.ActorMotionComponentServer
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- 描述
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获取玩家身上的所有运动器
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- 参数
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||
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||
无
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- 返回值
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| <div style="width: 4em">数据类型</div> | 说明 |
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| :--- | :--- |
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| dict | 运动器集合,key值代表运动器mID,value值代表运动器类型0:轨迹运动器、1:速度运动器、2:环绕运动器 |
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- 备注
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- 运动器非人为停止后会被移除。
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- 示例
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```python
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import mod.server.extraServerApi as serverApi
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motionComp = serverApi.GetEngineCompFactory().CreateActorMotion(playerId)
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motions = motionComp.GetPlayerMotions()
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# motions = {
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# 0:1,
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# 1:2
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# }
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```
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## GetPlayerRespawnPos
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||
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<span style="display:inline;color:#ff5555">服务端</span>
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method in mod.server.component.playerCompServer.PlayerCompServer
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- 描述
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获取玩家复活点
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- 参数
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||
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||
无
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||
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- 返回值
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||
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| <div style="width: 4em">数据类型</div> | 说明 |
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| :--- | :--- |
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| dict | 复活点信息,包括维度和坐标 |
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- 备注
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||
- 使用spawnpoint指令设置玩家的出生点后,该接口可以获取到设置后的出生点
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||
- 未使用setworldspawn指令设置过出生点位置时,返回坐标的y轴是32767
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||
- 示例
|
||
|
||
```python
|
||
import mod.server.extraServerApi as serverApi
|
||
comp = serverApi.GetEngineCompFactory().CreatePlayer(playerId)
|
||
print comp.GetPlayerRespawnPos()
|
||
#结果示例 {'dimensionId': 0, 'pos': (44, 32767, 4)}
|
||
```
|
||
|
||
|
||
|
||
