add friseur
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355
ReallifeGamemode.Client/Interaction/friseur/friseur.ts
Normal file
355
ReallifeGamemode.Client/Interaction/friseur/friseur.ts
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import * as NativeUI from '../../libs/NativeUI';
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import maleHair from "./male_hair.json";
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import femaleHair from "./female_hair.json";
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import main from '../../Jobs/main';
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const UIMenu = NativeUI.Menu;
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const UIMenuItem = NativeUI.UIMenuItem;
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const UIMenuListItem = NativeUI.UIMenuListItem;
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const UIMenuCheckboxItem = NativeUI.UIMenuCheckboxItem;
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const BadgeStyle = NativeUI.BadgeStyle;
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const Point = NativeUI.Point;
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const ItemsCollection = NativeUI.ItemsCollection;
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const Color = NativeUI.Color;
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const maxHairColor = 64;
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export default function friseurShopList(globalData: IGlobalData) {
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const categoryTitles = {
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clothes: {
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1: "Masks",
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2: "Frisur",
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3: "Torsos",
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4: "Legs",
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5: "Bags and Parachutes",
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6: "Shoes",
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7: "Accessories",
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8: "Undershirts",
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9: "Body Armors",
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10: "Decals",
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11: "Tops"
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},
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props: {
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0: "Hats",
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1: "Glasses",
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2: "Ears",
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6: "Watches",
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7: "Bracelets"
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}
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};
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const localPlayer = mp.players.local;
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var playerPos;
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var myVar;
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let mainMenu = null;
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let categoryMenus = [];
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let clothingData = [];
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let currentMenuIdx = -1;
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let menuTransition = false; // workaround for ItemSelect event being called twice between menu transitions
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let lastClothing = null;
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function getClothingName(key, ClotheId, gender) {
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var textures = []
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var hair;
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if (!gender) {
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hair = maleHair;
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} else {
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hair = femaleHair;
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}
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switch (key) {
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case 2:
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for (var i = 0; i < Object.keys(hair[ClotheId]).length; i++) {
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if (hair[ClotheId][i].Localized != "NULL") {
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const newData = {
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id: i,
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data: [hair[ClotheId][i]]
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}
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textures.push(newData);
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}
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}
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break;
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}
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return textures;
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}
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function addClothingItems(type, bannerSprite, key, value, gender) {
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var categoryMenu;
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var cloth = [];
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var tx = [];
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if (Object.keys(categoryMenus).length > 0) {
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for (var i = 0; i < categoryMenus.length; i++) {
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if (categoryMenus[i].slotIdx == key) {
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return;
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}
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}
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mainMenu.AddItem(new UIMenuItem(categoryTitles[type][key], `${type === "props" ? "Prop category." : "Clothing category."}`));
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// Create category menu
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categoryMenu = new UIMenu("", categoryTitles[type][key].toUpperCase(), new Point(0, 0), bannerSprite.library, bannerSprite.texture);
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categoryMenu.Visible = false;
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} else {
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mainMenu.AddItem(new UIMenuItem(categoryTitles[type][key], `${type === "props" ? "Prop category." : "Clothing category."}`));
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// Create category menu
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categoryMenu = new UIMenu("", categoryTitles[type][key].toUpperCase(), new Point(0, 0), bannerSprite.library, bannerSprite.texture);
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categoryMenu.Visible = false;
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}
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mainMenu.Item
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// Fill it
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for (const item of value) {
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if (item.ComponentId == key) {
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var txData = getClothingName(key, item.ClotheId, gender);
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for (const x of txData) {
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//var itemDescription = (key === 11 ? mp.game.ui.getLabelText(x.undershirt[1].GXT) : "Clothing item.");
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var itemDescription = (key === 11 ? x.undershirt[1].GXT + " - " + x.id : "Clothing item.");
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if (itemDescription == "NULL") {
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itemDescription = "Clothing item.";
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}
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//const tempItem = new UIMenuItem(mp.game.ui.getLabelText(x.data[0].GXT), itemDescription);
