optimized the Lua func binding so that the script will not eval again

This commit is contained in:
Akka
2022-05-19 11:15:40 +08:00
committed by Melledy
parent 1fef837a97
commit 8faf8decec
7 changed files with 89 additions and 79 deletions

View File

@@ -138,7 +138,9 @@ public class DungeonChallenge {
getScene().getDungeonSettleObservers().forEach(o -> o.onDungeonSettle(getScene()));
if(!stage){
getScene().getScriptManager().callEvent(EventType.EVENT_DUNGEON_SETTLE, new ScriptArgs(this.isSuccess() ? 1 : 0));
getScene().getScriptManager().callEvent(EventType.EVENT_DUNGEON_SETTLE,
// TODO record the time in PARAM2 and used in action
new ScriptArgs(this.isSuccess() ? 1 : 0, 100));
}
}

View File

@@ -26,7 +26,7 @@ public class WorldDataManager {
}
public synchronized void load(){
try(InputStream is = DataLoader.load("ChestReward.json", false); InputStreamReader isr = new InputStreamReader(is)) {
try(InputStream is = DataLoader.load("ChestReward.json"); InputStreamReader isr = new InputStreamReader(is)) {
List<ChestReward> chestReward = Grasscutter.getGsonFactory().fromJson(
isr,
TypeToken.getParameterized(List.class, ChestReward.class).getType());