---@class SL SL = {} local this = SL function SL:Init() end ---@param rsp LuaProtos.LuaRes function SL:OnReciveLuaMessage(id, rsp) end ---SendLuaNetMsg 发送消息 function SL:SendLuaNetMsg(msgId, data) end ---@param baseUI UIKmlLuaPanelBase @可缺省 function SL:RegisterLuaNetMsg(msgId, func, baseUI) end function SL:UnRegisterLuaNetMsg(eventId, func, selfOwner) end ---@param baseUI UIKmlLuaPanelBase @可缺省 function SL:RegisterLUAEvent(eventId, func, baseUI) end function SL:UnRegisterLUAEvent(eventId, func, selfOwner) end function this:onLUAEvent(eventID, data) end ---@return void @只能注册单个,触发函数返回true则阻断官方自带逻辑,返回false继续执行官方逻辑 function this:RegisterTrigger(triggerId, func, selfOwner) end function this:UnRegisterTrigger(triggerId) end function this:onTriggerEvent(eventID, ...) end function this:GetConfigFieldToList(name, key, value) end function SL:GetConfigTable(name) end ---GetConfig ---@param name table ---@param id table 默认是 id对应的值 ---@param key table 默认是 "id" ---@param isMul table function SL:GetConfig(name, id, key, isMul) end function SL:HasConfig(name, id, key, isMul) end function SL:GetConfigTwoKeys(name, id1, id2, key1, key2, key2Index) end function SL:HasConfigTwoKeys(name, id1, id2, key1, key2, key2Index) end function SL:FindConfigs(name, key, value) end function SL:GetConfigMultiKeys(name, ...) end --1#2&2#4 function SL:CfgConvertToNumberMap(s) end --二维数组 1#2#3|1#4或者 1#2#3|1#4&2#5 function SL:CfgConvertToNumberArray2D(s) end --三维数组 1#2&3#4|1#4&5#6 function SL:CfgConvertToNumberArray3D(s) end --1#2#3#4 function SL:CfgConvertToNumberArray(s) end --8,test0#tes1#test2 function SL:CfgConvertToStringArray(s) end --二维数组 1#2#3|1#4或者 1#2#3|1#4&2#5 function SL:CfgConvertToStringArray2D(s) end function this:LogError(...) end function this:Log(...) end function this:LogWarning(...) end function this:LogTable(t, isError, recursive, isTryCatch, pre) end ---将血量数值转换有单位显示 过十亿(单位:E) 10w-99999w(单位:W ---@param pointBit number @保留几位小数 function this:HPUnit(hp, pointBit) end ---获取字符串的byte长度 function this:GetUTF8ByteLen(str) end ---数字转化为千分位字符串 function this:GetThousandSepString(num) end ---十六进制转十进制 ---SL:HexToInt("0xBA") function this:HexToInt(hexStr) end ---MD5加密 function this:GetStrMD5(str) end ---@param jsonStr string ---@param isFilter boolean ---@return table ---字符串转json function SL:JsonDecode(jsonStr, isFilter) end ---@param jsonData table ---@param isFilter boolean ---@return string ---table转字符串 function SL:JsonEncode(jsonData, isFilter) end ---@param path string ---@return boolean function SL:IsFileExist(path, isLuaFile) end ---@param str string ---@param delimiter string ---@return table function SL:Split(str, delimiter) end ---@return string @将数字 num 转换成 xx万、xx亿 function SL:GetSimpleNumber(num, places) end function SL:TimeFormatToStr(time) end function SL:SecondToHMS(sec, isToStr, isSimple) end ---@param url string @链接地址字符串 ---@param httpCB function @回调 function this:HTTPRequestGet(url, httpCB) end ---@param url string @链接地址字符串 ---@param httpCB function @回调 ---@param suffix string @请求信息 例如 "username=post&password=6789"; ---@param head table @表头 @可选填 function this:HTTPRequestPost(url, httpCB, suffix, head) end ---中文转换成竖着显示 ---@return string ---@param str string function SL:ChineseToVertical(str) end ---阿拉伯数字转中文大写 function SL:NumberToChinese(num) end ---获取高16位值 function SL:GetH16Bit(value) end ---获取低16位值 function SL:GetL16Bit(value) end ---将十六进制字符串转换为转换为一个颜色对象Color ---@param hexStr string @ #ff00ff ---@return Color function this:ConvertColorFromHexString(hexStr) end ---深拷贝 ---@param data table ---@return table function this:CopyData(data) end ---哈希表转成按数组 ---@param hashTab table ---@param sortFunc function function this:HashToSortArray(hashTab, sortFunc) end ---加载文件 ---@param file string @文件名 相当于Asset/Lua,后需要整合资源嵌入到热更新 ---@param reload boolean @是否重新加载文件,填true时,会先释放文件再加载 function this:Require(file, className, reload) end ---拆解文件 ---@param path string @文件路径 ---@param delimiter boolean @指定分隔符 ---@param callback function @拆解回调方法 传入拆分后table参数 function this:LoadTxtFile(path, delimiter, isLua, callback) end ---计算两坐标间的平方距离 ---@param pt1 Dot2 @起始坐标 GUI:p(x, z) 或 {x = x, z = z} ---@param pt2 Dot2 @结束坐标 GUI:p(x, z) 或 {x = x, z = z} function this:GetPointDistanceSQ(pt1, pt2) end ---计算两坐标间的距离 ---@param pt1 Dot2 @起始坐标 GUI:p(x, z) 或 {x = x, z = z} ---@param pt2 Dot2 @结束坐标 GUI:p(x, z) 或 {x = x, z = z} function this:GetPointDistance(pt1, pt2) end ---计算向量长度 ---@param pt Dot2 @GUI:p(x, z) 或 {x = x, z = z} function this:GetPointLength(pt) end ---计算向量长度平方 ---@param pt Dot2 @GUI:p(x, z) 或 {x = x, z = z} function this:GetPointLengthSQ(pt) end ---计算两点中心点坐标 ---@param pt1 Dot2 @坐标 GUI:p(x, z) 或 {x = x, z = z} ---@param pt2 Dot2 @坐标 GUI:p(x, z) 或 {x = x, z = z} function this:GetMidPoint(pt1, pt2) end ---计算两点相加坐标 ---@param pt1 Dot2 @坐标 GUI:p(x, z) 或 {x = x, z = z} ---@param pt2 Dot2 @坐标 GUI:p(x, z) 或 {x = x, z = z} function this:GetAddPoint(pt1, pt2) end ---计算两点相减坐标 ---@param pt1 Dot2 @坐标 GUI:p(x, z) 或 {x = x, z = z} ---@param pt2 Dot2 @坐标 GUI:p(x, z) 或 {x = x, z = z} function this:GetSubPoint(pt1, pt2) end ---标准向量化坐标 ---@param pt Dot2 @GUI:p(x, z) 或 {x = x, z = z} function this:GetNormalizePoint(pt) end ---计算两向量夹角弧度值 ---@param pt1 Dot2 @坐标 GUI:p(x, z) 或 {x = x, z = z} ---@param pt2 Dot2 @坐标 GUI:p(x, z) 或 {x = x, z = z} function this:GetPointAngle(pt1, pt2) end ---计算两向量夹角角度值 ---@param pt1 Dot2 @坐标 GUI:p(x, z) 或 {x = x, z = z} ---@param pt2 Dot2 @坐标 GUI:p(x, z) 或 {x = x, z = z} function this:GetPointRotate(pt1, pt2) end function this:GetNewDot(x, z) end ---计算自身弧度值 ---@param pt Dot2 @坐标 GUI:p(x, z) 或 {x = x, z = z} function this:GetPointAngleSelf(pt) end ---计算自身角度值 ---@param pt Dot2 @坐标 GUI:p(x, z) 或 {x = x, z = z} function this:GetPointRotateSelf(pt) end ---开启一个定时器 ---@param selfSche table @自己保存的定时器如果没有关闭需要传进来关闭,然后重新创建 function this:Schedule(selfSche, callDelay, callPerTime, callCount, callback, ...) end ---开启一个单次定时器 function this:ScheduleOnce(time, callback, ...) end ---停止一个定时器 function this:UnSchedule(scheduleID) end function this:StartLoopForever(time, func, ...) end ---存储字符到本地 function this:SetLocalString(key, data) end --获取存储字符到本地 function this:GetLocalString(key, default) end ---创建一个角色静态模型 ---@param parent UnityEngine.Transform @父控件对象 ---@param rid number @角色id ---@param career CommonProtos.Career @职业 ---@param level number @等级 ---@param name string @名字 ---@param mountId number @坐骑id ---@param action EAction @坐骑id ---@param behaviour EBehaviourType @坐骑id ---@param roleData UserProtos.RoleInfoExt @玩家数据 ---@param _poX number @模型的x坐标 ---@param _poY number @模型的y坐标 ---@param _poZ number @模型的z坐标 ---@param _scale number @模型的尺寸 ---@param _rotX number @模型x轴旋转角度 ---@param _rotY number @模型y轴旋转角度 ---@param _rotZ number @模型z轴旋转角度 ---@return Role function this:UIModel_Create(parent, rid, career, level, name, mountId, action, behaviour, roleData, _poX, _poY, _poZ, _scale, _rotX, _rotY, _rotZ) end ---@param role Role function this:UIModel_Recycle(role) end ---获取当前战斗状态 返回:bool function this:GetBattleState() end ---设置战斗状态 参数:bool function this:SetBattleState(state) end ---获取全部活动信息 function this:GetAllActivityData() end ---获取全部活动预告信息 function this:GetAllActivityAnnounceData() end ---修改角色外观(武器、衣服、特效) ---@param equipIndex number @装备索引 ---@param state number @ 1展示 0隐藏 function this:Setfeature(equipIndex, equip, state) end ---播放角色升级特效 function this:PlayUpGradeEffect(id) end ---@param modelObject SceneEffect 场景特效 ---@param endPos Vector3 结束位置 ---@param time number 飞行时间 ---@param onComplete function 完成回调 function this:EffectDoMove(modelObject, endPos, time, onComplete) end ---@param modelObject UIModel UI特效 ---@param endPos Vector3 结束位置 ---@param time number 飞行时间 ---@param onComplete function 完成回调 function this:UIEffectDoMove(modelObject, endPos, time, onComplete) end --------------套装--------------- ---套装激活的装备数量 ---@return number ---@param cfgId number @套装id function this:GetSuitActiveCount(cfgId) end ---获取套装内装备,以及套装效果 ---@return table,table function SL:GetSuitEquipInfoList(cfgId) end ---@param targetId number @不填或者0,会在主角头上跳字 function SL:PlayHurt(text, hurtType, targetId, buffId) end ---@param item CommonProtos.Item @装备的cfgId ---@return number @ 0不满足 1满足 穿戴要求 function this:CheckEquipWear(item) end ---@param wearBarID number 穿戴栏id function this:GetWearBarsData(wearBarID) end ---@param career CommonProtos.Career function this:GeCareerBaseWearBar(career) end ---@return table> @table<穿戴栏id, table<部位, 装备数据>> function this:GetTotalWearEquips() end ---@param id number @唯一id function this:GetWearEquipByItemId(id) end ---@param equip CommonProtos.Item function this:PutOnEquip(equip) end function this:TryPutOnEquip(equip) end ---@param wearBarId number @装备index ---@param pos number @部位 function this:TakeOffEquip(wearBarId, pos) end --获取背包中对应物品的数量 ---@param cfgId number @Item配置表id function this:GetBagItemCount(cfgId) end function this:GetItemInfoByItemId(itemId) end --- 获取cfgId(ItemId)在背包中的索引信息 ---@param cfgId number @Item配置表id function this:GetSlotBaseOnCfgId(cfgId) end function this:GetStorageItemCount(cfgId) end function this:GetCopyDeepUseCellDict() end -- 获取道具能否放到背包 function this:CanPutToBag(cfgId, count, useCellDict) end function this:GetCopyDeepUseCellDict1() end -- 获取仓库能否放到背包 function this:CanPutToBag1(cfgId, count, useCellDict) end function this:ReqGiveUpItemMessage(index) end ---@param BagIndex number ---@param storeIndex number ---背包拖到仓库请求 function this:ReqBagToStoreMessage(BagIndex, storeIndex) end function this:ReqDestroyItemMessage(index) end ---@param useItem number 是否使用道具,1为使用 ---背包扩容 function this:ReqBagAddCapacityMessage(useItem) end --------------道具基础--------------- ---@param itemData MapProtos.RoundItem function this:CreateItem(itemData, isPlayEffect) end function this:RecycleItem(id) end function this:ReqStoreGiveUpItemMessage(index) end ---@param index number ---@param count number ---@param notice boolean 是否广播到buffer ---@return boolean @是否使用成功 function this:ReqUseItemMessage(index, count, notice) end --- 使用道具 ---@param index number ---@param count number ---@param notice boolean 是否广播到buffer ---@return boolean @是否使用成功 function this:UseItem(cfgId, id, count, notice) end ---@param boxIndex number 使用的宝箱ID ---@param info BagProtos.SelfChoiceBoxInfo[] 自选道具 ---请求使用自选宝箱 function this:ReqUseSelfChoiceBoxMessage(boxIndex, info) end --------------音效--------------- function this:PlaySound(groupID, name, loop, volume, target, fadeIn, delay, speed) end ---@param cfgType EAudioPlayByCfgType 资源表的类型, ---@param id number 音效类id ---@param soundType ESoundFieldType 资源表所对应的字段 ---根据资源表,id,对应字段,来播放音效 function this:PlaySoundByTypeAndId(cfgType, id, soundType) end function this:StopAllAudio() end ---audio为音频对象 function this:StopSound(audio) end ---播放动作音效 function this:PlayActionAudio(audioActionId) end ---播放技能音效 function this:PlaySkillSound(audioSkillId, delay) end function this:PlayBGM(mapId, isNotMap) end --------------召唤兽----------------- ---获取当前召唤兽的技能id ---@return number function this:GetSummonBeastsSkillID() end ---根据技能id获取召唤兽的cfg_pet的表数据 ---@return cfg_pet_column function this:GetSummonBeastsPetCfgData(SkillId) end ---获取当前玩家召唤兽信息 ---@return Role function this:GetMeSummonBeastsRole() end ---创建一个红点到节点 ---@param handler UIKmlLuaControl ---@param offset {number,number} ---@return UIKmlLuaControl function this:CreateRedPoint(handler, offset) end ---@param kmlLuaControl UIKmlLuaControl function this:AddRedPoint(kmlLuaControl) end ---刷新面板上的红点 ---@param panelName string @面板名字 function this:RefreshPanelALLRedPoint(panelName) end ---根据条件刷新红点 ---@param condition