## GetRelevantPlayer
|
||
|
||
<span style="display:inline;color:#ff5555">服务端</span>
|
||
|
||
method in mod.server.component.playerCompServer.PlayerCompServer
|
||
|
||
- 描述
|
||
|
||
获取附近玩家id列表
|
||
|
||
- 参数
|
||
|
||
| 参数名 | <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- | :--- |
|
||
| list(str) | exceptList | 排除的玩家id列表,默认值为None,不排除其他玩家及自身 |
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| list(str) | 附近玩家id列表 |
|
||
|
||
- 示例
|
||
|
||
```python
|
||
import mod.server.extraServerApi as serverApi
|
||
comp = serverApi.GetEngineCompFactory().CreatePlayer(playerId)
|
||
comp.GetRelevantPlayer(exceptId)
|
||
```
|
||
|
||
|
||
|
||
## IsEntityRiding
|
||
|
||
<span style="display:inline;color:#ff5555">服务端</span>
|
||
|
||
method in mod.server.component.rideCompServer.RideCompServer
|
||
|
||
- 描述
|
||
|
||
检查玩家是否骑乘。
|
||
|
||
- 参数
|
||
|
||
无
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 是否骑乘 |
|
||
|
||
- 示例
|
||
|
||
```python
|
||
import mod.server.extraServerApi as serverApi
|
||
comp = serverApi.GetEngineCompFactory().CreateRide(entityId)
|
||
isRiding = comp.IsEntityRiding()
|
||
```
|
||
|
||
|
||
|
||
## IsPlayerFlying
|
||
|
||
<span style="display:inline;color:#ff5555">服务端</span>
|
||
|
||
method in mod.server.component.flyCompServer.FlyComponentServer
|
||
|
||
- 描述
|
||
|
||
获取玩家是否在飞行
|
||
|
||
- 参数
|
||
|
||
无
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | True:是 False:否 |
|
||
|
||
- 示例
|
||
|
||
```python
|
||
import mod.server.extraServerApi as serverApi
|
||
comp = serverApi.GetEngineCompFactory().CreateFly(playerId)
|
||
comp.IsPlayerFlying()
|
||
```
|
||
|
||
|
||
|
||
## PickUpItemEntity
|
||
|
||
<span style="display:inline;color:#ff5555">服务端</span>
|
||
|
||
method in mod.server.component.gameCompServer.GameComponentServer
|
||
|
||
- 描述
|
||
|
||
某个Player拾取物品ItemEntity
|
||
|
||
- 参数
|
||
|
||
| 参数名 | <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- | :--- |
|
||
| playerEntityId | str | 拾取者的playerEntityId |
|
||
| itemEntityId | str | 要拾取的物品itemEntityId |
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 是否拾取成功 |
|
||
|
||
- 示例
|
||
|
||
```python
|
||
import mod.server.extraServerApi as serverApi
|
||
comp = serverApi.GetEngineCompFactory().CreateGame(levelId)
|
||
comp.PickUpItemEntity(playerEntityId, itemEntityId)
|
||
```
|
||
|
||
|
||
|
||
## PlayerDestoryBlock
|
||
|
||
<span style="display:inline;color:#ff5555">服务端</span>
|
||
|
||
method in mod.server.component.blockInfoCompServer.BlockInfoComponentServer
|
||
|
||
- 描述
|
||
|
||
使用手上工具破坏方块
|
||
|
||
- 参数
|
||
|
||
| 参数名 | <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- | :--- |
|
||
| pos | tuple(int,int,int) | 方块位置 |
|
||
| particle | int | 是否开启破坏粒子效果,默认为开 |
|
||
| sendInv | bool | 是否同步服务端背包信息,默认为不同步。因为破坏方块可能会造成手持物品耐久度降低等信息改变,不同步信息可能会造成后续一些逻辑异常,若大批量破坏方块,每次同步会有性能问题,建议前面的调用可令sendInv为False,在最后一次调用此函数时传入sendInv为True。 |
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 设置结果 |
|
||
|
||
- 备注
|
||
- 手上工具的附魔效果会生效,同时扣除耐久度
|
||
- 会触发ServerPlayerTryDestroyBlockEvent事件,并且可以被这个事件cancel
|
||
|
||
- 示例
|
||
|
||
```python
|
||
import mod.server.extraServerApi as serverApi
|
||
