Comments (3)
之前使用过一个lua IDE 提供的额外api配置如下:
-- UserDefined: ["YourFunctionName"] = "descryption", 不要忘记最后有个逗号
Lua_UserDefinedFunctions =
{
["LuaSvr"]="类名:LuaSvr",
["LuaSvr.luaState"]= "变量:LuaState luaState",
["LuaSvr.inited"]= "变量:bool inited",
["LuaSvr:waitForDebugConnection"]= "方法:waitForDebugConnection(Action complete)",
["LuaSvr:waitForBind"]= "方法:waitForBind(Action tick, Action complete)",
["LuaSvr:init"]= "方法:init(Action tick,Action complete,LuaSvrFlag flag=LuaSvrFlag.LSF_BASIC)",
["LuaSvr:start"]= "方法:start(string main)",["DownQueuest"]="类名:DownQueuest",
["DownQueuest.MAX"]= "变量:int MAX",
["DownQueuest:OnStartDownAssets"]= "方法:OnStartDownAssets(string ip,Dictionary<string,ResVO> list,DownRequest.DownCompleteDelegate completeFunc, DownRequest.ProcessDelegate processFunc = null,DownRequest.ErrorDelegate errorFunc = null)",
["DownQueuest:Update"]= "方法:Update()",["SceneCommand"]="类名:SceneCommand",
["SceneCommand.SEND"]= "变量:string SEND",
["SceneCommand.RECEIVE"]= "变量:string RECEIVE",["UIProgressBar"]="类名:UIProgressBar",
["UIProgressBar.current"]= "变量:UIProgressBar current",
["UIProgressBar.onDragFinished"]= "变量:OnDragFinished onDragFinished",
["UIProgressBar.void"]= "变量:delegate void",
["UIProgressBar.thumb"]= "变量:Transform thumb",
["UIProgressBar.numberOfSteps"]= "变量:int numberOfSteps",
["UIProgressBar.onChange"]= "变量:List onChange",
["UIProgressBar.cachedTransform"]= "变量:Transform cachedTransform",
["UIProgressBar.cachedCamera"]= "变量:Camera cachedCamera"
---上面的文件结构是用户根据项目的情况 自己生成出来的配置
from luaide.
另外 点击跳转的时候 有一种情况是如下
我有一个lua的文件 叫LuaArray自定义了 Add 这个方法
我在另外一个lua文件里面使用的时候是这样的
local a = LuaArray:new();
a:Add(xxx);
输入Add的时候 不能自动匹配到LuaArray 这个lua文件里面的Add方法 直接无提示
建议这里这块需要考虑下 当匹配不到当前文件的方法 可以考虑匹配全局所有的方法
为什么会基于这个考虑是因为ide无法知道 这个a 是什么东西,只能通过一个较为简单的全部方法查找的方式
from luaide.
0.4.5 已经更新
from luaide.
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from luaide.