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[Fix] Scriptlib.TransPlayerToPos also has an optional sceneId parameter
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@ -728,6 +728,19 @@ public class ScriptLib {
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return context.getScriptLibHandler().MovePlayerToPos(context, targets, pos, rot, radius, isSkipUi);
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}
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/**
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* Signalises that the server should transport the players with the specified uids to the specified position
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* @param context the Group Lua context
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* @param transportationParamsTable the table containing the parameters for the transportation. This includes
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* `uid_list` - the list of uids of the players to transport
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* `pos` - table with the position to transport the players to
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* `rot` - table with the rotation the players should be placed in
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* `radius` - the radius around the position the players should be placed in
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* `is_skip_ui` -
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* `scene_id` - the scene id to transport the players to, if not specified the current scene is used
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*
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* @return
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*/
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public static int TransPlayerToPos(GroupEventLuaContext context, Object transportationParamsTable) {
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val transportationParams = context.getEngine().getTable(transportationParamsTable);
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val targetsTable = transportationParams.getTable("uid_list");
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@ -735,6 +748,7 @@ public class ScriptLib {
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val luaRot = transportationParams.getTable("rot");
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val radius = transportationParams.optInt("radius", -1);
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val isSkipUi = transportationParams.optBoolean("is_skip_ui", false);
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val sceneId = transportationParams.optInt("scene_id", -1);
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if(targetsTable==null || targetsTable.getSize() ==0 || luaPos == null){
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@ -746,7 +760,7 @@ public class ScriptLib {
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val rot = luaToPos(luaRot);
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val targets = targetsTable.getAsIntArray();
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return context.getScriptLibHandler().TransPlayerToPos(context, targets, pos, rot, radius, isSkipUi);
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return context.getScriptLibHandler().TransPlayerToPos(context, targets, pos, rot, radius, isSkipUi, sceneId);
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}
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public static int PlayCutScene(GroupEventLuaContext context, int cutsceneId, int var2){
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@ -252,7 +252,18 @@ public interface ScriptLibHandler<GroupEventContext extends GroupEventLuaContext
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int MovePlayerToPos(GroupEventContext context, int[] targetUIds, Vector pos, Vector rot, int radius, boolean isSkipUi);
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int TransPlayerToPos(GroupEventContext context, int[] targetUIds, Vector pos, Vector rot, int radius, boolean isSkipUi);
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/**
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* This teleports the player to another position.
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* @param context a group event lua context
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* @param targetUIds the uids of the players to teleport
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* @param pos the position to teleport to
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* @param rot the rotation to teleport with
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* @param radius The radius around the target to place the target players in. -1 if the players should be placed at the exact position
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* @param isSkipUi
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* @param sceneId if this -1, the sceneId was not set, and the teleport target is in the same Scene the target is in
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* @return
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*/
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int TransPlayerToPos(GroupEventContext context, int[] targetUIds, Vector pos, Vector rot, int radius, boolean isSkipUi, int sceneId);
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int PlayCutScene(GroupEventContext context, int cutsceneId, int var2);
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