comp = serverApi.GetEngineCompFactory().CreateBlockInfo(playerId) # 此处playerId为block的破坏者
|
||
comp.PlayerDestoryBlock((0, 5, 0), 1, False)
|
||
comp.PlayerDestoryBlock((0, 6, 0), 1, True)
|
||
|
||
# 关闭破坏粒子效果
|
||
comp.PlayerDestoryBlock((0, 6, 0),0)
|
||
```
|
||
|
||
|
||
|
||
## PlayerUseItemToEntity
|
||
|
||
<span style="display:inline;color:#ff5555">服务端</span>
|
||
|
||
method in mod.server.component.blockInfoCompServer.BlockInfoComponentServer
|
||
|
||
- 描述
|
||
|
||
玩家使用手上物品对某个生物使用
|
||
|
||
- 参数
|
||
|
||
| 参数名 | <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- | :--- |
|
||
| entityId | str | 生物entityId |
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 设置结果 |
|
||
|
||
- 备注
|
||
- 1.会触发PlayerInteractServerEvent事件,并且可以被这个事件cancel;2.此接口无视距离,但无法跨维度使用,同时需要目标区域已加载
|
||
|
||
- 示例
|
||
|
||
```python
|
||
import mod.server.extraServerApi as serverApi
|
||
comp = serverApi.GetEngineCompFactory().CreateBlockInfo(playerId) # 此处playerId为使用物品的玩家
|
||
suc = comp.PlayerUseItemToEntity("-123456")
|
||
```
|
||
|
||
|
||
|
||
## PlayerUseItemToPos
|
||
|
||
<span style="display:inline;color:#ff5555">服务端</span>
|
||
|
||
method in mod.server.component.blockInfoCompServer.BlockInfoComponentServer
|
||
|
||
- 描述
|
||
|
||
玩家对某个坐标使用物品
|
||
|
||
- 参数
|
||
|
||
| 参数名 | <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- | :--- |
|
||
| pos | tuple(int,int,int) | 坐标 |
|
||
| posType | int | 物品所在的地方[ItemPosType枚举](../../枚举值/ItemPosType.md) |
|
||
| slotPos | int | 槽位,获取INVENTORY及ARMOR时需要设置,其他情况写0即可 |
|
||
| facing | int | 朝向,详见[Facing枚举](../../枚举值/Facing.md) |
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 设置结果 |
|
||
|
||
- 备注
|
||
- 当使用抛射物时,只有在非创造模式下才会返回True;如果要对"盔甲架"等实体使用物品,请使用PlayerUseItemToEntity接口;只能对玩家周边200格以内的坐标使用
|
||
|
||
- 示例
|
||
|
||
```python
|
||
import mod.server.extraServerApi as serverApi
|
||
comp = serverApi.GetEngineCompFactory().CreateBlockInfo(playerId) # 此处playerId为使用物品的玩家
|
||
comp.PlayerUseItemToPos((0, 5, 0), serverApi.GetMinecraftEnum().ItemPosType.INVENTORY, 0, 1)
|
||
```
|
||
|
||
|
||
|
||
## RemovePlayerMotion
|
||
|
||
<span style="display:inline;color:#ff5555">服务端</span>
|
||
|
||
method in mod.server.component.actorMotionCompServer.ActorMotionComponentServer
|
||
|
||
- 描述
|
||
|
||
移除玩家身上的运动器
|
||
|
||
- 参数
|
||
|
||
| 参数名 | <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- | :--- |
|
||
| motionId | int | 要移除的某个运动器的ID |
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 是否成功移除 |
|
||
|
||
- 示例
|
||
|
||
```python
|
||
import mod.server.extraServerApi as serverApi
|
||
motionComp = serverApi.GetEngineCompFactory().CreateActorMotion(playerId)
|
||
motionComp.RemovePlayerMotion(mID)
|
||
```
|
||
|
||
|
||
|
||
## SetPickUpArea
|
||
|
||
<span style="display:inline;color:#ff5555">服务端</span>
|
||
|
||
method in mod.server.component.playerCompServer.PlayerCompServer
|
||
|
||
- 描述
|
||
|
||
设置玩家的拾取物品范围,设置后该玩家的拾取物品范围会在原版拾取范围的基础上进行改变。
|
||
|
||
- 参数
|
||
|
||
| 参数名 | <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- | :--- |
|
||
| area | tuple(float,float,float) | 拾取物品范围,传入(0, 0, 0)时视作取消设置 |
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 是否设置成功 |
|
||
|
||
- 示例
|
||
|
||
```python
|
||
