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161 lines
7.6 KiB
Markdown
161 lines
7.6 KiB
Markdown
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# BeamNG.drive Code Ausschnitte
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## Lua-Code-Ausschnitte
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### Zeichnen einer Markierung und Fahrzeugerkennung
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Das Zeichnen von Markierungen in der Karte kann eine der besten Möglichkeiten sein, dem Benutzer anzuzeigen, dass dort irgendeine Form der Interaktion möglich ist.
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Das Zeichnen eines Markers ist ziemlich einfach. Hier ist ein Beispiel dafür, wie die Buslinienmarkierung gezeichnet wird:
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```Lua
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local function createBusMarker(markerName)
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local marker = createObject('TSStatic')
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marker:setField('shapeName', 0, "art/shapes/interface/position_marker.dae")
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marker:setPosition(vec3(0, 0, 0))
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marker.scale = vec3(1, 1, 1)
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marker:setField('rotation', 0, '1 0 0 0')
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marker.useInstanceRenderData = true
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marker:setField('instanceColor', 0, '1 1 1 0')
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marker:setField('collisionType', 0, "Collision Mesh")
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marker:setField('decalType', 0, "Collision Mesh")
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marker:setField('playAmbient', 0, "1")
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marker:setField('allowPlayerStep', 0, "1")
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marker:setField('canSave', 0, "0")
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marker:setField('canSaveDynamicFields', 0, "1")
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marker:setField('renderNormals', 0, "0")
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marker:setField('meshCulling', 0, "0")
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marker:setField('originSort', 0, "0")
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marker:setField('forceDetail', 0, "-1")
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marker.canSave = false
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marker:registerObject(markerName)
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scenetree.MissionGroup:addObject(marker)
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return marker
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end
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-- this can then be called in a loop to setup your markers.
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-- NOTE: You should only do this once as part of your setup and not called on each frame.
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if #markers == 0 then
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for k,v in pairs(nameMarkers) do
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local mk = scenetree.findObject(v)
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if mk == nil then
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log('I', logTag,'Creating marker '..tostring(v))
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mk = createBusMarker(v)
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ScenarioObjectsGroup:addObject(mk.obj)
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end
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table.insert(markers, mk)
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end
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end
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```
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Hier ist ein Beispiel für einen benutzerdefinierten Marker von [BeamNG-FuelStations](https://github.com/BeamMP/BeamNG-FuelStations/tree/master) :
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```Lua
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local stations = [
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{ "location": [ -778.813, 485.973, 23.46 ], "type":"gas" },
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{ "location": [ 617.164, -192.107, 53.2 ], "type":"ev" },
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]
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local function IsEntityInsideArea(pos1, pos2, radius)
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return pos1:distance(pos2) < radius
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end
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local onUpdate = function (dt)
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for k, spot in pairs(stations) do -- loop through all spots on the current map
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local bottomPos = vec3(spot.location[1], spot.location[2], spot.location[3])
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local topPos = bottomPos + vec3(0,0,2) -- offset vec to get top position (2m tall)
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local spotInRange = false -- is this spot in range? used for color
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local spotCompatible = false -- is this spot compatible?
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if activeVeh then -- we have a car and its ours (if in mp)
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local vehPos = activeVeh:getPosition()
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spotInRange = IsEntityInsideArea(vec3(vehPos.x, vehPos.y,vehPos.z), bottomPos, 1.5)
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spotCompatible = activeFuelType == "any" or spot.type == "any" or activeFuelType == spot.type
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end
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local spotColor = (spotInRange and spotCompatible) and activeColorMap[spot.type] or inactiveColorMap[spot.type] or ColorF(1,1,1,0.5)
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debugDrawer:drawCylinder(bottomPos:toPoint3F(), topPos:toPoint3F(), 1, spotColor) --bottom, top, radius, color
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end
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end
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```
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### Guihooks-Beispiele
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#### Toast-Benachrichtigungen, oben rechts auf dem Bildschirm
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```lua
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--guihooks.trigger('toastrMsg', {type, title, msg, config = {timeOut}})
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guihooks.trigger('toastrMsg', {type = "info", title = "Info Message:", msg = "Info Message Text Here", config = {timeOut = 5000}})
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guihooks.trigger('toastrMsg', {type = "warning", title = "Warning Message:", msg = "Warning Message Text Here", config = {timeOut = 5000}})
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guihooks.trigger('toastrMsg', {type = "error", title = "Error Message:", msg = "Error Message Text Here", config = {timeOut = 5000}})
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```
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#### Nachrichtenbenachrichtigungen, standardmäßig oben links auf dem Bildschirm in der Nachrichten-App
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```lua
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--guihooks.trigger('Message', {msg, ttl, category, icon}) --requires Messages app
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guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "arrow_upward", icon = "arrow_upward"})
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guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "arrow_downward", icon = "arrow_downward"})
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guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "flag", icon = "flag"})
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guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "check", icon = "check"})
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guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "check_circle", icon = "check_circle"})
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guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "warning", icon = "warning"})
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guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "error", icon = "error"})
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guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "directions_car", icon = "directions_car"})
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guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "star", icon = "star"})
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guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "timeline", icon = "timeline"})
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guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "save", icon = "save"})
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guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "settings", icon = "settings"})
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```
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#### Zentrales, aufblinkendes, großes oder kleines Anzeigefenster
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```lua
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--guihooks.trigger('ScenarioFlashMessage', {{msg, ttl, sound, big}} ) -- requires RaceCountdown ui app
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guihooks.trigger('ScenarioFlashMessage', {{"Message", 5.0, 0, true}} )
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guihooks.trigger('ScenarioFlashMessage', {{"Message Text Here", 5.0, 0, false}} )
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--countdown example, when all executed at once, the items are queued and will follow eachother after the previous ttl expires
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guihooks.trigger('ScenarioFlashMessage', {{"3", 1.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Countdown1')", true}})
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guihooks.trigger('ScenarioFlashMessage', {{"2", 1.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Countdown2')", true}})
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guihooks.trigger('ScenarioFlashMessage', {{"1", 1.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Countdown3')", true}})
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guihooks.trigger('ScenarioFlashMessage', {{"GO!", 3.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_CountdownGo')", true}})
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--another sound example
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guihooks.trigger('ScenarioFlashMessage', {{"Teleported!", 3.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Checkpoint')", false}})
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```
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#### Zentrales, mittelgroßes, dauerhaftes Display
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```lua
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--guihooks.trigger('ScenarioRealtimeDisplay', {msg = msg} ) -- requires Race Realtime Display ui app
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guihooks.trigger('ScenarioRealtimeDisplay', {msg = "Message Text Here"} )
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--these messages persist, clear with a blank string
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--if you are running live data, this is a good one to update rapidly (think timers, distance calcs, et cetera)
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guihooks.trigger('ScenarioRealtimeDisplay', {msg = ""} )
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```
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## IMGUI-Codeausschnitte
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## CEF-UI-Codeausschnitte
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