概要
方法
DeregisterAutocompleteCallback(name: string):() |
DeregisterScriptAnalysisCallback(name: string):() |
GetEditorSource(script: LuaSourceContainer):string |
OpenScriptDocumentAsync(script: LuaSourceContainer,options: Dictionary):Tuple |
RegisterAutocompleteCallback(name: string,priority: number,callbackFunction: function):() |
RegisterScriptAnalysisCallback(name: string,priority: number,callbackFunction: function):() |
UpdateSourceAsync(script: LuaSourceContainer,callback: function):() |
活动
TextDocumentDidChange(document: ScriptDocument,changesArray: Variant):RBXScriptSignal |
TextDocumentDidClose(oldDocument: ScriptDocument):RBXScriptSignal |
TextDocumentDidOpen(newDocument: ScriptDocument):RBXScriptSignal |
API 参考
方法
DeregisterAutocompleteCallback
DeregisterScriptAnalysisCallback
FindScriptDocument
参数
代码示例
脚本文档:CloseAsync
--!nocheck
-- 在命令栏中运行以下代码
local ScriptEditorService = game:GetService("ScriptEditorService")
local documents = ScriptEditorService:GetScriptDocuments()
local scriptDocument
-- 找到第一个打开的脚本文档
for _, document in documents do
-- 命令栏不能关闭,所以不要选择它
if not document:IsCommandBar() then
scriptDocument = document
break
end
end
if scriptDocument then
local success, err = scriptDocument:CloseAsync()
if success then
print(`关闭了 {scriptDocument.Name}`)
else
warn(`关闭 {scriptDocument.Name} 失败,原因是: {err}`)
end
else
print("没有打开的脚本")
end连接到 ScriptDocument.ViewportChanged
--!nocheck
--[[
要运行:
1. 确保输出视图已打开
2. 在命令栏中运行以下代码
3. 在打开的脚本窗口中上下滚动
来自 ViewportChanged 事件的打印语句将出现在输出中
]]
local Workspace = game:GetService("Workspace")
local ScriptEditorService = game:GetService("ScriptEditorService")
-- 创建跨越多行的文本
local dummyText = string.rep("-- Dummy Text\n", 60)
-- 创建一个包含虚拟文本的脚本并打开它
local otherScript = Instance.new("Script")
otherScript.Source = dummyText
otherScript.Parent = Workspace
local success, err = ScriptEditorService:OpenScriptDocumentAsync(otherScript)
if not success then
warn(`打开脚本失败,因为: {err}`)
return
end
-- 获取对打开脚本的引用
local scriptDocument = ScriptEditorService:FindScriptDocument(otherScript)
local function onViewportChanged(startLine: number, endLine: number)
print(`脚本视口已更改 - startLine: {startLine}, endLine: {endLine}`)
end
-- 将 ViewportChanged 事件连接到上述函数,该函数打印更新的视口的起始行和结束行
scriptDocument.ViewportChanged:Connect(onViewportChanged)GetEditorSource
参数
返回
GetScriptDocuments
返回
代码示例
打印每个脚本的名称
--!nocheck
-- 在命令栏中运行以下代码
local ScriptEditorService = game:GetService("ScriptEditorService")
local scriptDocuments = ScriptEditorService:GetScriptDocuments()
for _, scriptDocument in scriptDocuments do
-- 打印每个脚本的名称
if not scriptDocument:IsCommandBar() then
print(scriptDocument.Name)
end
endOpenScriptDocumentAsync
参数
| 默认值:"nil" |
返回
代码示例
打开脚本文档异步()
--!nocheck
-- 在命令栏中运行以下代码
local ScriptEditorService = game:GetService("ScriptEditorService")
local Workspace = game:GetService("Workspace")
local newScript = Instance.new("Script")
newScript.Parent = Workspace
local success, err = ScriptEditorService:OpenScriptDocumentAsync(newScript)
if success then
print("打开了脚本文档")
else
print(`无法打开脚本文档: {err}`)
endRegisterAutocompleteCallback
返回
()
代码示例
注册自动完成功能() 和 撤销自动完成功能()
--!nocheck
-- 在命令栏中运行以下代码
local ScriptEditorService = game:GetService("ScriptEditorService")
type Request = {
position: {
line: number,
character: number,
},
textDocument: {
document: ScriptDocument?,
script: LuaSourceContainer?,
},
}
type Response = {
items: {
{
label: string,
kind: Enum.CompletionItemKind?,
tags: { Enum.CompletionItemTag }?,
detail: string?,
documentation: {
value: string,
}?,
overloads: number?,
learnMoreLink: string?,
codeSample: string?,
preselect: boolean?,
textEdit: {
newText: string,
replace: {
start: { line: number, character: number },
["end"]: { line: number, character: number },
},
}?,
}
},
}
local autocompleteCallback = function(request: Request, response: Response): Response
local item = {
label = "foo",
preselect = true,
}
table.insert(response.items, item)
return response
end
ScriptEditorService:RegisterAutocompleteCallback("foo", 1, autocompleteCallback)
-- 要注销回调,请在命令栏中运行以下代码
ScriptEditorService:DeregisterAutocompleteCallback("foo")RegisterScriptAnalysisCallback
返回
()
代码示例
注册脚本分析回调()
type Request = {
["script"]: LuaSourceContainer,
}
type Response = {
diagnostics: {
{
range: {
start: {
line: number,
character: number,
},
["end"]: {
line: number,
character: number,
},
},
code: string?,
message: string,
severity: Enum.Severity?,
codeDescription: { href: string }?,
}
},
}
local ScriptEditorService = game:GetService("ScriptEditorService")
ScriptEditorService:RegisterScriptAnalysisCallback("foo", 1, function(Req: Request): Response
local response = {
diagnostics = {},
}
local lineNo = 1
-- 按行迭代
for text, newline in Req.script.Source:gmatch("([^\r\n]*)([\r\n]*)") do
local startIndex, endIndex = string.find(text, "Foo")
if startIndex and endIndex then
table.insert(response.diagnostics, {
range = {
["start"] = {
line = lineNo,
character = startIndex,
},
["end"] = {
line = lineNo,
character = endIndex,
},
},
code = "FooFinder",
message = "在这里找到Foo!",
severity = Enum.Severity.Warning,
})
end
lineNo = lineNo + #newline:gsub("\n+", "\0%0\0"):gsub(".%z.", "."):gsub("%z", "")
end
return response
end)UpdateSourceAsync
参数
返回
()
活动
TextDocumentDidChange
ScriptEditorService.TextDocumentDidChange(
参数
changesArray:Variant |
代码示例
脚本编辑器服务. 文档已更改
--!nocheck
-- 在命令栏运行以下代码
local ScriptEditorService = game:GetService("ScriptEditorService")
ScriptEditorService.TextDocumentDidChange:Connect(function(scriptDocument, changes)
print("已更改", scriptDocument, changes)
end)TextDocumentDidClose
参数
代码示例
脚本编辑器服务.文本文档已关闭
--!nocheck
-- 在命令栏中运行以下代码
local ScriptEditorService = game:GetService("ScriptEditorService")
ScriptEditorService.TextDocumentDidClose:Connect(function(scriptDocument)
print("已关闭", scriptDocument)
end)TextDocumentDidOpen
参数
代码示例
脚本编辑服务.文本文档已打开
--!nocheck
-- 在命令栏中运行以下代码
local ScriptEditorService = game:GetService("ScriptEditorService")
ScriptEditorService.TextDocumentDidOpen:Connect(function(scriptDocument)
print("已打开", scriptDocument)
end)