import mod.server.extraServerApi as serverApi
|
||
comp = serverApi.GetEngineCompFactory().CreatePlayer(playerId)
|
||
# 玩家拾取物品范围在X轴正负方向各增加5格,在Z轴正负方向各增加3格,在Y轴保持不变
|
||
succ = comp.SetPickUpArea((5, 0, 3))
|
||
```
|
||
|
||
|
||
|
||
## SetPlayerAttackSpeedAmplifier
|
||
|
||
<span style="display:inline;color:#ff5555">服务端</span>
|
||
|
||
method in mod.server.component.playerCompServer.PlayerCompServer
|
||
|
||
- 描述
|
||
|
||
设置玩家攻击速度倍数,1.0表示正常水平,1.2表示速度减益20%,0.8表示速度增益20%
|
||
|
||
- 参数
|
||
|
||
| 参数名 | <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- | :--- |
|
||
| amplifier | float | 攻击速度倍数,范围[0.5,2.0] |
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 是否设置成功 |
|
||
|
||
- 备注
|
||
- 该接口影响接口[SetHurtCD](../世界/游戏规则.md#sethurtcd)设置的全局攻击cd
|
||
|
||
- 示例
|
||
|
||
```python
|
||
import mod.server.extraServerApi as serverApi
|
||
comp = serverApi.GetEngineCompFactory().CreatePlayer(playerId)
|
||
comp.SetPlayerAttackSpeedAmplifier(1.1)
|
||
```
|
||
|
||
|
||
|
||
## SetPlayerExhaustionRatioByType
|
||
|
||
<span style="display:inline;color:#ff5555">服务端</span>
|
||
|
||
method in mod.server.component.playerCompServer.PlayerCompServer
|
||
|
||
- 描述
|
||
|
||
设置玩家某行为饥饿度消耗倍率
|
||
|
||
- 参数
|
||
|
||
| 参数名 | <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- | :--- |
|
||
| type | int | 行为枚举[PlayerExhauseRatioType枚举](../../枚举值/PlayerExhauseRatioType.md) |
|
||
| ratio | float | 倍率 |
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 是否设置成功 |
|
||
|
||
- 示例
|
||
|
||
```python
|
||
import mod.server.extraServerApi as serverApi
|
||
comp = serverApi.GetEngineCompFactory().CreatePlayer(playerId)
|
||
jumpType = serverApi.GetMinecraftEnum().PlayerExhauseRatioType.JUMP
|
||
ratio = comp.SetPlayerExhaustionRatioByType(jumpType, 20)
|
||
```
|
||
|
||
|
||
|
||
## SetPlayerJumpable
|
||
|
||
<span style="display:inline;color:#ff5555">服务端</span>
|
||
|
||
method in mod.server.component.playerCompServer.PlayerCompServer
|
||
|
||
- 描述
|
||
|
||
设置玩家是否可跳跃
|
||
|
||
- 参数
|
||
|
||
| 参数名 | <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- | :--- |
|
||
| isJumpable | bool | 是否可跳跃,True允许跳跃,False禁止跳跃 |
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 是否设置成功 |
|
||
|
||
- 示例
|
||
|
||
```python
|
||
import mod.server.extraServerApi as serverApi
|
||
comp = serverApi.GetEngineCompFactory().CreatePlayer(playerId)
|
||
comp.SetPlayerJumpable(False)
|
||
```
|
||
|
||
|
||
|
||
## SetPlayerMovable
|
||
|
||
<span style="display:inline;color:#ff5555">服务端</span>
|
||
|
||
method in mod.server.component.playerCompServer.PlayerCompServer
|
||
|
||
- 描述
|
||
|
||
设置玩家是否可移动
|
||
|
||
- 参数
|
||
|
||
| 参数名 | <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- | :--- |
|
||
| isMovable | bool | 是否可移动,True允许移动,False禁止移动 |
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 是否设置成功 |
|
||
|
||
- 示例
|
||
|
||
```python
|
||
import mod.server.extraServerApi as serverApi
|
||
comp = serverApi.GetEngineCompFactory().CreatePlayer(playerId)
|
||
comp.SetPlayerMovable(False)
|
||
```
|
||
|
||
|
||
|
||
## SetPlayerRespawnPos
|
||
|
||
<span style="display:inline;color:#ff5555">服务端</span>
|
||
|
||
