ZH-CN/getAccountData: Difference between revisions

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此函数用于检索使用[[setAccountData]]存储的字符串. Data stored as account data is persistent across user's sessions and maps, unless they are logged into a guest account.
此函数用于检索使用[[setAccountData]]存储的字符串. Data stored as account data is persistent across user's sessions and maps, unless they are logged into a guest account.


==Syntax==  
==语法==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
string getAccountData ( account theAccount, string key )
string getAccountData ( account theAccount, string key )
</syntaxhighlight>  
</syntaxhighlight>  
{{OOP||[[account]]:getData||setAccountData}}
{{OOP_ZH-CN||[[account]]:getData||setAccountData}}
===Required Arguments===  
===必填参数===  
*'''theAccount:''' The account you wish to retrieve the data from.
*'''theAccount:''' 要从中检索数据的帐户.
*'''key:''' The key under which the data is stored
*'''key:''' 存储数据的密钥(key)


===Returns===
===Returns===
Returns a [[string]] containing the stored data or ''false'' if no data was stored under that key.
返回包含存储数据的[[string]],如果该键下未存储数据,则返回“false”。


==Example==
==Example==

Revision as of 02:06, 4 February 2021

[[{{{image}}}|link=|]] Important Note: You MUST use the standard module.key naming for your keys, as shown in the example below. This prevents collisions between different scripts.

此函数用于检索使用setAccountData存储的字符串. Data stored as account data is persistent across user's sessions and maps, unless they are logged into a guest account.

语法

string getAccountData ( account theAccount, string key )

OOP 语法 什么是OOP?

方法: account:getData(...)
对称函数: setAccountData

必填参数

  • theAccount: 要从中检索数据的帐户.
  • key: 存储数据的密钥(key)

Returns

返回包含存储数据的string,如果该键下未存储数据,则返回“false”。

Example

For a pirate roleplaying gametype, the amount of money a player has is made persistent by storing it in his account. Note the code uses "piraterpg.money" as key instead of just "money", as the player may be participating in other gametypes that also save his money amount to his account. If both gametypes would use "money" as the account key, they'd overwrite each other's data.

function onPlayerQuit()
      local playerAccount = getPlayerAccount(source) -- get his account
      if (playerAccount) then -- if we got the account then
            local playerMoney = getPlayerMoney(source) -- get his money amount
            setAccountData(playerAccount, "piraterpg.money", playerMoney) -- store his current money amount in his account data
      end
end
addEventHandler("onPlayerQuit", root, onPlayerQuit) -- add an event handler

function onPlayerLogin(_,account)
    local playerMoney = getAccountData(account, "piraterpg.money") -- get the money amount was store in his account data
    -- make sure there was actually a value saved under this key (check if playerMoney is not false).
    -- this will for example not be the case when a player plays the gametype for the first time
    if (playerMoney) then
        setPlayerMoney(source, playerMoney)
    end
end
addEventHandler("onPlayerLogin", root, onPlayerLogin) -- add an event handler

See Also