EConditionType @条件 function this:RefreshPanelALLRedStateKmlByCondition(condition) end ---增加一个红点条件判定 ---@param condition EConditionType @条件 ---@param callBack function @条件 function this:AddRedDotConditionFunc(condition, callBack) end ---移除节点上的红点 ---@param targetNode UIKmlLuaControl function this:HideRedPoint(targetNode) end -------------地图点传送-------------- ---根据地图id返回传送点列表 ---@return cfg_transfer_point_column[] ---@return table ---@param mapId number @cfg_transfer_point表mapId function SL:GetAllTransferPointById(mapId) end ---传送等级条件是否满足"checkLevel>=20" ---@return boolean ---@param condition string function SL:CheckCalculateConditionGroup(condition) end ---地图该点位是否可传送点 ---@return boolean,table ---@param x number ---@param y number ---@param mapId number @地图id function SL:CheckPointCanTrans(x, y, mapId) end ---判断玩家当前位置是否看可触发传送 ---@return boolean,table function SL:CheckPlayerPointCanTrans() end ---获取传送定点id ---@return number @cfg_transfer_point表id function SL:GetTransferPointId() end ---传送定点id消息 ---@param transId @cfg_transfer_point表id function SL:SendTransferPointMessage(id) end ---随机传送 ---@param id function SL:SendRandomTransPortMessage(id) end ---传送到NPC附近 function SL:SendTransferToNpcMessage(id, show) end ---获取玩家背包内可放入快捷栏的道具列表 ---@return CommonProtos.Item[] function SL:GetIsFastItemList() end -----------------------道具回收------------------------------ ---获取玩家背包内可回收的道具列表 ---@return CommonProtos.Item[] function SL:GetCanRecycleItemList(cfgNameStr) end ---获取玩家自动回收类型设置 ---@return number[] function SL:GetAutoRecoverTypeSetData(cfgNameStr) end ---获取玩家是否开启自动拾取勾选 function SL:GetPlayerAutoPickIsOpen() end ---获取玩家某一id类型勾选状态 ---@return boolean function SL:GetRecoverTypeState(id, cfgNameStr) end ---获取玩家是否开启自动回收勾选 function SL:GetPlayerAutoRecoverIsOpen() end ---设置玩家自动拾取勾选 ---@param isOpen boolean function SL:SetPlayerAutoPick(isOpen) end ---设置玩家自动回收勾选 ---@param isOpen string function SL:SetPlayerAutoRecover(isOpen) end ---设置玩家自动回收类型勾选 ---@param id number ---@param isOpen boolean function SL:SetAutoRecoverType(id, isOpen, cfgNameStr) end ---请求自动拾取设置更改 ---@param isOpen string function SL:SendPlayerAutoPickChange(isOpen) end --怪物和玩家角色的技能与攻击特效显示 ---@param id number function SL:ReleaseEffect(id) end --道具的特效显示 ---@param id number function SL:ShowGroundEffect(id) end -- 传送特效显示 function SL:ShowTeleportationEffect() end function SL:RefreshHeight_Me() end -- 升级特效显示 function SL:ShowUpgradeEffects() end ---请求自动回收设置更改 function SL:SendPlayerAutoRecoverChange(isOpen) end ---请求自动回收类型更改 ---@param idList number[] ---@param changeList boolean[] function SL:SendPlayerAutoRecoverTypeChange(idList, changeList, cfgNameStr) end ---请求回收 ---@param indexList BagProtos.RecoveryItemReq @背包内道具的索引 function SL:SendRecoverItem(indexList) end -----------------------道具分解------------------------------ ---获取玩家背包内可分解的道具列表 ---@return CommonProtos.Item[] function SL:GetPlayerDecomposeItemList() end ---获取自动分解类型勾选 ---@return number[] function this:GetPlayerAutoDecomposeType(cfgNameStr) end ---设置自动分解类型 ---@param id number @cfg_recovery表的id,具体某一类型的勾选 ---@param open boolean function this:SetPlayerAutoDecomposeType(id, open, cfgNameStr) end ---请求分解 ---@param indexList number[] @背包内道具的索引 function SL:SendDecomposeItem(indexList) end ---打开分解界面 function this:OpenEquipDecomposeUI() end ---打开锻造界面 ---@param forgeGroupType EForgeGroupType ---@param equipSlot EEquipSlotType function this:OpenForgeGroupUI(forgeGroupType, equipSlot) end function this:GetTaskState(taskId) end ---@param content string ---@param showTime number ---@param noticeType NoticeType function this:TipMessage(content, showTime, noticeType) end ---@param text string 文本内容 ---@param fontName string 文本资源名字,比如bravetrials_text ---@param id number 配置id,默认为114 function SL:ExpTipMessage(text, fontName, id, showTime) end --{ showTips, ui, callback } ---@param message KLUICommonTipsData function SL:CommonTipsMessage(message) end function SL:CloseCommonTipsMessage() end ---@param message {str:string,title:string} function SL:CommonStrTipsMessage(message) end function SL:SetNpcIcon(npcId, headIcon) end function this:GetRoleBaseNpcId(cfgId) end ---根据道具id打开获取途径面板 ---@param _equip_pos string @打开的位置 ---@param _cfgId number @表id ---@param _id number @唯一id ---@param _count number @数量 ---@param _ui UIKmlLuaPanelBase @从什么面板打开的 ---@param _callBack function @回调 function SL:CommonItemGetPath(_equip_pos, _cfgId, _id, _count, _ui, _callBack, _item, _info) end function this:GetInNpcTaskState(npcId) end ---尝试穿戴装备 function this:WearEquip() end ---尝试使用道具(飘窗) function this:UseBoxItem() end ---隐藏飘窗的所有Item function this:HideBoxItem() end function this:DelAllEquip() end ---添加飘窗对应id的boxItem function this:AddBoxItem(boxItem) end ---删除飘窗对应id的Item function this:DeleteBoxItem(itemId) end ---刷新快捷提示界面 function this:UpdateUseTipPanel() end ---获取已显示的飘窗Item ---@return BoxItemData function this:GetShowBoxItem() end ---获取当前可穿戴的装备 function this:GetShowEquip() end ---移除当前的飘窗Item function this:ReMoveNowItem() end ---@param item CommonProtos.Item function this:GetItemNameByItemData(item) end ---@param item CommonProtos.Item function this:GetNeedAttrList(cfgId) end ---是否技能书类型(表还在修改,暂不定义类型EItemType.SkillBook) function this:CheckIsSkillBookType(cfgId) end ---获取装备穿戴基础职业是否满足 ---@param equip CommonProtos.Item function this:CheckEquipBaseCareer(equip) end ---与当前身上穿戴装备比较初始评分 ---@param equip CommonProtos.Item function this:CompareInitGrage(equip) end ---获取身上与之对比的装备 ---@param cfgId number @装备id function this:GetCompareEquip(cfgId) end function this:HideBigMap() end function this:ShowBigMap() end function this:showTransferAnimation() end function this:StartFastPickUp(count, interval, speed) end function this:StopFastPickUp() end ---添加好友 ---@param rid number @角色id function this:AddFriend(rid) end ---删除好友 ---@param rid number @角色id function this:DelFriend(rid) end ---获取指定id玩家是否是好友 ---@param rid number @角色id function this:CheckIsFriend(rid) end ---添加黑名单 ---@param rid number @角色id function this:AddBlackList(rid) end ---移除黑名单 ---@param rid number @角色id function this:DelBlackList(rid) end ---获取指定id玩家是否在黑名单种 ---@param rid number @角色id function this:CheckIsInBlackList(rid) end ---获取好友,黑名单, 好友申请列表 ---@param type number @类型 function this:GetFriendData(type) end ---处理好友申请 ---@param rid number @角色id function this:HandleAddFriendRequest(rid, agree) end ---@param guardPet GuardPet ---@param args {circleSpeed:number,circleRadius:number} circleRadius(参数范围0-1) function this:SetGuardPetActionArgs(guardPet, args) end ---@param data{id:number, cfgId:number, x:number, y:number, isUI:boolean} function this:CreateGuardPet(data) end ---@param params string[] @快捷指令的数据(参数1为具体的指令,根据不同的指令做出不同的处理) ---@return boolean @有些指令需要结果 function this:ShortcutDO(params, callBack, menuLayerParam, moveToArriveCallBack) end function this:LineMoveTo(moveDir, isRun, isTrack, isResetSelectAction) end function this:ClearDelaySkill() end ---@param role Player function this:SetPkIcon(role, text, color, fontName) end ---@param role Player ---@param color Color function this:SetRedNameColorChange(role, color) end function this:SetActorNameColor(role) end function this:GetRoleById(roleId) end ---@param target UIKmlLuaControl function this:ScreenPointToLocalPointInRectangle(target, x, y) end ---OpenWaitingUI ---@param args table @{isTips=true,msg = "断线重连中(1)",waitTimeClose=45,timeOutCallBack=nil} function this:OpenWaitingUI(args) end function this:HideWaitingUI() end function this:GetUICamera() end ---@param appearList table function this:RefreshAppear(id, appearList) end function this:RefreshToShowMonster(id, monsterId) end function this:RefreshTitle(id, titleId) end function this:GetColorText(msg, color) end function this:CampString(str, campLength, postStr) end function this:MapMove(x, y, cfgMapMoveId, onArrive, includeSelf, isUIShow_MePathMove, toNpc, line) end ---获取装备的词条 ---@param item CommonProtos.Item function this:GetEquipEntrys(item) end ---获取开服天数 ----@return number function this:GetOpenServerDay() end ---创建场景中的物品模型 ---@param resPath string ---@param loadCallback function ---@return CS.UnityEngine.Transform function this:CreateSceneItemModel(resPath, loadCallback) end ---回收场景中的物品模型 ---@param go CS.UnityEngine.Transform function this:RecycleSceneItemModel(go) end function this:LoadAsset(path, type, cacheTime) end function this:ChatInfo_GetChatTypeStr(channel) end function this:ChatInfo_AddChaItemInfo(v) end function this:TeamInfo_IsInTeam() end function this:ChatInfo_GetChaTargetInfo(submitId) end function this:ChatInfo_GetChatInfo(channel) end function this:ChatInfo_FriendShow(rid) end function this:ChatInfo_FriendLookTipShow() end function this:FriendInfo_SetOtherPlayerEquips(equipIndex) end function this:FriendInfo_AddIdToAlreadySendFriendReq(rid) end function this:FriendInfo_GetRecommendFriends() end function this:FriendInfo_SetNextTime(roleId) end function this:FriendInfo_GetNextTime(roleId) end function this:FriendInfo_GetChatHistory(friendId) end function this:FriendInfo_GetMsg(v) end function this:TeamInfo_GetLeaderId() end function this:TeamInfo_GetTeamId() end function this:MailInfo_GetMailTbl() end function this:GmInfo_GetDiffuseFlowing() end function this:UiBoxTipsInfo_GetShowBoxItem() end function this:TaskInfo_GetPreviewRewardInfo() end function this:TaskInfo_GetAllTasks() end function this:TaskInfo_GetAllIds() end function this:UnionInfo_IsBoos() end function this:UnionInfo_GetAllNum() end function this:UnionInfo_IsPowerMan() end function this:UnionInfo_GetUnionMemberList() end function this:UnionInfo_SetUnionMemberList(unionMemberInfo) end function this:CfgSystemSwitchPost_GetSystemBtnGetTaskInfo(careerTblId, taskId) end function this:CfgShowHideUIPost_GetSystemInfoByPanelName(panelName) end function this:CfgAttInfoPost_GetCfgBaseTbl() end ---@param careerInfo CommonProtos.Career function this:CfgCareerPost_GetCfgCareerId(careerInfo) end function this:CfgCareerPost_GetCfgCareerName(careerId) end function this:MainUIManager_SetMovePopoverPos(isMove) end function this:GetEnterRoleRes() end function this:GetIsInGame() end function this:GetComboSkillId() end function this:GetCurServerName() end function this:GetServerStruct() end function this.LoginManager:GetSelectSkillId() end function this.LoginManager:SetSelectSkillId(id) end function this.LoginManager:GetLastAccount() end function this.LoginManager:SetInGame(inGame) end function this.LoginManager:SetIsLoginCheck(isCheck) end function this.LoginManager:GetLoginRes() end function this.LoginManager:GetLoginRes_Role() end function this.LoginManager:GetOpenId() end function this.LoginManager:GetLoginRes_UnlockList() end function this.LoginManager:RemoveRole(message) end function this.LoginManager:AddRoleRes(message) end function this.LoginManager:GetCurServer_Sid() end function this.LoginManager:GetChannelId() end function this.LoginManager:isSdk() end function this:GetIsXtra() end function this:GetIsWebGL() end function this:MeData_GetLevel() end ---角色战力 function this:MeData_GetFightValue() end function this:MeData_GetCoord() end function this:MeData_GetSex() end function this:MeData_GetSpecialAttrValue(attrType) end function this:MeData_GetCareer() end function this:MeData_CheckStrengthMasterCanActive() end function this:MeData_CheckAppendMasterCanActive() end function this:MeData_GetUnionId() end function this:MeData_GetIndexBaseOnItemId(id) end function this:MeData_GetId() end function this:RecycleRole(id) end function this:Me_StopMove(isRestSelectTarget, isStopMove, OldCoord) end ---获取货币数量 function