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const tempItem = new UIMenuItem(x.data[0].GXT + " - " + x.id, itemDescription);
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tempItem.SetRightLabel(`${item.Price > 0 ? `$${item.Price}` : "FREE"}`);
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categoryMenu.AddItem(tempItem);
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cloth.push(item);
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tx.push(x);
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}
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}
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}
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categoryMenus.push({
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menu: categoryMenu,
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type: type,
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slotIdx: Number(key),
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item: cloth,
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texture: tx
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});
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}
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function submenuItemChangeHandler(newIndex) {
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const currentMenu = categoryMenus[currentMenuIdx];
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const currentItem = currentMenu.item[newIndex];
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const currentTexture = currentMenu.texture[newIndex].id;
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//const currentItem = clothingData[currentMenu.type][currentMenu.slotIdx][newIndex];
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mp.players.local.setComponentVariation(currentMenu.slotIdx, currentItem.ClotheId, currentTexture, 2);
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/*
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case "props":
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if (currentItem.drawable === -1) {
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localPlayer.clearProp(currentMenu.slotIdx);
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} else {
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localPlayer.setPropIndex(currentMenu.slotIdx, currentItem.drawable, currentItem.texture, true);
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}
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break;
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*/
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}
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function resetPreview() {
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if (lastClothing) {
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switch (lastClothing.type) {
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case "clothes":
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localPlayer.setComponentVariation(lastClothing.slotIdx, lastClothing.drawable, lastClothing.texture, 2);
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break;
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case "props":
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if (lastClothing.drawable === -1) {
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localPlayer.clearProp(lastClothing.slotIdx);
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} else {
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localPlayer.setPropIndex(lastClothing.slotIdx, lastClothing.drawable, lastClothing.texture, true);
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}
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break;
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}
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lastClothing = null;
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}
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}
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function myTimer() {
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let dist = mp.game.gameplay.getDistanceBetweenCoords(localPlayer.position.x, localPlayer.position.y, 0, playerPos.x, playerPos.y, 0, false);
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if (dist > 3) {
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clearInterval(myVar);
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resetPreview();
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if (currentMenuIdx !== -1) categoryMenus[currentMenuIdx].menu.Close();
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if (mainMenu && mainMenu.Visible) mainMenu.Close();
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}
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}
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mp.events.add("FriseurMenu:updateData", (jsonBannerSprite, jsonData, gender) => {
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if (!globalData.InMenu) {
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globalData.InMenu = true;
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playerPos = localPlayer.position;
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var bannerSprite = JSON.parse(jsonBannerSprite);
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var data = JSON.parse(jsonData);
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// Default menu banner
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if (bannerSprite == null) {
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bannerSprite = {
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library: "commonmenu",
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texture: "interaction_bgd"
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};
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} else if (bannerSprite == 10) {
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bannerSprite = {
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library: "shopui_title_barber",
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texture: "shopui_title_barber"
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};
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}
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// Hide the chat
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mp.gui.chat.show(false);
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// Reset some variables
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categoryMenus = [];
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currentMenuIdx = -1;
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menuTransition = false;
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lastClothing = null;
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// Create a new main menu
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mainMenu = new UIMenu("", "Wähle deine Frisur", new Point(0, 0), bannerSprite.library, bannerSprite.texture);
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mainMenu.Visible = true;
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// Update clothingData
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clothingData = data;
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// Add clothes
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addClothingItems("clothes", bannerSprite, 2, data[0], gender);
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myVar = setInterval(myTimer, 100);
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// Add props
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// for (const [key, value] of Object.entries(clothingData.props)) addClothingItems("props", bannerSprite, key, value);
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let hairColorItem;
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let hairHighlightItem;
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var creatorHairMenu;
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let hairColors = [];
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for (let i = 0; i < maxHairColor; i++) hairColors.push(i.toString());
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hairColorItem = new UIMenuListItem("Haarfarbe", "Deine Haarfarbe", new ItemsCollection(hairColors));
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mainMenu.AddItem(hairColorItem);