method in mod.server.component.playerCompServer.PlayerCompServer
|
||
|
||
- 描述
|
||
|
||
设置玩家复活的位置与维度
|
||
|
||
- 参数
|
||
|
||
| 参数名 | <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- | :--- |
|
||
| pos | tuple(int,int,int) | 复活点的位置坐标 |
|
||
| dimensionId | int | 复活点的维度,默认值为0(主世界),注意1:维度21是不可用的;注意2:不能在玩家死亡(PlayerDieEvent)之后设置复活点 |
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 是否设置成功 |
|
||
|
||
- 示例
|
||
|
||
```python
|
||
import mod.server.extraServerApi as serverApi
|
||
comp = serverApi.GetEngineCompFactory().CreatePlayer(playerId)
|
||
suc = comp.SetPlayerRespawnPos((0, 4, 0), 0)
|
||
```
|
||
|
||
|
||
|
||
## SetPlayerRideEntity
|
||
|
||
<span style="display:inline;color:#ff5555">服务端</span>
|
||
|
||
method in mod.server.component.rideCompServer.RideCompServer
|
||
|
||
- 描述
|
||
|
||
设置玩家骑乘生物(或者船与矿车)
|
||
|
||
- 参数
|
||
|
||
| 参数名 | <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- | :--- |
|
||
| playerId | str | 玩家id |
|
||
| rideEntityId | str | 被骑乘生物id |
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 设置结果 |
|
||
|
||
- 备注
|
||
- 通常需要配合SetEntityRide、SetControl一起使用
|
||
当被控制的entity有多个位置时且开发者想要添加多个玩家时,第一个被添加的玩家会被引擎默认设置为控制者
|
||
|
||
- 示例
|
||
|
||
```python
|
||
# 骑上坐骑
|
||
import mod.server.extraServerApi as serverApi
|
||
comp = serverApi.GetEngineCompFactory().CreateRide(entityId)
|
||
comp.SetPlayerRideEntity(playerId,rideEntityId)
|
||
```
|
||
|
||
|
||
|
||
## StartPlayerMotion
|
||
|
||
<span style="display:inline;color:#ff5555">服务端</span>
|
||
|
||
method in mod.server.component.actorMotionCompServer.ActorMotionComponentServer
|
||
|
||
- 描述
|
||
|
||
启动玩家身上的某个运动器
|
||
|
||
- 参数
|
||
|
||
| 参数名 | <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- | :--- |
|
||
| motionId | int | 要启动的某个运动器的ID |
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 是否成功启动 |
|
||
|
||
- 备注
|
||
- 由于玩家的运动器需要在客户端与服务端之间同步,所以请以[EntityMotionStartServerEvent](../../事件/实体.md#EntityMotionStartServerEvent)事件的触发作为真正的开始时机。
|
||
|
||
- 示例
|
||
|
||
```python
|
||
import mod.server.extraServerApi as serverApi
|
||
motionComp = serverApi.GetEngineCompFactory().CreateActorMotion(playerId)
|
||
motionComp.StartPlayerMotion(mID)
|
||
```
|
||
|
||
|
||
|
||
## StopEntityRiding
|
||
|
||
<span style="display:inline;color:#ff5555">服务端</span>
|
||
|
||
method in mod.server.component.rideCompServer.RideCompServer
|
||
|
||
- 描述
|
||
|
||
强制玩家下坐骑。
|
||
|
||
- 参数
|
||
|
||
无
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 当玩家当前正在骑乘并成功下坐骑返回True,否则返回False |
|
||
|
||
- 示例
|
||
|
||
```python
|
||
import mod.server.extraServerApi as serverApi
|
||
comp = serverApi.GetEngineCompFactory().CreateRide(entityId)
|
||
success = comp.StopEntityRiding()
|
||
```
|
||
|
||
|
||
|
||
## StopPlayerMotion
|
||
|
||
<span style="display:inline;color:#ff5555">服务端</span>
|
||
|
||
method in mod.server.component.actorMotionCompServer.ActorMotionComponentServer
|
||
|
||
- 描述
|
||
|
||
停止玩家身上的某个运动器
|
||
|
||
- 参数
|
||
|
||
| 参数名 | <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- | :--- |
|
||
| motionId | int | 要停止的某个运动器的ID |
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 是否成功停止 |
|
||
|
||
- 备注
|
||