this:GetTotalCoinBaseId(cfgId) end function this:MeData_GetRoleExtInfo() end function this:MeData_GetTeamId() end function this:MeData_Check() end function this:PathMoveTo(dstPos, stopRange, stopCellCount, onArrive, isRun, isTrack, isResetSelectAction, isUIShow_MePathMove, isMoveOver, isFearMove, isSkipCanNotOperCheck, isClickTerrain, monsterId) end function this:MeData_GetSkill(skillId) end function this:MeData_GetCfgBaseOnItemId(cfgId) end function this:MeData_Pos() end function this:CreatePlayer(message, asycinitImmediately, canNoMe) end function this:GetTalkBtnVisByNpcId(npcId) end function this:TalkToNpc(npcId, forFinishTask) end function this:SelectAttackModel(releaseRange) end function this:Skill_SetSkillAutoReleaseSwitch(v) end function this:Me_TriggerToMove(dstPos, stopRange, stopCellCount, onArriveData, isRun, isTrack, isResetSelectAction, isUIShow_MePathMove, isClickTerrain) end function this:Me_GetSellerIsCanMove() end function this:MeData_GetEquipByPosAndWearBar(pos, wearBar) end function this:GetIsExpandSystemFunction() end function this:AddModelEffect(t) end function this:CheckOwnFashion() end function this:GetWearBarAndPosBaseEquipIndex(index) end function this:CheckOwnTargetWearbarFashion(id) end function this:ReqMapMonsterStatusMessage(mapId) end function this.NpcShop:ReqNpcShopInfo(shopId, callback, ui) end function this.NpcShop:ReqBuyShopGoods(shopId, goodsId, count, callback, ui) end function this.Mail:ReqDeleteMail(mailIdList) end function this.Mail:GetAllMail() end function this.Mail:GetMail(mailIds) end ---@param career CommonProtos.Career function this.RoleAtt:GetAttConversionInfoByCareer(career) end ---请求加点 function this.RoleAtt:ReqDeployAttrPoint(data, n) end ---请求所有战盟信息 function this:ReqAllUnionMessage() end ---请求:一键申请 function this:ReqAllApplyMessage() end ---请求:单个战盟信息 function this:ReqUnionDetailsMessage(unionId) end ---战盟信息请求 function this:ReqViewUnionMessage() end ---请求:战盟成员动态信息 function this:ReqUnionMemberDynamicMessage() end ---请求:退出战盟 function this:ReqQuitUnionMessage() end ---请求:修改名称 ---@param warAllianceName string function this:ReqChangeUnionNameMessage(warAllianceName) end ---请求:创建战盟 ---@param union_name string ---@param flagIndex number function this:ReqCreateUnionMessage(union_name, flagIndex) end ---请求:修改战盟公告 ---@param desTxt string function this:ReqChangeAnnouncementMessage(desTxt) end ---请求:踢出战盟成员 ---@param memberRid number function this:ReqKickOutUnionMemberMessage(memberId) end ---请求:更换战盟职位 ---@param memberRid number ---@param type number 1禅让盟主 2设为副盟主 3设为战斗队长 4设为精英 5设为成员 function this:ReqChangePositionMessage(memberRid, type) end ---请求:修改战盟臂章和名字 ---@param name string ---@param unionArmband number function this:ReqUpdateUnionInfoMessage(name, unionArmband) end ---设置人物头顶的vip名称 function this:SetHeadVipName(rid, fontPath, vipName, offsetX, y, fontOffsetX, isShowLeft) end function this.Friend:ReqOpenFriendPanelMessage(type) end function this.Friend:ReqRecommendFriendsMessage() end function this.Friend:ReqSearchFriendMessage(str) end function this.Friend:ReqAddFriendMessage(type, rid) end function this.Friend:ReqOtherRoleInfoMessage(otherId, type) end function this.Friend:ReqFriendLogsMessage(type, targetId) end function this.Bag:GetHorAndVetWithInt(index) end function this.Bag:SortItemList(itemList) end function this.Bag:GetIndexWithPageHorAndVet(page, hor, vet) end function this.StoreHouse:GetIndexWithPageHorAndVet(page, hor, vet) end function this.Scene:SetCustomResistanceData(leftBottom, rightTop) end function this.Scene:SetTransMapMoveToPointCallbackFunc(func) end function this.Scene:GetFindNearNpcAvilPoint(findDot2, range, includeSelf) end function this.Scene:SetSelectSkill(skillId) end function this.Scene:SetSceneName(name) end function this.Time:GetServerTime() end function this.Time:FormatTimeHMS(time) end --解析json function this:DecodeJson(txt) end ---@param itemInfo CommonProtos.Item function this.Equip:ShowCantEquipTip(itemInfo) end ---请求:仓库取出 ---@param storeIndex number function this.Equip:ReqStoreTakeButtonMessage(storeIndex) end ---请求:放入仓库 ---@param bagIndex number ---@param storePage number function this.Equip:ReqBagPutStoreButtonMessage(bagIndex, storePage) end function this.Equip:GetIndexBaseOnItemId(itemId) end function this.MainCamera:GetCamera() end function this.MainCamera:ResetCameraToMain() end function this:SetOffset2CSPreScene(offset) end function this:ComputeRole2MainCamera() end function this:UpdateMainCameraPos() end function this.Constructor_In:UIEffect() end function this.Union:GetApplyListInfo() end function this.Union:ReqUnionSettingMessage(autoAccept, needLevel, fightValue) end function this.Union:ReqAllAgreeMessage() end function this.Union:ReqAllRejectMessage() end function this.Union:ReqAgreeUnionApplyMessage(targetRid, isAgree) end function this.Union:ReqApplyJoinUnionMessage(unionId) end function this.SceneEditorManager:SetProgressState(pType) end function this:HideAllKmlPanel() end function this.PCSkillInfoMgr:GetPcSkillInfoMgr() end ---是否能释放该技能 ---@param targetId @目标id ---@param skillId @技能id ---@param level @技能等级 ---@param skillOwnerId @技能拥有者Id function this.Skill:IsCanReleaseSkill(targetId, skillId, level, skillOwnerId) end ---@param skillId number @技能id function this:ReqUpSkillMessage(skillId) end ---创建场景特效 ---@param effectPath @特效路径 ---@param loadEffectCallBack @创建成功回调 function this:CreateSceneEffect(effectPath, loadEffectCallBack) end ---回收场景特效 ---@param go UnityEngine.GameObject function this:RecycleSceneEffect(go) end function this.Role:SetShowHurtLabel(func) end function this.NetManager_Req:ReqRandomRoleNameMessage(careerId, dissatisfiedName) end function this.NetManager_Req:ReqCreateRoleMessage(roleName, sex, career, inviteCode) end function