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BeamNG.drive 代码的片段
Lua代码片段
世界
绘制标记和车辆检测
在地图中绘制标记可能是向用户表明他们可以在那里进行某种形式的交互的最佳方式之一。
绘制标记相当容易。以下是如何绘制公交车路线标记的示例:
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
以下是来自BeamNG-FuelStations的自定义标记示例:
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
用户界面
屏幕右上角弹出的通知
--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}})
消息通知,消息应用程序中默认位于屏幕左上角
这需要'Messages' 或 'Messages & Tasks' UI 插件。图标文件可以在以下路径中找到 `ui\ui-vue\src\assets\fonts\bngIcons\svg这需要'Messages' 或 'Messages & Tasks' UI 插件。图标文件可以在以下路径中找到
--guihooks.trigger('Message', {msg, ttl, category, icon})
--ui_message(msg, ttl, category, icon)
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"})
位于中心,大,小型短暂显示
--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}})
位于中心,中型持续显示
这需要 “比赛实时显示 (Race Realtime Display)” UI 插件。
--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 = ""} )
Confirmation Dialog
ConfirmationDialog是一种简单的弹出窗口,最多支持两个按钮。
-- -- 打开一个包含标题、正文及最多两个按钮的Confirmation Dialog
guihooks.trigger("ConfirmationDialogOpen",
"Example Title",
"Example Body Text",
"Okay",
"", --gelua. empty string
"Cancel",
"" --gelua
)
-- 关闭任何具有指定标题且处于打开状态的确认对话框
guihooks.trigger("ConfirmationDialogClose", "Example Title")
按钮的两个字段都必须是字符串,该按钮才能正常显示。
如果提供了Okay按钮,按下 *确定 / 主要动作 (OK / Primary action)*按键的效果等同于点击确定按钮。
如果提供了Cancel按钮,按下*菜单 (Menu)*按键的效果等同于点击取消按钮。
支持HTML格式,例如可以用来添加图像或图标。
可以同时显示多个,并将按顺序依次呈现。
!!! bug
不提供任何按钮会导致玩家在不使用控制台的情况下无法退出该对话框。
!!! bug
当 **ConfirmationDialog**(确认对话框)处于活动状态时,小地图 (Minimap) UI 插件的 **SDF 部分** 依然保持可见。
可以使用 `#!lua guihooks.trigger('ShowApps', false)` 隐藏 UI 插件,作为一种临时性的补救方案。
introPopupTutorial
introPopupTutorial 是一种高度可定制的弹出窗口,其内容主要由嵌入式 HTML 定义。标准做法是从位于/gameplay/tutorials/pages/*/content.html的独立 HTML 文件中进行加载。
guihooks.trigger("introPopupTutorial", {
{
content = readFile("/gameplay/tutorials/pages/template/content.html"):gsub("\r\n",""),
flavour = "onlyOk"
}
})
guihooks.trigger("introPopupClose")
Flavours控制显示的按钮类型。共有四种预设模式:
withLogbook- Buttons: Career Logbook, Okay
onlyOk- Buttons: Okay
onlyLogbook- Buttons: Career Logbook
noButtons- Provides no buttons
!!! 警告
当页面使用noButtons模式时,如果页面内容中未提供用于关闭弹出窗口的额外 JavaScript 代码,则会导致软锁定。在这种模式下,多个页面不会合并到同一个弹出窗口中。因此,不建议使用该模式。
如果提供了多个页面,或者该hook被多次触发,这些页面将合并到同一个弹出窗口中。
如果在introPopup处于活动状态时触发钩子,或者已经触发了另一种类型的introPopup,则新内容将在现有弹出窗口关闭后,以独立的弹出窗口形式显示。
introPopupCareer
introPopupCareer是一种易于使用且具有高度开放性的弹出窗口,如有需要,它还支持嵌入 HTML 内容。
Flavours控制显示的按钮类型以及默认的图像宽高比。共有四种预设模式:
default- Default image aspect ratio: 16x9