- 调用该接口不会触发事件[EntityMotionStopServerEvent](../../事件/实体.md#EntityMotionStopServerEvent)。
|
||
|
||
- 示例
|
||
|
||
```python
|
||
import mod.server.extraServerApi as serverApi
|
||
motionComp = serverApi.GetEngineCompFactory().CreateActorMotion(playerId)
|
||
motionComp.StopPlayerMotion(mID)
|
||
```
|
||
|
||
|
||
|
||
## isGliding
|
||
|
||
<span style="display:inline;color:#7575f9">客户端</span>
|
||
|
||
method in mod.client.component.playerCompClient.PlayerCompClient
|
||
|
||
- 描述
|
||
|
||
是否鞘翅飞行
|
||
|
||
- 参数
|
||
|
||
无
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 是否鞘翅飞行 |
|
||
|
||
- 示例
|
||
|
||
```python
|
||
comp = clientApi.GetEngineCompFactory().CreatePlayer(entityId)
|
||
comp.isGliding()
|
||
```
|
||
|
||
|
||
|
||
## isInWater
|
||
|
||
<span style="display:inline;color:#7575f9">客户端</span>
|
||
|
||
method in mod.client.component.playerCompClient.PlayerCompClient
|
||
|
||
- 描述
|
||
|
||
是否在水中
|
||
|
||
- 参数
|
||
|
||
无
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 是否在水中 |
|
||
|
||
- 示例
|
||
|
||
```python
|
||
comp = clientApi.GetEngineCompFactory().CreatePlayer(entityId)
|
||
comp.isInWater()
|
||
```
|
||
|
||
|
||
|
||
## isMoving
|
||
|
||
<span style="display:inline;color:#7575f9">客户端</span>
|
||
|
||
method in mod.client.component.playerCompClient.PlayerCompClient
|
||
|
||
- 描述
|
||
|
||
是否在行走
|
||
|
||
- 参数
|
||
|
||
无
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 是否在行走 |
|
||
|
||
- 示例
|
||
|
||
```python
|
||
comp = clientApi.GetEngineCompFactory().CreatePlayer(entityId)
|
||
comp.isMoving()
|
||
```
|
||
|
||
|
||
|
||
## isRiding
|
||
|
||
<span style="display:inline;color:#7575f9">客户端</span>
|
||
|
||
method in mod.client.component.playerCompClient.PlayerCompClient
|
||
|
||
- 描述
|
||
|
||
是否骑乘
|
||
|
||
- 参数
|
||
|
||
无
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 是否骑乘 |
|
||
|
||
- 示例
|
||
|
||
```python
|
||
comp = clientApi.GetEngineCompFactory().CreatePlayer(entityId)
|
||
comp.isRiding()
|
||
```
|
||
|
||
|
||
|
||
## isSneaking
|
||
|
||
<span style="display:inline;color:#ff5555">服务端</span><span style="display:inline;color:#7575f9">客户端</span>
|
||
|
||
### 服务端接口
|
||
|
||
<span id="s0"></span>
|
||
method in mod.server.component.playerCompServer.PlayerCompServer
|
||
|
||
- 描述
|
||
|
||
获取玩家是否处于潜行状态
|
||
|
||
- 参数
|
||
|
||
无
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 当前玩家是否处于潜行状态 |
|
||
|
||
- 示例
|
||
|
||
```python
|
||
import mod.server.extraServerApi as serverApi
|
||
comp = serverApi.GetEngineCompFactory().CreatePlayer(playerId)
|
||
is_sneaking = comp.isSneaking()
|
||
```
|
||
|
||
|
||
|
||
### 客户端接口
|
||
|
||
<span id="c0"></span>
|
||
method in mod.client.component.playerCompClient.PlayerCompClient
|
||
|
||
- 描述
|
||
|
||
是否潜行
|
||
|
||
- 参数
|
||
|
||
无
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 是否潜行 |
|
||
|
||
- 示例
|
||
|
||
```python
|
||
comp = clientApi.GetEngineCompFactory().CreatePlayer(entityId)
|
||
comp.isSneaking()
|
||
```
|
||
|
||
|
||
|
||
## isSprinting
|
||
|
||
<span style="display:inline;color:#7575f9">客户端</span>
|
||
|
||
method in mod.client.component.playerCompClient.PlayerCompClient
|
||
|
||
- 描述
|
||
|
||
是否在疾跑
|
||
|
||
- 参数
|
||
|
||
无