this.NetManager_Req:ReqUnLockUserCareerMessage(uid, careerId) end function this.NetManager_Req:ReqRemoveRoleMessage(rid) end function this.NetManager_Req:ReqEnterRoleMessage(rid, clientType, width, height, reconnect, isSimulator) end function this.SDKMgr:SubmitGameData(dataType, eventType, roleId, roleName, roleLevel, moneyNum, unionId, unionName, figheValue, vipLevel, additionalParameters) end function this.Main:GetVersion() end function this.Main:IsEditor() end function this.Main:IsAndroid() end function this.Main:IsIos() end function this.Main:IsLocalServer() end function this.Main:IsWindows() end function this.Main:IsWebGL() end function this.Main:LoadAndUpdateGroup(gameId, groupname, engineVersion, gmResVersion, updateCalLBack, needRestartGameCallBack) end function this.Main:Restart() end function this.NetManager:PrintMessage(id, message) end function this.NetManager:Close() end function this:Async_SwitchAsync(isAsync, func, ...) end function this.UIManager:ShowNotHideUI(panelName, args, animation, isSync) end function this.UIManager:Hide(name, animation, isSwitchPnl) end function this.UIManager:ShowFunctionUI(panelName, args, animation, isSync) end function this.UIStaticParameter:GetDeleteServerUrl() end function this.UIStaticParameter:GetCreateServerUrl() end function this:logNoFlag(...) end function this.Http:RequestWWW(url, form, callBack, callBackData, errorCallBack) end function this.GamePlay:SetGameInfo(UID, name, roleId, roleName, serverID, platformID, gameid, serverName, boxUID) end function this.LoginInfo:IsSDK() end function this.LoginInfo:IsBoxSDK() end function this.LoginInfo:IsBox() end function this.LoginInfo:IsOutSDK() end function this.SceneManager:Load(path, callback) end function this.Queue:New() end function this.BtTree:BehaviorTree() end function this.BtTree:BehaviorEvent() end ---设置角色活动阵营,排名 function this:SetRoleActivityCamp(rid, camp, rank) end function this:InitErrorLogTool() end ---@param fieldTbl table function this:GetWWWForm(fieldTbl) end function this:AddCallBack2FontFilterMode(val) end function this.LauncherUI:Close() end function this.LauncherUI:RemoveAllLuaDelegate() end function this.LauncherUI:IsOpen() end function this:RemoveMonoLuaDelegate() end function this:RestartMaxTick(maxLimit) end function this:GetCommandLineArgs() end function this:LogoutAccount() end function this:Login() end function this:LoginAfterInitSdk() end function this:RestartApplication() end function this:SetCursor(tex, offset) end function this:GameObjectFind(path) end function this:GameObjectInstantiate(obj, parent, worldPositonStays) end function this:DestroyObjectImmediate(obj, allowDestroyingAssets) end function this:CtorResourceLoadTracker() end function this:IsSceneEditorOperTypeClose() end ---@param obj UnityEngine.GameObject|UnityEngine.Component ---@return Vector4 function this:GetWorldCorners(obj) end ---@param obj UnityEngine.GameObject|UnityEngine.Component ---@return UnityEngine.UI.Button function this:GetButtonComp(obj, path) end ---@param obj UnityEngine.GameObject ---@return UnityEngine.RectTransform function this:GetRectTransfomComp(obj, path) end ---@param obj UnityEngine.GameObject ---@return TCFramework.RectGuideMask function this:GetRectGuideMaskComp(obj, path) end function this.MapMaskMgr:SetRect(v1, v2) end function this.MapMaskMgr:SetAlertRect(v1, v2) end function this.MapMaskMgr:SetAlertAlpha(alpha) end function this.MapMaskMgr:DestroyEntity() end ---@return function this:CreateCSDictionary() end ---@param leanType ELeanTweenType ---@param setter fun(param:number) ---@return LTDescr function this.LeanTween:To(from, to, duration, setter, leanType, onComplateFunc) end function this.CSPreScene:LinearCastGround(camera) end function this.CSPreScene:RemoveAllLuaDelegate() end ---元变量实现 --获取 function this:GetMetaValue(key, param1, param2, ...) end --设置 function this:SetMetaValue(key, param1, param2, ...) end --打印所有元变量Key function this:PrintMetaKey() end --打印所有能获取的元变量 function this:PrintAllMetaValue() end ---@param conditionStr string @条件组合 示例 CheckLevel>=90&(CheckJob=1|CheckJob=2) ---@return boolean @条件组合是否达到条件 function this:CheckCondition(conditionStr) end ---@param funcType EReplaceEngineFunc ---@param func fun(career) function this:SetReplaceEngineFunc(funcType, func) end ---@param career CommonProtos.Career ---@return cfg_career_column function this:GetCareerTbl(career) end ---@param colorID number @颜色表ID function this:GetColorCfg(colorID) end ---聊天界面(手机端)关闭 function this:CloseChatUI() end ---聊天界面(手机端)打开 function this:OpenChatUI(_type) end ---设置聊天综合频道不显示的聊天类型 function this:SetCloseChatType(close_list) end --- 发送聊天消息 ---@param channel number 0系统,1战斗,2世界,3当前,4战盟,5招募,6附近,7队伍,8私聊,9好友 ---@param message string 消息内容 ---@param toRid number 私聊id ---@param lidList table 道具列表 function this:SendChat(channel, message, toRid, lidList) end ---关闭添加好友界面 function SL:CloseAddFriendUI() end ---打开添加好友界面 function SL:OpenAddFriendUI() end ---打开关闭黑名单界面(目前没有关闭黑名单,直接关闭好友) function SL:OpenAddBlackListUI() end ---屏幕坐标转化为世界坐标 function SL:ConvertScreen2WorldPos(screenX, screenY) end ---世界坐标转化为屏幕坐标 function SL:ConvertWorldPos2Screen(worldX, worldY) end function SL:RaycastScene(x, y, layerMask) end ---获取视野内的怪物数量 ---@param noPetOfMainPlayer boolean @true: 不包含自己的宠物, 反之包含 ---@param noPetOfNetPlayer boolean @false: 包含别人的宠物, 反之不包含 function SL:FindMonsterInCurrViewField(noPetOfMainPlayer, noPetOfNetPlayer) end ---获取视野内的玩家 ---@param noMainPlayer boolean @false: 包含自己, 反之不包含 function SL:FindPlayerInCurrViewField(noMainPlayer) end ----读邮件 ---@param mailId table @邮件ID列表 function this:RequestReadMail(mailIds) end ----邮件全部提取 function this:GetAllMailItems() end ----邮件提取 ---@param mailId number @邮件ID function this:GetMailItems(mailId) end ---提交任务 ---@param taskId number @任务ID