Files
esx_core-esx-framework/client/marker.lua
T
2018-08-04 22:56:49 +02:00

213 lines
6.1 KiB
Lua

local HasAlreadyEnteredMarker = false
local LastZone = nil
CurrentAction = nil
CurrentActionMsg = ''
CurrentActionData = {}
-- Key controls
Citizen.CreateThread(function()
while true do
Citizen.Wait(10)
if CurrentAction ~= nil then
ESX.ShowHelpNotification(CurrentActionMsg)
if IsControlJustReleased(0, Keys['E']) then
if CurrentAction == 'boat_shop' then
OpenBoatShop(Config.Zones.BoatShops[CurrentActionData.zoneNum])
elseif CurrentAction == 'garage_out' then
OpenBoatGarage(Config.Zones.Garages[CurrentActionData.zoneNum])
elseif CurrentAction == 'garage_in' then
StoreBoatInGarage(CurrentActionData.vehicle)
end
CurrentAction = nil
end
else
Citizen.Wait(200)
end
end
end)
AddEventHandler('esx_boat:hasEnteredMarker', function(zone, zoneNum)
if zone == 'boat_shop' then
CurrentAction = 'boat_shop'
CurrentActionMsg = _U('boat_shop_open')
CurrentActionData = { zoneNum = zoneNum }
elseif zone == 'garage_out' then
CurrentAction = 'garage_out'
CurrentActionMsg = _U('garage_open')
CurrentActionData = { zoneNum = zoneNum }
elseif zone == 'garage_in' then
local playerPed = PlayerPedId()
local coords = GetEntityCoords(playerPed)
if IsPedInAnyVehicle(playerPed, false) then
local vehicle = GetVehiclePedIsIn(playerPed, false)
if DoesEntityExist(vehicle) then
CurrentAction = 'garage_in'
CurrentActionMsg = _U('garage_store')
CurrentActionData = {vehicle = vehicle}
end
end
end
end)
AddEventHandler('esx_boat:hasExitedMarker', function()
if not isInShopMenu then
ESX.UI.Menu.CloseAll()
end
CurrentAction = nil
end)
-- Draw markers
Citizen.CreateThread(function()
while true do
Citizen.Wait(1)
local playerPed = PlayerPedId()
local coords = GetEntityCoords(playerPed)
for i=1, #Config.Zones.BoatShops, 1 do
local zone = Config.Zones.BoatShops[i].Outside
if GetDistanceBetweenCoords(coords, zone.x, zone.y, zone.z, true) < Config.DrawDistance then
DrawMarker(Config.MarkerType, zone.x, zone.y, zone.z, 0.0, 0.0, 0.0, 0, 0.0, 0.0, Config.Marker.x, Config.Marker.y, Config.Marker.z, Config.Marker.r, Config.Marker.g, Config.Marker.b, 100, false, true, 2, false, false, false, false)
end
end
for i=1, #Config.Zones.Garages, 1 do
local zoneOut = Config.Zones.Garages[i].GaragePos
if GetDistanceBetweenCoords(coords, zoneOut.x, zoneOut.y, zoneOut.z, true) < Config.DrawDistance then
DrawMarker(Config.MarkerType, zoneOut.x, zoneOut.y, zoneOut.z, 0.0, 0.0, 0.0, 0, 0.0, 0.0, Config.Marker.x, Config.Marker.y, Config.Marker.z, Config.Marker.r, Config.Marker.g, Config.Marker.b, 100, false, true, 2, false, false, false, false)
end
end
for i=1, #Config.Zones.Garages, 1 do
local zoneIn = Config.Zones.Garages[i].StorePos
if GetDistanceBetweenCoords(coords, zoneIn.x, zoneIn.y, zoneIn.z, true) < Config.DrawDistance then
DrawMarker(Config.MarkerType, zoneIn.x, zoneIn.y, zoneIn.z, 0.0, 0.0, 0.0, 0, 0.0, 0.0, Config.StoreMarker.x, Config.StoreMarker.y, Config.StoreMarker.z, Config.StoreMarker.r, Config.StoreMarker.g, Config.StoreMarker.b, 100, false, true, 2, false, false, false, false)
end
end
end
end)
-- Enter / Exit marker events
Citizen.CreateThread(function()
while true do
Citizen.Wait(1)
local playerPed = PlayerPedId()
local coords = GetEntityCoords(playerPed)
local isInMarker = false
local currentZone = nil
local currentZoneNum = nil
for i=1, #Config.Zones.BoatShops, 1 do
if GetDistanceBetweenCoords(coords, Config.Zones.BoatShops[i].Outside.x, Config.Zones.BoatShops[i].Outside.y, Config.Zones.BoatShops[i].Outside.z, true) < Config.Marker.x then
isInMarker = true
currentZone = 'boat_shop'
currentZoneNum = i
end
end
for i=1, #Config.Zones.Garages, 1 do
if GetDistanceBetweenCoords(coords, Config.Zones.Garages[i].GaragePos.x, Config.Zones.Garages[i].GaragePos.y, Config.Zones.Garages[i].GaragePos.z, true) < Config.Marker.x then
isInMarker = true
currentZone = 'garage_out'
currentZoneNum = i
end
if GetDistanceBetweenCoords(coords, Config.Zones.Garages[i].StorePos.x, Config.Zones.Garages[i].StorePos.y, Config.Zones.Garages[i].StorePos.z, true) < Config.StoreMarker.x then
isInMarker = true
currentZone = 'garage_in'
currentZoneNum = i
end
end
local hasExited = false
if isInMarker and not HasAlreadyEnteredMarker or (isInMarker and (LastZone ~= currentZone or LastZoneNum ~= currentZoneNum) ) then
if
(LastZone ~= nil and LastZoneNum ~= nil) and
(LastZone ~= currentZone or LastZoneNum ~= currentZoneNum)
then
TriggerEvent('esx_boat:hasExitedMarker', LastZone)
hasExited = true
end
HasAlreadyEnteredMarker = true
LastZone = currentZone
LastZoneNum = currentZoneNum
TriggerEvent('esx_boat:hasEnteredMarker', currentZone, currentZoneNum)
end
if not hasExited and not isInMarker and HasAlreadyEnteredMarker then
HasAlreadyEnteredMarker = false
TriggerEvent('esx_boat:hasExitedMarker')
end
end
end)
-- Blips
Citizen.CreateThread(function()
local blipList = {}
for i=1, #Config.Zones.Garages, 1 do
table.insert(blipList, {
coords = { Config.Zones.Garages[i].GaragePos.x, Config.Zones.Garages[i].GaragePos.y },
text = _U('blip_garage'),
sprite = 356,
color = 3,
scale = 1.0
})
end
for i=1, #Config.Zones.BoatShops, 1 do
table.insert(blipList, {
coords = { Config.Zones.BoatShops[i].Outside.x, Config.Zones.BoatShops[i].Outside.y },
text = _U('blip_shop'),
sprite = 427,
color = 3,
scale = 1.0
})
end
for i=1, #blipList, 1 do
CreateBlip(blipList[i].coords, blipList[i].text, blipList[i].sprite, blipList[i].color, blipList[i].scale)
end
end)
function CreateBlip(coords, text, sprite, color, scale)
local blip = AddBlipForCoord( table.unpack(coords) )
SetBlipSprite(blip, sprite)
SetBlipScale(blip, scale)
SetBlipColour(blip, color)
SetBlipAsShortRange(blip, true)
BeginTextCommandSetBlipName('STRING')
AddTextComponentSubstringPlayerName(text)
EndTextCommandSetBlipName(blip)
end