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 是否在疾跑 |
|
||
|
||
- 示例
|
||
|
||
```python
|
||
comp = clientApi.GetEngineCompFactory().CreatePlayer(entityId)
|
||
comp.isSprinting()
|
||
```
|
||
|
||
|
||
|
||
## isSwimming
|
||
|
||
<span style="display:inline;color:#ff5555">服务端</span><span style="display:inline;color:#7575f9">客户端</span>
|
||
|
||
### 服务端接口
|
||
|
||
<span id="s0"></span>
|
||
method in mod.server.component.playerCompServer.PlayerCompServer
|
||
|
||
- 描述
|
||
|
||
获取玩家是否处于游泳状态。
|
||
|
||
- 参数
|
||
|
||
无
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 当前玩家是否处于游泳状态 |
|
||
|
||
- 示例
|
||
|
||
```python
|
||
import mod.server.extraServerApi as serverApi
|
||
comp = serverApi.GetEngineCompFactory().CreatePlayer(playerId)
|
||
is_swiming = comp.isSwimming()
|
||
```
|
||
|
||
|
||
|
||
### 客户端接口
|
||
|
||
<span id="c0"></span>
|
||
method in mod.client.component.playerCompClient.PlayerCompClient
|
||
|
||
- 描述
|
||
|
||
是否游泳
|
||
|
||
- 参数
|
||
|
||
无
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 是否游泳 |
|
||
|
||
- 示例
|
||
|
||
```python
|
||
comp = clientApi.GetEngineCompFactory().CreatePlayer(entityId)
|
||
comp.isSwimming()
|
||
```
|
||
|
||
|
||
|
||
## setMoving
|
||
|
||
<span style="display:inline;color:#7575f9">客户端</span>
|
||
|
||
method in mod.client.component.playerCompClient.PlayerCompClient
|
||
|
||
- 描述
|
||
|
||
设置是否行走,只能设置本地玩家(只适用于移动端)
|
||
|
||
- 参数
|
||
|
||
无
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 设置是否成功 |
|
||
|
||
- 示例
|
||
|
||
```python
|
||
comp = clientApi.GetEngineCompFactory().CreatePlayer(entityId)
|
||
comp.setMoving()
|
||
```
|
||
|
||
|
||
|
||
## setSneaking
|
||
|
||
<span style="display:inline;color:#7575f9">客户端</span>
|
||
|
||
method in mod.client.component.playerCompClient.PlayerCompClient
|
||
|
||
- 描述
|
||
|
||
设置是否潜行,只能设置本地玩家(只适用于移动端)
|
||
|
||
- 参数
|
||
|
||
无
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 设置是否成功 |
|
||
|
||
- 示例
|
||
|
||
```python
|
||
comp = clientApi.GetEngineCompFactory().CreatePlayer(entityId)
|
||
comp.setSneaking()
|
||
```
|
||
|
||
|
||
|
||
## setSprinting
|
||
|
||
<span style="display:inline;color:#7575f9">客户端</span>
|
||
|
||
method in mod.client.component.playerCompClient.PlayerCompClient
|
||
|
||
- 描述
|
||
|
||
设置是否疾跑,只能设置本地玩家(只适用于移动端)
|
||
|
||
- 参数
|
||
|
||
无
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| bool | 设置是否成功 |
|
||
|
||
- 示例
|
||
|
||
```python
|
||
comp = clientApi.GetEngineCompFactory().CreatePlayer(entityId)
|
||
comp.setSprinting()
|
||
```
|
||
|
||
|
||
|
||
## setUsingShield
|
||
|
||
<span style="display:inline;color:#7575f9">客户端</span>
|
||
|
||
method in mod.client.component.playerCompClient.PlayerCompClient
|
||
|
||
- 描述
|
||
|
||
激活盾牌状态
|
||
|
||
- 参数
|
||
|
||
| 参数名 | <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- | :--- |
|
||
| flag | bool | True使用盾牌,False取消使用盾牌 |
|
||
|
||
- 返回值
|
||
|
||
| <div style="width: 4em">数据类型</div> | 说明 |
|
||
| :--- | :--- |
|
||
| int | 1设置成功,0设置失败,-1玩家未持盾 |
|
||
|
||
- 示例
|
||
|
||
```python
|
||
comp = clientApi.GetEngineCompFactory().CreatePlayer(entityId)
|
||
comp.setUsingShield(True)
|
||
```
|
||
|
||
|
||
|