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📚 差别
这里会显示出您选择的修订版和当前版本之间的差别。
| 两侧同时换到之前的修订记录前一修订版后一修订版 | 前一修订版 | ||
| scripting:client:character [2025/02/21 20:53] – bibiboxs | scripting:client:character [2025/08/27 15:10] (当前版本) – bibiboxs | ||
|---|---|---|---|
| 行 8: | 行 8: | ||
| > 当角色`BaseState`发生改变时触发。 | > 当角色`BaseState`发生改变时触发。 | ||
| - | |||
| - | |||
| - | |||
| - | ### OnCharacterEnterVehicle( character, vehicle, seat ) | ||
| - | |||
| - | > 当角色进入载具时触发。 | ||
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| - | ### OnCharacterExitVehicle( character, vehicle, seat ) | ||
| - | |||
| - | > 当角色离开载具时触发。 | ||
| 行 26: | 行 14: | ||
| > 当角色进行一次攻击\行为时触发。 | > 当角色进行一次攻击\行为时触发。 | ||
| + | > | ||
| + | > 注意:如果服务端设置`character.CanAction == false`等,则不会触发此事件。 | ||
| 行 150: | 行 140: | ||
| ```javascript | ```javascript | ||
| character.Armour: | character.Armour: | ||
| + | ``` | ||
| + | |||
| + | |||
| + | |||
| + | ### character.BaseState | ||
| + | |||
| + | > 获取角色[基础状态](reference/ | ||
| + | |||
| + | ```javascript | ||
| + | character.BaseState: | ||
| ``` | ``` | ||
| 行 184: | 行 184: | ||
| - | ### character.PropID | + | ### character.Prop |
| - | > 获取实例对象的手持道具ID。 | + | > 获取实例对象的**手持道具对象**(结构)。 |
| ```javascript | ```javascript | ||
| - | character.PropID: int | + | character.Prop: Prop |
| - | ``` | + | |
| - | + | ||
| - | + | ||
| - | + | ||
| - | ### character.PropAmount | + | |
| - | + | ||
| - | > 获取实例对象的手持道具数量(单一物品数量`Amount`,并非全部背包数量)。 | + | |
| - | + | ||
| - | ```javascript | + | |
| - | character.PropAmount: | + | |
| ``` | ``` | ||
| 行 260: | 行 250: | ||
| ```javascript | ```javascript | ||
| character.IsLocal: | character.IsLocal: | ||
| + | ``` | ||
| + | |||
| + | |||
| + | |||
| + | ### character.IsDriver | ||
| + | |||
| + | > 获取角色是否在主驾驶载具(仅主驾驶有效,乘员状态将返回`false`)。 | ||
| + | |||
| + | ```javascript | ||
| + | character.IsDriver: | ||
| + | ``` | ||
| + | |||
| + | |||
| + | |||
| + | ### character.IsPassenger | ||
| + | |||
| + | > 获取角色是否在**乘坐载具**(即使角色正在主驾驶,也会返回`true`)。 | ||
| + | |||
| + | ```javascript | ||
| + | character.IsPassenger: | ||
| ``` | ``` | ||
| 行 266: | 行 276: | ||
| ### character.IsInWater | ### character.IsInWater | ||
| - | > 获取角色是否在水中。 | + | > 获取角色是否**在水中**。 |
| ```javascript | ```javascript | ||
| 行 276: | 行 286: | ||
| ### character.IsOnFire | ### character.IsOnFire | ||
| - | > 获取角色是否正在被燃烧。 | + | > 获取角色是否**正在燃烧**。 |
| ```javascript | ```javascript | ||
| character.IsOnFire: | character.IsOnFire: | ||
| + | ``` | ||
| + | |||
| + | |||
| + | |||
| + | ### character.IsSwimming | ||
| + | |||
| + | > 获取角色是否**正在游泳**。 | ||
| + | |||
| + | ```javascript | ||
| + | character.IsSwimming: | ||
| + | ``` | ||
| + | |||
| + | |||
| + | |||
| + | ### character.IsCrouch | ||
| + | |||
| + | > 获取角色是否**正在蹲下**。 | ||
| + | |||
| + | ```javascript | ||
| + | character.IsCrouch: | ||
| ``` | ``` | ||
| 行 292: | 行 322: | ||
| ```javascript | ```javascript | ||
| character.BodyHeight: | character.BodyHeight: | ||
| + | ``` | ||
| + | |||
| + | |||
| + | |||
| + | ### character.FocusMode | ||
| + | |||
| + | > 获取角色**专注聚焦模式**开关。 | ||
| + | |||
| + | ```javascript | ||
| + | character.FocusMode: | ||
| + | ``` | ||
| + | |||
| + | |||
| + | |||
| + | ### character.FlyMode | ||
| + | |||
| + | > 获取角色**飞行模式**开关。 | ||
| + | |||
| + | ```javascript | ||
| + | character.FlyMode: | ||
| + | ``` | ||
| + | |||
| + | |||
| + | |||
| + | ### character.GhostMode | ||
| + | |||
| + | > 获取角色**幽灵模式**开关。 | ||
| + | |||
| + | ```javascript | ||
| + | character.GhostMode: | ||
| ``` | ``` | ||
| 行 335: | 行 395: | ||
| function Character.Get( index: int ): Character | function Character.Get( index: int ): Character | ||
| ``` | ``` | ||
| + | |||
| ## Function | ## Function | ||
| + | |||
| ### character.GetNodeExtendPos() | ### character.GetNodeExtendPos() | ||
| 行 348: | 行 410: | ||
| - **node:**角色节点位置(索引) | - **node:**角色节点位置(索引) | ||
| - **isLocal:**是否获取本地空间结果 | - **isLocal:**是否获取本地空间结果 | ||
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