*Move helptext to Center on Screen, use TriggerEvent(renderHelpTextOnScreen,text) for future changes
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@@ -24,10 +24,11 @@ export default function business(globalData: IGlobalData) {
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var businessState: number;
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mp.events.add('SERVER:Business_ShowMenuHelp', (bizName, bizMoney) => {
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mp.game.ui.setTextComponentFormat('STRING');
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/*mp.game.ui.setTextComponentFormat('STRING');
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mp.game.ui.addTextComponentSubstringPlayerName('Drücke ~INPUT_CONTEXT~, um das Businessmenü zu öffnen');
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mp.game.ui.displayHelpTextFromStringLabel(0, true, true, -1);
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*/
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mp.events.call("renderHelpTextOnScreen", "~s~Drücke ~g~E~s~ um das ~b~Businessmenü ~s~zu öffnen")
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mp.keys.bind(0x45, false, keyPressHandler);
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keyBound = true;
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});
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@@ -18,10 +18,11 @@ export default function (globalData: IGlobalData) {
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var joblist: string[] = [];
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mp.events.add("SERVER:CityHall_ShowHelpText", (joblista) => {
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mp.game.ui.setTextComponentFormat('STRING');
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/*mp.game.ui.setTextComponentFormat('STRING');
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mp.game.ui.addTextComponentSubstringPlayerName('Drücke ~INPUT_CONTEXT~, um das Stadthallen-Menü zu öffnen');
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mp.game.ui.displayHelpTextFromStringLabel(0, true, true, -1);
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*/
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mp.events.call("renderHelpTextOnScreen", "~s~Drücke ~g~E~s~ um das ~b~Stadthallen-Menü ~s~zu öffnen")
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joblist = JSON.parse(joblista);
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if (!keyBound) {
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39
ReallifeGamemode.Client/Gui/helptext.ts
Normal file
39
ReallifeGamemode.Client/Gui/helptext.ts
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@@ -0,0 +1,39 @@
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var renderedText = null;
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var textTime = null;
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var render = false;
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var textString;
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var stringLength = null;
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var boxWidth;
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function ClearText() {
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render = false;
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clearInterval(textTime);
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textTime = null;
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}
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mp.events.add('render', () => {
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if (render) {
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mp.game.graphics.drawRect(0.5, 0, boxWidth, 0.07, 0, 0, 0, 183);
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renderedText = mp.game.graphics.drawText(textString, [0.5, 0], {
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font: 4,
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centre: true,
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color: [255, 255, 255, 255],
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scale: [0.5, 0.5],
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outline: true
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});
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}
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});
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mp.events.add('renderHelpTextOnScreen', (msg) => {
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if (textTime != null) {
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clearInterval(textTime);
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textTime = null;
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}
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textString = msg;
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stringLength = textString.length;
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boxWidth = stringLength * 0.004 + 0.002;
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render = true;
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textTime = setInterval(ClearText, 7000)
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});
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@@ -10,8 +10,8 @@ var houseState: number;
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game.events.add("SERVER:ShowHouseMenu", () => {
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game.ui.setHelpText('Drücke ~INPUT_CONTEXT~, um das Hausmenü öffnen');
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//game.ui.setHelpText('Drücke ~INPUT_CONTEXT~, um das Hausmenü öffnen');
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mp.events.call("renderHelpTextOnScreen", "~s~Drücke ~g~E~s~ um das ~b~Hausmenü ~s~öffnen");
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game.events.bindKey(Key.E, false, keyPressHandler);
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});
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@@ -3,6 +3,7 @@ import { Key } from "../game";
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var interiorId = -1;
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var enterExit = undefined;
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var helpText;
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game.events.add('SERVER:InteriorManager_ClearHelpText', () => {
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game.ui.clearHelpText();
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@@ -12,8 +13,9 @@ game.events.add('SERVER:InteriorManager_ClearHelpText', () => {
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});
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game.events.add('SERVER:InteriorManager_ShowHelpText', (interior, intId, entEx) => {
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game.ui.setHelpText('Drücke ~INPUT_CONTEXT~, um ~b~' + interior + ' ~s~zu ' + (entEx === 0 ? 'betreten' : 'verlassen'));
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//game.ui.setHelpText('Drücke ~INPUT_CONTEXT~, um ~b~' + interior + ' ~s~zu ' + (entEx === 0 ? 'betreten' : 'verlassen'));
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helpText = "~s~Drücke ~g~E~s~ um ~b~" + interior + " ~s~zu " + (entEx === 0 ? "betreten" : "verlassen");
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mp.events.call("renderHelpTextOnScreen", helpText)
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interiorId = intId;
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enterExit = entEx;
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@@ -22,8 +22,9 @@ menu.MenuClose.on(() => {
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});
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game.events.add("SERVER:PoliceDepartment_EnterColShape", () => {
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game.ui.setHelpText("Drücke ~INPUT_CONTEXT~, um das Menü des Polizeireviers zu öffnen");
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//game.ui.setHelpText("Drücke ~INPUT_CONTEXT~, um das Menü des Polizeireviers zu öffnen");
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mp.events.call("renderHelpTextOnScreen", "~s~Drücke ~g~E~s~ um das Menü des ~b~Polizeireviers ~s~zu öffnen")
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game.events.bindKey(Key.E, false, keyPressHandler);
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});
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@@ -115,9 +115,11 @@ export default function tuning(globalData: IGlobalData) {
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var mainMenu: NativeUI.Menu;
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mp.events.add('showTuningInfo', () => {
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mp.game.ui.setTextComponentFormat('STRING');
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mp.game.ui.addTextComponentSubstringPlayerName('Drücke ~INPUT_CONTEXT~, um dein Fahrzeug zu modifizieren');
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mp.game.ui.displayHelpTextFromStringLabel(0, true, true, -1);
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//mp.game.ui.setTextComponentFormat('STRING');
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//mp.game.ui.addTextComponentSubstringPlayerName('Drücke ~INPUT_CONTEXT~, um dein Fahrzeug zu modifizieren');
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//mp.game.ui.displayHelpTextFromStringLabel(0, true, true, -1);
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mp.events.call("renderHelpTextOnScreen", "~s~Drücke ~g~E ~s~um dein Fahrzeug zu modifizieren")
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mp.keys.bind(0x45, false, keyPressHandler);
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keyBound = true;
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@@ -250,6 +250,7 @@ import drivingschool from './Gui/drivingschool';
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drivingschool(globalData);
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require('./Gui/policedepartment');
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require('./Gui/helptext');
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interface VehicleData {
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EngineState: boolean;
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@@ -26,9 +26,12 @@ export default function drivingSchoolHandle(globalData: IGlobalData) {
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var kmh;
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mp.events.add('drivingSchoolMenu', () => {
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mp.game.ui.setTextComponentFormat('STRING');
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/*mp.game.ui.setTextComponentFormat('STRING');
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mp.game.ui.addTextComponentSubstringPlayerName('Drücke ~INPUT_CONTEXT~, um das Fahrschulmenü zu öffnen');
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mp.game.ui.displayHelpTextFromStringLabel(0, true, true, -1);
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*/
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mp.events.call("renderHelpTextOnScreen", "~s~Drücke ~g~E, ~s~um das ~b~Fahrschulmenü ~s~zu öffnen")
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mp.keys.bind(0x45, false, keyPressHandler);
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keyBound = true;
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