meisterhau-ll
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    Interface MovementContext<RawArgs>

    interface MovementContext<RawArgs = any[]> {
        components: ComponentManager;
        nextStatus: string;
        previousMoveState: -1 | 0 | 1;
        previousStatus: string;
        rawArgs: RawArgs;
        status: Status;
        task: Task;
        adsorbOrSetVelocity(
            actor: Actor,
            max: number,
            velocityRot?: number,
            offset?: number,
        ): void;
        adsorbTo(
            instigator: Actor,
            target: Actor,
            max: number,
            offset?: number,
        ): void;
        adsorbToTarget(actor: Actor, max: number, offset?: number): void;
        applyKnockbackAtVelocityDirection(
            actor: Actor,
            h: number,
            v: number,
        ): Promise<void>;
        attack(abuser: Actor, victim: Actor, damageOpt?: DamageOption): void;
        camera(pl: Player, enable?: boolean): void;
        clearVelocity(actor: Actor): Promise<void>;
        distanceToTarget(actor: Actor): number;
        freeze(actor: Actor): void;
        getMoveDir(actor: Actor): number;
        impulse(actor: Actor, x: number, y: number, z: number): Promise<void>;
        knockback(
            actor: Actor,
            x: number,
            z: number,
            horizontal: number,
            vertical: number,
        ): Promise<void>;
        knockdown(instigator: Actor, target: Actor, knockback?: number): void;
        lookAt(from: Actor, to: Actor): void;
        lookAtTarget(actor: Actor): void;
        movement(actor: Actor, enable?: boolean): void;
        movementInput(actor: Actor, enable?: boolean): void;
        prevent(): void;
        releaseTarget(uid: string): void;
        selectFromSector(pl: Actor, range?: AttackRange): Entity[];
        setSpeed(actor: Actor, speed?: number): void;
        setVelocity(actor: Actor, rotation: number, h: number, v?: number): void;
        trap(actor: Actor, data?: any): void;
        unfreeze(actor: Actor): void;
        yawToVec2(yaw: number): { x: number; y: number };
    }

    Type Parameters

    • RawArgs = any[]
    Index

    Properties

    components: ComponentManager
    nextStatus: string
    previousMoveState: -1 | 0 | 1

    -1: immediately 0: cast 1: backswing

    previousStatus: string
    rawArgs: RawArgs

    回调函数接受的参数 详情参照liteloader文档

    status: Status
    task: Task

    Methods