!!! Attenzione "Questo sito è ancora in costruzione" Questo sito è in fase di lavorazione. Pensi di poter aiutare? Puoi farlo cliccando sulla pagina con la matita in alto a destra! Puoi contribuire a qualsiasi pagina. # Snippet per BeamNG.drive ## Snippet di codice Lua ### Creare un indicatore & rilevare un veicolo Creare un indicatore (o marker) sulla mappa è uno dei modi migliori per far capire all'utente che può interagire con qualcosa in quel punto. Creare un indicatore è relativamente semplice. Di seguito c'è un esempio di come è creato un indicatore per il percorso dei bus: ```Lua local function createBusMarker(markerName) local marker = createObject('TSStatic') marker:setField('shapeName', 0, "art/shapes/interface/position_marker.dae") marker:setPosition(vec3(0, 0, 0)) marker.scale = vec3(1, 1, 1) marker:setField('rotation', 0, '1 0 0 0') marker.useInstanceRenderData = true marker:setField('instanceColor', 0, '1 1 1 0') marker:setField('collisionType', 0, "Collision Mesh") marker:setField('decalType', 0, "Collision Mesh") marker:setField('playAmbient', 0, "1") marker:setField('allowPlayerStep', 0, "1") marker:setField('canSave', 0, "0") marker:setField('canSaveDynamicFields', 0, "1") marker:setField('renderNormals', 0, "0") marker:setField('meshCulling', 0, "0") marker:setField('originSort', 0, "0") marker:setField('forceDetail', 0, "-1") marker.canSave = false marker:registerObject(markerName) scenetree.MissionGroup:addObject(marker) return marker end -- this can then be called in a loop to setup your markers. -- NOTE: You should only do this once as part of your setup and not called on each frame. if #markers == 0 then for k,v in pairs(nameMarkers) do local mk = scenetree.findObject(v) if mk == nil then log('I', logTag,'Creating marker '..tostring(v)) mk = createBusMarker(v) ScenarioObjectsGroup:addObject(mk.obj) end table.insert(markers, mk) end end ``` Di seguito un esempio di indicatore personalizzato preso da [BeamNG-FuelStations](https://github.com/BeamMP/BeamNG-FuelStations/tree/master): ```Lua local stations = [ { "location": [ -778.813, 485.973, 23.46 ], "type":"gas" }, { "location": [ 617.164, -192.107, 53.2 ], "type":"ev" }, ] local function IsEntityInsideArea(pos1, pos2, radius) return pos1:distance(pos2) < radius end local onUpdate = function (dt) for k, spot in pairs(stations) do -- loop through all spots on the current map local bottomPos = vec3(spot.location[1], spot.location[2], spot.location[3]) local topPos = bottomPos + vec3(0,0,2) -- offset vec to get top position (2m tall) local spotInRange = false -- is this spot in range? used for color local spotCompatible = false -- is this spot compatible? if activeVeh then -- we have a car and its ours (if in mp) local vehPos = activeVeh:getPosition() spotInRange = IsEntityInsideArea(vec3(vehPos.x, vehPos.y,vehPos.z), bottomPos, 1.5) spotCompatible = activeFuelType == "any" or spot.type == "any" or activeFuelType == spot.type end local spotColor = (spotInRange and spotCompatible) and activeColorMap[spot.type] or inactiveColorMap[spot.type] or ColorF(1,1,1,0.5) debugDrawer:drawCylinder(bottomPos:toPoint3F(), topPos:toPoint3F(), 1, spotColor) --bottom, top, radius, color end end ``` ### Esempi guihook #### Notifiche Toast, in alto a destra dello schermo ![image](https://github.com/StanleyDudek/Docs/assets/49531350/c8a87842-b95a-4eca-84dc-93072ecc9158) ```lua --guihooks.trigger('toastrMsg', {type, title, msg, config = {timeOut}}) guihooks.trigger('toastrMsg', {type = "info", title = "Info Message:", msg = "Info Message Text Here", config = {timeOut = 5000}}) guihooks.trigger('toastrMsg', {type = "warning", title = "Warning Message:", msg = "Warning Message Text Here", config = {timeOut = 5000}}) guihooks.trigger('toastrMsg', {type = "error", title = "Error Message:", msg = "Error Message Text Here", config = {timeOut = 5000}}) ``` #### Notifiche come messaggi, in alto a sinistra dello schermo di norma nell'app Messages ![image](https://github.com/StanleyDudek/Docs/assets/49531350/6baef813-50cb-43c3-9c59-0de550b014b6) ```lua --guihooks.trigger('Message', {msg, ttl, category, icon}) --requires Messages app guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "arrow_upward", icon = "arrow_upward"}) guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "arrow_downward", icon = "arrow_downward"}) guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "flag", icon = "flag"}) guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "check", icon = "check"}) guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "check_circle", icon = "check_circle"}) guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "warning", icon = "warning"}) guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "error", icon = "error"}) guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "directions_car", icon = "directions_car"}) guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "star", icon = "star"}) guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "timeline", icon = "timeline"}) guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "save", icon = "save"}) guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "settings", icon = "settings"}) ``` #### Messaggio centrale temporaneo grande o piccolo ![image](https://github.com/StanleyDudek/Docs/assets/49531350/d0cf754f-83f8-4d15-9159-27350da127de) ![image](https://github.com/StanleyDudek/Docs/assets/49531350/1df6fc9b-756f-484e-b8d9-5df346dc4c26) ```lua --guihooks.trigger('ScenarioFlashMessage', {{msg, ttl, sound, big}} ) -- requires RaceCountdown ui app guihooks.trigger('ScenarioFlashMessage', {{"Message", 5.0, 0, true}} ) guihooks.trigger('ScenarioFlashMessage', {{"Message Text Here", 5.0, 0, false}} ) --countdown example, when all executed at once, the items are queued and will follow eachother after the previous ttl expires guihooks.trigger('ScenarioFlashMessage', {{"3", 1.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Countdown1')", true}}) guihooks.trigger('ScenarioFlashMessage', {{"2", 1.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Countdown2')", true}}) guihooks.trigger('ScenarioFlashMessage', {{"1", 1.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Countdown3')", true}}) guihooks.trigger('ScenarioFlashMessage', {{"GO!", 3.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_CountdownGo')", true}}) --another sound example guihooks.trigger('ScenarioFlashMessage', {{"Teleported!", 3.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Checkpoint')", false}}) ``` #### Messaggio centrale persistente ![image](https://github.com/StanleyDudek/Docs/assets/49531350/6290e018-6b3d-4674-98f2-34282a723258) ```lua --guihooks.trigger('ScenarioRealtimeDisplay', {msg = msg} ) -- requires Race Realtime Display ui app guihooks.trigger('ScenarioRealtimeDisplay', {msg = "Message Text Here"} ) --these messages persist, clear with a blank string --if you are running live data, this is a good one to update rapidly (think timers, distance calcs, et cetera) guihooks.trigger('ScenarioRealtimeDisplay', {msg = ""} ) ``` ## Snippet di codice IMGUI ## Snippet di codice CEF UI