L2U AutoComplete
auto complete plugin for sublime text 2/3 which is used in HRG-LME
Details
Installs
- Total 8K
- Win 6K
- Mac 1K
- Linux 825
Apr 2 | Apr 1 | Mar 31 | Mar 30 | Mar 29 | Mar 28 | Mar 27 | Mar 26 | Mar 25 | Mar 24 | Mar 23 | Mar 22 | Mar 21 | Mar 20 | Mar 19 | Mar 18 | Mar 17 | Mar 16 | Mar 15 | Mar 14 | Mar 13 | Mar 12 | Mar 11 | Mar 10 | Mar 9 | Mar 8 | Mar 7 | Mar 6 | Mar 5 | Mar 4 | Mar 3 | Mar 2 | Mar 1 | Feb 28 | Feb 27 | Feb 26 | Feb 25 | Feb 24 | Feb 23 | Feb 22 | Feb 21 | Feb 20 | Feb 19 | Feb 18 | Feb 17 | |
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Windows | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 2 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 | 0 | 0 | 0 | 1 | 0 | 2 | 0 | 1 | 0 | 0 | 1 | 1 | 1 | 1 | 0 | 0 | 0 | 0 | 0 | 1 | 1 | 1 | 0 |
Mac | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Linux | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Readme
- Source
- raw.githubusercontent.com
Description
L2U-AutoComplete is a package for Sublime Text 2/3 with support for the L2U API for HRG-LME. It is based on SublimeLove
Installation
You can install this package through Package Control, simply use Command Palette: Package Control Install Package -> L2U-AutoComplete.
Alternatively, you can install this package by running the following command in your Packages directory:
git clone git://github.com/sNaticY/L2U-AutoComplete
Auto completion
AssetLoader,L2U 以及 game_object_utils 常用函数的自动补全
常用函数是指在项目的lua代码中经常被调用的一些函数,去除如 L2U.SetGameObjectLocalPosition() 之类的已经在 game_object_utils 中重新封装的函数,避免大家越过 game_object_utils 直接调用,以及去除应用场景较为狭窄的函数,如 ConnectToHost 等普通业务逻辑无需用到的函数,以保持函数列表的整洁,从此以后输入一些关键词即可自动出现列表提供选择
输入 find
L2U.FindGameObject
L2U.FindGameObjectAsComponent
提供可选参数特殊标识功能,如此处选择第一个则自动补全以下字符
L2U.FindGameObject( goName, parentGO:1, mustExist:2 )
通过TAB键可自动选中下一个参数直接修改即可,齐王上次提到的多态问题,通过可选参数后的数字来标识,如以上示例,parentGO和mustExist都为可选参数,对应以下三种实现
public static GameObject FindGameObject( string goName )
public static GameObject FindGameObject( string goName, GameObject parentGO )
public static GameObject FindGameObject( string goName, GameObject parentGO, bool mustExist )
每个函数只在函数列表中出现一次,大幅度提高在不知道函数名的情况下仅靠关键词来筛选的效率。
Snippets
There are snippets for most built-in Lua functions, some LuaJIT functions, and LuaDoc tags are available in comments. For example. “@param” expands to “– @param type name desc”.
原代码风格已修改至符合LME内部代码风格,修改前: “lua for i,v in ipairs(table_name) do print(i,v) end
修改后:
```lua
for i, v in ipairs( table_name ) do
print( i, v )
end
Error checking
By default any Lua file will be run through luac -p and the first encountered error is outlined. The error is displayed in the status bar.
To disable or change this behavior
{
"live_parser": true,
"live_parser_style": "{dot|circle|outline}",
"live_parser_persistent:" false,
"luac_path": "luac"
}
Auto completion
Pressing Ctrl+Space in an open Lua file will show the autocompletions for the L2U & gameObject-utils API as well as Lua function snippets.
Those L2U & gameObject-utils functions which are not overloaded (only one possible argument combination), will fill in the argument names for you.