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mir_server/server/LogicServer/script/interface/LuaHelpExportFun.h

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2025-01-09 17:45:40 +08:00
/*
Lua_state进行操作
*/
#pragma once
extern const luaL_reg LuaHelpExpot[];
/*
*luaL_reg类函数的返回参数请注意0
*22
*/
namespace LuaHelp
{
/*
* Comments:Lua的表到一个文件里去
aa=
{
xxx = "112",
zz =
{
121, 2332,
},
yyy = 111,
}
../Data/aa.txt使用
LuaHelp.saveTable(aa,"../Data/aa.txt",);
,
aa.txt的内容为:
{
xxx = "112",
zz =
{
121, 2332,
},
yyy = 111,
}
STable将为
STable =
{
xxx = "112",
zz =
{
121, 2332,
},
yyy = 111,
}
* Param lua_State * L: lua的指针
* @Return int:,lua的返回的参数的个数
*/
int saveTable(lua_State *L);
/*
* Comments:
使local b = LuaHelp.getTestTable() table
* Param lua_State * L:
* @Return int:1
*/
int getTestTable(lua_State *L);
/*
* Comments:
* Param lua_State * L:
使: LuaHelp.getTeamMemberList()
* @Return int:1
*/
int getTeamMemberList(lua_State *L);
/*
* Comments:
* Param lua_State * L:
* @Return int:
*/
int getTeamMemberListByPtr(lua_State *L);
/*
* Comments:id获取全服中这个副本的所有copy,handle列表
* Param int nFbid:
* @Return void:
*/
int getFbFromId(lua_State *L);
/*
* Comments:
* Param lua_State * L:
* @Return int:3idXY
*/
int getReloadMapPos(lua_State *L);
/*
* Comments:
* Param lua_State * L:[][][tagEntityType, -1]
* @Return int:
*/
int getNearEntityList(lua_State *L);
/*
* Comments:
* Param lua_State * L:[][x][y][]
* @Return int:
*/
int getNearEntityListFromXY(lua_State *L);
/*
* Comments:
* Param lua_State * L:[][x][y][][]
* @Return int: (2*)*(2*)
*/
int getNearEntityListFromRange(lua_State *L);
/*
* Comments:线
* Param lua_State * L:
* @Return int:
*/
int getAllActorList(lua_State *L);
/*
* Comments:线
* Param lua_State * L:[intid]
* @Return int:
*/
int getSceneActorListById(lua_State *L);
/*
* Comments:线
* Param lua_State * L:[intid]
* @Return int:
*/
int getSceneAliveActorListById(lua_State *L);
/*
* Comments:N名的数据
* Param lua_State * L:[][N名]
* @Return int:
*/
int getRankingItemList(lua_State* L);
/*
* Comments:
* Param lua_State * L:[]
* @Return int:
*/
int getFbActorList(lua_State* L);
/*
* Comments:
* Param lua_State * L:[]
* @Return int:
*/
int getVisiActorList(lua_State* L);
}