function this:ReqSubmitTaskMessage(taskId, multiple) end --打开背包界面 function this:OpenKLBagPanel() end --打开加点界面 function this:OpenKLAttrPanel() end --打开快捷使用UI function this:OpenUseEquipBagTipsUI() end --打开活动预告UI function this:OpenActivityTipsUI() end --打开气泡UI function this:OpenBubbleTipsUI() end --显示气泡提醒 --@param id number cfg_popover表id function this:AddBubbleTips(id) end --删除气泡提醒 --@param id number cfg_popover表id function this:DelBubbleTips(id) end ---开启id限时活动预告提示 ---@param id number cfg_activity_rule表id ---@param name string 活动名称 ---@param icon string 活动图标 ---@param type number 类型:预告0/进行中1 ---@param endtime number 结束倒计时(单位毫秒) function this:OpenActivityTimingTask(id, name, icon, type, endtime) end ---关闭id限时活动预告提示 ---@param id number cfg_activity_rule表id function this:CloseActivityTimingTask(id) end ---关闭所有限时活动预告提示 function this:CloseActivityTimingTaskAll() end ---关闭同类型限时活动预告提示 ---@param type number 类型:预告0/进行中1 function this:CloseActivityTimingTaskByType(type) end ---快捷提示相关判断接口 ---装备快捷提示条件是否满足 返回值 bool ---@param bagItem BagProtos.BagItem (Event.BagInfo_Change 事件里获取) function this:CheckIsShowEquipBoxTip(bagItem) end ---技能书快捷提示条件是否满足 function this:CheckIsShowSkillBoxTip() end ---属性点(id:10030007)快捷提示条件是否满足 返回值 bool function this:CheckIsShowAttributeBoxTip() end --本地公告展示 --widget 公告对象 --data 公告参数 function SL:ShowLocalNoticeByType(widget, data) end --释放技能 function SL:RequestLaunchSkill(skillID) end ------------------------------队伍消息-------------------------------------------------- --请求:创建队伍 function SL:RequestCreateTeam() end --请求:拒绝组队邀请 0:拒绝 function SL:RequestRefuseTeamInvite(leaderRid) end --请求:同意组队邀请 1:同意 function SL:RequestAgreeTeamInvite(leaderRid) end --请求:申请入队 function SL:RequestApplyAgree(teamID) end --请求:入队申请列表 function SL:RequestApplyData() end --请求:附近队伍列表 function SL:RequestNearTeam() end --请求:退出队伍 function SL:ReqQuitTeam() end --请求:邀请加入队伍 function SL:ReqSendTeamInvitation(rid, type) end --请求:同意入队申请 function SL:ReqAgreeReplyApply(rid) end --请求:拒绝入队申请 function SL:ReqRefuseReplyApply(rid) end --请求:踢出队伍 function SL:ReqKickOutMember(rid, type) end --请求:转移队长 function SL:ReqChangeCaptain(rid, type) end --请求:附近玩家列表 function SL:ReqPlayerList(type) end --请求:组队参数 function SL:ReqTeamInfo() end --请求:一键清除组队请求列表 function SL:ReqClearAllRequestList() end ---是否等级限制进入地图 ---@param mapid number function SL:MapLevelConditionCheck(mapMoveId) end ---是否会员等级限制进入地图 ---@param mapid number function SL:MapVipCondtitionCheck(mapid) end ---传送到地图传送点 ---@param mapid number ---@param line number ---@param mapMoveId number function SL:MapTransfer(mapId, line, mapMoveId) end ---传送到地图位置 x y ---@param mapMoveId number ---@param x number ---@param y number ---@param range number ---@param type number ---@param line number function SL:MapTransferXY(mapMoveId, x, y, range, type, line) end ---获取目标地图名称 ---@param mapId number function SL:GetDestinationMapName(mapId) end function this:GetEquipValue(key, param1, param2, ...) end function this:GetPosItemInfo(equip_pos, cfgId, id) end function this:GetEquipWearBarIdPos(id) end function this:GetBagIndex(id) end --装备tips ---@return UIKmlLuaPanelBase function SL:OpenEquipTips(_equip_pos, _cfgId, _id, _info, isMulti) end --装备对比tips function SL:OpenEquipTipsComparsion(_cfgId, _id, _info) end --道具tips ---@return UIKmlLuaPanelBase function SL:OpenItemTips(_equip_pos, _cfgId, _id, _count, _info, isMulti) end function SL:OpenUnion() end function this:CloseTips() end --打开tips ---@return UIKmlLuaPanelBase function SL:OpenTips(_equip_pos, _cfgId, _id, _count, item, info, isMulti) end ---怪物是否显示血条 function SL:MonsterIsShowHP(_cfgId) end ---打开boss血条 function SL:OpenBossHp(_id) end ---关闭boss血条 function SL:CloseBossHp() end function SL:GetMapMonsterStatus() end ---获得boss掉落组所有数据 function SL:GetBossALlDrop(cfgId) end --主界面技能按钮区域切换显示 false 显示技能,true 显示其他按钮 function SL:OpenGuideEnter(isExpand) end ---@显示技能Tip function this:ShowSkillTip(skillId, skillLevel) end --打开效率面板 function SL:OpenEfficiencyUI() end --关闭效率面板 function SL:CloseEfficiencyUI() end ---@param goodsId number 商品id ---@param count number 购买数量 function this:RequestBuyShopMallGoods(goodsId, count) end function this:RequestShopMallGoodsInfo(tabId) end ---@param equip CommonProtos.Item function this:GetEquipSkills(equip) end ---@param panelList table function this:KLSetBlockedFunction(panelList) end ---@param panelName string ---@return boolean function this:IsBlockedFunction(panelName) end ---npc对话框 function this:OpenNPCTalk(content) end ---NPC名称位置偏移 function this:NpcNameOffest(cfgid, x, y) end ---创建怪物模型 ---@param cfgId number @怪物表id ---@param scale table @{1,1,1}缩放 ---@param rotation table @{0,180,0}旋转 function this:CrateMonsterModel(uiParent, cfgId, scale, rotation, callBack) end ---退出选角界面 function this:QuitSelectRoleUI() end ---退出游戏 function this:QuitGame() end ---恢复默认基础设置 function this:ReplyDefaultBaseSetting() end ---恢复默认显示设置 function this:ReplyDefaultShowSetting() end ---恢复拾取设置 function this:ReplyDefaultPickUpSetting() end ---复制邀请码 function this:CopyInviteCode(code) end ---弹出获得奖励弹窗 ---@param data @格式为 itemid=数量 的table ---@param type number @为0为奖励领取,其它标题为任务奖励,若自定义标题设置则改项无效 ---@param atlas string @自定义标题图集,可缺省 ---@param src string @自定义标题图名称,可缺省 ---@param isFomat boolean @道具数量是否格式化 function this:OpenRewardTips(data, type, atlas, src, isfomat) end ---弹出获得奖励(传参为itemList) ---@param itemList CommonProtos.Item[] @格式为 itemid=数量 的table ---@param type number @为0为奖励领取,其它标题为任务奖励,若自定义标题设置则改项无效 ---@param atlas string @自定义标题图集,可缺省 ---@param src string @自定义标题图名称,可缺省 function this:OpenRewardTipsByItemList(itemList, type, atlas, src) end ----获得仓库道具index function this:GetDepotsIndex(id) end ----获得仓库当前打开页数 function this:GetDepotsCurPage() end ----通过界面名获取系统数据 function this:GetSystemInfoByPanelName(panelName) end ---设置是否自动反击 function this:SetIsAutoCounterattack(autoCounterattack) end ----自动反击 function this:AutoCounterattack(isStart) end ----系统功能入口显示 function this:ControlSystemPortalVisible(path, isVisible) end ---开始挂机 function this:StartOnHook(isReq, isHandCall, attackMonsterCfgId) end ---暂停挂机 ---@param isImmediateRecoverOnHook boolean ---@param waitTime number function this:PauseOnHook(isImmediateRecoverOnHook, waitTime) end ---停止挂机 function this:StopOnHook(isReq, noStopAction) end function this:StopScriptAutoMove() end ---寻路(支持跨地图) ---@param monsterId number 寻路过程中碰到目标怪物配置id会回调目标位置,可以再次寻路到目标位置进行战斗 function this:Pathfinding(mapId, line, x, y, arriveFunc, monsterId) end function this:SearchPath(oldCoord, dstPos, stopRange, stopCellCount) end ---根据类型打开设置界面指定的页签 function this:OpenSettingPanel(settingType) end ---根据ShopId打开对应的NPC商店界面 ---@param shopId number @NPCShop表中的ShopId function this:OpenNPCShop(shopId) end ---根据ShopId请求NPC商店页签下的商品信息 ---@param shopId number @NPCShop表中的ShopId function this:RequestNPCShopGoodsInfo(shopId) end ---设置主界面显示时需要屏蔽显示的界面 ---@param panelName string ---@param isBlock boolean function this:SetMainUIBlockDisplayUI(panelName, isBlock) end ---该界面是否是主界面显示时需要屏蔽显示的界面 ---@param panelName string ---@return boolean function this:IsMainUIBlockDisplayUI(panelName) end ---请求骑乘坐骑 ---@param mountId number function this:ReqRideMount(mountId) end ---请求取消骑乘坐骑 ---@param mountId number function this:ReqCancelRideMount(mountId) end ---请求穿戴坐骑道具 ---@param rid number ---@param index number function this:ReqPutOnMountItem(rid, index) end ---请求脱下坐骑 ---@param mountId number function this:ReqTakeOffMount(mountId) end ---请求上马 ---@param rid number ---@param mountId number ---@param isHand boolean function this:ReqOnMount(rid, mountId, isHand) end ---请求下马 ---@param rid number ---@param mountId number ---@param isHand boolean function this:ReqDownMount(rid, mountId, isHand) end ---公告提示接口 ---@param messageData {id:number,contentFromServer:boolean ,content:string 缺省则读表, params:string[] 可缺省}(配置表id,是否来自服务器,内容,替换参数) function this:MessageTip(messageData) end ---死亡时不关闭界面 function this:KeepOpenPanel(panelName, isOpen) end --------------创建活动掉落道具--------------- ---@param cfgId number ---@param dropId string ---@param x number ---@param y number function this:CreateActivityDropItem(cfgId, dropId, x, y) end --------------给玩家附加装备--------------- ---@param rid number ---@param cfgId number function this:AttachActivityWeapon(rid, cfgId) end ---设置阻挡点 ---@param x number ---@param z number ---@param isAdd boolean function this:SetResistancePoint(x, z, isAdd) end ---视野里的人全部变身成怪物 ---@param isToMonster boolean ---@param toMonsterId table function this:SetAllViewPlayerToMonster(isToMonster, toMonsterId) end ---@param sceneId number function this:CellTrigger(sceneId, x, y, roleId) end ---@充值通用接口 ---@param rechargeTbl cfg_recharge_column @充值表 ---@param count number @充值数量 ---@param extraParams table @透传参数(可选参数 function this:SDKPay(rechargeTbl, count, extraParams) end ---刷新头顶显示 ---@param isShowHead boolean function this:RefreshHead(roleId) end ---@param baseUI UIKmlLuaPanelBase function this:LoadUIAssetAsync(path, baseUI, cacheTime) end --设置活动阵营名列表 ---@param campNameList table function this:SetCampNameList(campNameList) end --设置是否显示角色称号 function this:SetIsShowRoleTitle(isShowRoleTitle) end --设置角色职业默认显示模型id ---@param baseCareer number ---@param modelCfgId number function this:SetRoleCareerDefaultModelCfgId(baseCareer, modelCfgId) end --清空角色职业默认显示模型id function this:ClearRoleCareerDefaultModelCfgIdList() end --跳转到外部网页 ---@param url string 网址 function this:OpenURL(url) end ---显示大爆飘字 ---@param str string 大爆数值 function this:ShowBigBangFloatingWords(str) end ---请求领取盒子特权奖励 function this:ReqReceivePrivilegeGiftMessage() end ---屏幕震动 ---@param count number 震动次数 ---@param level number 震动等级 function this:ScreenVibration(count, level) end ---清空系统功能任务状态 function this:ClearSystemFunctionState() end ---获得开服第几天的时间戳(毫秒 ---@param days number 开服第几天 ---@param hour number 第几个小时 0代表0点 function this:GetEndTimeStamp(days, hour) end ---获取服务器当天剩余时间 function this:GetCurDayEndTime() end ---根据传入的时间戳,获取传入时间戳当天0点的时间戳 function this:GetThatDayZeroTimeStampByTimeStamp(timeStamp) end ---设置自动战斗目标 function this:SetHookAttackTargetId(rid) end ---选中服务器 function this:DispatchSelectServer(server) end function this:GetServerInfoByRole(sid) end function this:GetRecentServer() end function this:GetServerRoleList() end function this:GetServerList() end ---赤色要塞领取奖励 function this:ReqReceivePreviewRewardMessage(cfgId) end function this:GetIsPcPlatform() end function this:LUA_EVENT_OPENMAINSYSTEMFUNCTION(message) end function this:ReqTidyItemMessage() end ---@param toIndex number ---@param fromIndex number function this:ReqSwapItemMessage(toIndex, fromIndex) end function this:ReqFirstRechargeViewMessage() end ---@param roleId number 玩家ID function this:ReqTradeMessage(roleId) end function this:ReqResetAttrPointMessage() end function this:ReqUseLetterMessage() end function this:ReqFindRidByNameMessage(name) end function this:ReqSwapStoreItemMessage(fromIndex, toIndex) end function this:ReqStoreToBagMessage(storeIndex, BagIndex) end ---@param useItem number 是否使用道具 ---@param curStorePage number 当前仓库页码 function this:ReqStoreAddCapacityMessage(useItem, curStorePage) end ---@param useItem number 是否使用道具 function this:ReqStoreAddPageMessage(useItem) end ---@param storePage number function this:ReqTidyStoreItemMessage(storePage) end function this:ReqReceiveEfficiencyRewardMessage(id) end function this:ReqGetMailListMessage() end ---请求复活 function this:ReqPlayerReliveMessage(id, type) end ---设置是否显示角色头顶的血条 function this:ShowOrHideHeadHp(rid, isShow) end function this:ReqCdKeyMessage(cdkey) end function this:ReqCreateInviteCodeMessage() end