- Buttons: Later, Okay
welcome- Default image aspect ratio: 16x9
- Buttons: Career Logbook, Okay
branch-info- Default image aspect ratio: 16x9
- Buttons: Career Logbook, Okay
garage- Buttons: Later, Okay
guihooks.trigger("introPopupCareer", {
{
title = "Example title",
text = "Example text",
image = "/gameplay/tutorials/pages/template/image.jpg",
ratio = "16x9",
flavour = "default"
}
})
guihooks.trigger("introPopupClose")
如果提供了多个页面,或者该hook被多次触发,这些页面将合并到同一个弹出窗口中。
如果在introPopup处于活动状态时触发了hook,或者已经触发了另一种类型的introPopup,则新内容将在当前弹出窗口关闭后,以独立的弹出窗口形式显示。
!!! bug
背景模糊具有最小高度限制,这会导致内容较短的弹出窗口下方出现多余的模糊区域。目前主要有两种规避方案:
* 重复输入 `\n` 并以 `#!html <div />` 结尾,直到窗口完全覆盖模糊区域。
* 使用空路径或缺失的 `image` 路径,并调整宽高比(Aspect Ratio),直到窗口覆盖模糊区域。
introPopupMission
introPopupMission与introPopupCareer几乎完全相同,但它需要手动定义按钮,而不是直接为按钮选择Flavour的预设模式。
按钮样式以 bng-button-style 的格式进行组合。内置的按钮样式包括:
main- 橙色secondary- 青色attention- 红色white- 白色link- 半透明outline- 橙色轮廓
guihooks.trigger('introPopupMission', {
title = "introPopupMission title",
text = "introPopupMission description",
image = "/gameplay/tutorials/pages/template/image.jpg",
ratio = "16x9",
buttons = {
{ default=true, class="main", label="main button", clickLua="" },
{ default=false, class="secondary", label="secondary button", clickLua="" },
{ default=false, class="attention", label="attention button", clickLua="" },
{ default=false, class="white", label="white button", clickLua="" },
{ default=false, class="link", label="link button", clickLua="" },
{ default=false, class="outline", label="outline button", clickLua="" }
}
})
guihooks.trigger("introPopupClose")
如果提供了多个页面,或者该hook被多次触发,这些页面将合并到同一个弹出窗口中。
如果在introPopup处于活动状态时触发了hook,或者已经触发了另一种类型的introPopup,则新内容将在当前弹出窗口关闭后,以独立的弹出窗口形式显示。
!!! bug
背景模糊具有最小高度限制,这会导致内容较短的弹出窗口在其窗口下方出现多余的模糊区域。目前主要有两种规避方案:
* 重复使用 `\n` 并以 `#!html <div />` 结尾,直到窗口高度足以覆盖模糊区域。
* 使用空路径或缺失的 `image` 路径,并调整宽高比(Aspect Ratio),直到窗口完全覆盖模糊区域。
Dialogue
Dialogue被用于A Rocky Start活动中,用于显示有关任务的信息。它是一个居中且垂直对齐的弹出窗口,具有特定的布局。它不支持嵌入 HTML。
ui_missionInfo.openDialogue({
title = "Dialogue title",
type = "Custom", -- isn't actually displayed
typeName = "typeName",
data = {
{label = "objective", value = "reward"}
-- add more...
},
buttons = {
{action = "accept", text = "Accept", cmd = ""},
{action = 'decline',text = "Decline", cmd = ""}
-- add more...
}
})
ui_missionInfo.closeDialogue()
同时只能显示一个Dialogue。任何现有的Dialogue都会被直接覆盖。
!!! info
`#!lua ui_missionInfo.closeDialogue()` 必须使用该函数来关闭对话框。
请确保在按下任何按钮时都调用此函数。
IMGUI代码片段
todo
CEF UI代码片段
todo