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/* hairHighlightItem = new UIMenuListItem("Haarstr\u00e4hnen", "Farbe deiner Haarstr\u00e4hnen", new ItemsCollection(hairColors));
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mainMenu.AddItem(hairHighlightItem);
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*/ //Wird später hinzugefügt
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mainMenu.ListChange.on((item, listIndex) => {
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switch (mainMenu.CurrentSelection) {
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case 1: // hair color
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localPlayer.setHairColor(listIndex, 0);
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break;
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/* case 2: // hair highlight color
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localPlayer.setHairColor(hairColorItem.Index, listIndex);
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break;
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*/
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}
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});
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// Submenu events
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for (const item of categoryMenus) {
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// Preview hovering item
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item.menu.IndexChange.on(submenuItemChangeHandler);
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// Buy hovering item
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item.menu.ItemSelect.on((item: NativeUI.UIMenuItem, itemIndex) => {
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if (menuTransition) {
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menuTransition = false;
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return;
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}
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const currentMenu = categoryMenus[currentMenuIdx];
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const currentItem = currentMenu.item[itemIndex];
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const currentTexture = currentMenu.texture[itemIndex].id;
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var serverData = [currentMenu.slotIdx, currentTexture, currentItem.ClotheId, -1, -1, -1, currentItem.Price];
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if (lastClothing.drawable == currentItem.ClotheId && lastClothing.texture == currentTexture) {
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mp.game.audio.playSoundFrontend(1, "Hack_Failed", "DLC_HEIST_BIOLAB_PREP_HACKING_SOUNDS", true);
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} else {
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mp.events.callRemote("SERVER:BuyCharacterClothes", "clothe", JSON.stringify(serverData), currentItem.CloteID);
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mp.events.call("friseurMenu:close");
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}
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});
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// Reset preview when player backs out of category menu
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item.menu.MenuClose.on(() => {
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currentMenuIdx = -1;
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mainMenu.Visible = true;
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if (mainMenu.Visible = true) {
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resetPreview();
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}
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});
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}
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// Main menu events
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mainMenu.ItemSelect.on((selectedItem, itemIndex) => {
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if (selectedItem === hairColorItem) {
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mp.events.callRemote("SERVER:BuyHairColor", hairColorItem.SelectedValue);
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mainMenu.Close(true);
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globalData.InMenu = false;
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}
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else if (selectedItem === hairHighlightItem) {
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mp.events.callRemote("CLIENT:BuyHairlightColor", hairHighlightItem.SelectedValue);
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mainMenu.Close(true);
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globalData.InMenu = false;
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} else {
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const nextMenu = categoryMenus[itemIndex];
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const slot = Number(nextMenu.slotIdx);
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lastClothing = {
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type: nextMenu.type,
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slotIdx: slot,
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drawable: (nextMenu.type === "props" ? localPlayer.getPropIndex(slot) : localPlayer.getDrawableVariation(slot)),
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texture: (nextMenu.type === "props" ? localPlayer.getPropTextureIndex(slot) : localPlayer.getTextureVariation(slot)),
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undershirt: [localPlayer.getDrawableVariation(8), localPlayer.getTextureVariation(8)],
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torso: localPlayer.getDrawableVariation(3)
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};
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currentMenuIdx = itemIndex;
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mainMenu.Visible = false;
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nextMenu.menu.Visible = true;
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menuTransition = true;
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submenuItemChangeHandler(nextMenu.menu.CurrentSelection);
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}
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});
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mainMenu.MenuClose.on(() => {
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globalData.InMenu = false;
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mp.gui.chat.show(true);
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currentMenuIdx = -1;
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lastClothing = null;
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});
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}
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});
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mp.events.add("friseurMenu:close", () => {
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if (currentMenuIdx !== -1) categoryMenus[currentMenuIdx].menu.Close();
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if (mainMenu && mainMenu.Visible) mainMenu.Close();
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});
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mp.events.add("frieseurMenu:Error", () => {
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mp.game.audio.playSoundFrontend(1, "Hack_Failed", "DLC_HEIST_BIOLAB_PREP_HACKING_SOUNDS", true);
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});
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}
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@@ -212,6 +212,9 @@ soundUtil();
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import clotheShopList from './Interaction/clothes/ClotheShop';
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clotheShopList(globalData);
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import FriseurShopList from './Interaction/friseur/Friseur';
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FriseurShopList(globalData);
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import itemShopList from './Interaction/ItemShop';
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itemShopList(globalData);
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