更新自动补全信息
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@ -76,6 +76,50 @@ editor_multi = function () {
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if (name instanceof Function) name = name({});
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coredef.core.hasSpecial["!doc"] += name + "(" + one[0] + "); ";
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});
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Object.keys(core.canvas).forEach(function (name) {
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coredef.core.canvas[name] = {
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"!type": "CanvasRenderingContext2D",
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"!doc": "系统画布"
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}
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});
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Object.keys(core.status.maps).forEach(function (name) {
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coredef.core.status.maps[name] = {
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"!type": "floor",
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"!doc": core.status.maps[name].title || ''
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}
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coredef.core.status.bgmaps[name] = {
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"!type": "[[number]]",
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"!doc": core.status.maps[name].title || ''
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}
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coredef.core.status.fgmaps[name] = {
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"!type": "[[number]]",
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"!doc": core.status.maps[name].title || ''
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}
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});
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Object.keys(core.status.shops).forEach(function (id) {
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coredef.core.status.shops[id] = {
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"!doc": core.status.shops[id].textInList || "全局商店"
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}
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});
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Object.keys(core.status.textAttribute).forEach(function (id) {
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coredef.core.status.textAttribute[id] = {};
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});
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Object.keys(core.values).forEach(function (id) {
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var one = data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc._data.values._data[id];
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if (!one) return;
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coredef.core.values[id] = {
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"!type": "number",
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"!doc": one._data,
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}
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});
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Object.keys(core.flags).forEach(function (id) {
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var one = data_comment_c456ea59_6018_45ef_8bcc_211a24c627dc._data.flags._data[id];
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if (!one) return;
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coredef.core.flags[id] = {
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"!type": id == 'statusBarItems' ? '[string]' : 'bool',
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"!doc": one._data,
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}
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});
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var ternServer = new CodeMirror.TernServer({
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defs: terndefs_f6783a0a_522d_417e_8407_94c67b692e50,
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11
runtime.d.ts
vendored
11
runtime.d.ts
vendored
@ -473,7 +473,8 @@ declare class control {
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* @returns name ? core.status.hero.loc[name] : core.status.hero.loc
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*/
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getHeroLoc(): { x: number, y: number, direction: direction }
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getHeroLoc(name: 'direction'): | direction
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getHeroLoc(name: 'x' | 'y'): number
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getHeroLoc(name: 'direction'): direction
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/**
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* 根据级别的数字获取对应的名称,后者定义在全塔属性
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@ -557,7 +558,7 @@ declare class control {
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* @param needPlaying 是否只在游戏运行时才执行(在标题界面不执行)
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* @param func 要执行的函数,或插件中的函数名;可接受timestamp(从页面加载完毕到当前所经过的时间)作为参数
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*/
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registerAnimationFrame(name: string, needPlaying: bool, func?: (timestamp: number) => void): void
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registerAnimationFrame(name: string, needPlaying: boolean, func?: (timestamp: number) => void): void
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/** 注销一个animationFrame */
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unregisterAnimationFrame(name: string): void
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@ -677,7 +678,7 @@ declare class control {
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* 需要接受一个action参数,代表录像回放时的下一个操作
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* func返回true代表成功处理了此录像行为,false代表没有处理此录像行为。
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*/
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registerReplayAction(name: string, func: (action?: string) => bool): void
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registerReplayAction(name: string, func: (action?: string) => boolean): void
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/** 注销一个录像行为 */
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unregisterReplayAction(name: string): void
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@ -1005,7 +1006,7 @@ declare class events {
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resetGame(hero?: any, hard?: any, floorId?: string, maps?: any, values?: any): void
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/** 游戏获胜事件 */
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win(reason?: anstringy, norank?: boolean, noexit?: boolean): void
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win(reason?: string, norank?: boolean, noexit?: boolean): void
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/** 游戏失败事件 */
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lose(reason?: string): void
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@ -2554,7 +2555,7 @@ declare class utils {
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hideWithAnimate(obj?: any, speed?: number, callback?: () => any): void
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/** 解压一段内容 */
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unzip(blobOrUrl?: any, success?: (data: any) => void, error?: (error: string) => void, convertToText?: bool, onprogress?: (loaded: number, total: number) => void): void
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unzip(blobOrUrl?: any, success?: (data: any) => void, error?: (error: string) => void, convertToText?: boolean, onprogress?: (loaded: number, total: number) => void): void
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}
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/** 和图标相关的函数 */
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