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Main/resources/[standalone]/progressbar/client.lua

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2025-06-07 08:51:21 +02:00
local Action = {
name = '',
duration = 0,
label = '',
useWhileDead = false,
canCancel = true,
disarm = true,
controlDisables = {
disableMovement = false,
disableCarMovement = false,
disableMouse = false,
disableCombat = false,
},
animation = {
animDict = nil,
anim = nil,
flags = 0,
task = nil,
},
prop = {
model = nil,
bone = nil,
coords = vec3(0.0, 0.0, 0.0),
rotation = vec3(0.0, 0.0, 0.0),
},
propTwo = {
model = nil,
bone = nil,
coords = vec3(0.0, 0.0, 0.0),
rotation = vec3(0.0, 0.0, 0.0),
},
}
local isDoingAction = false
local wasCancelled = false
local prop_net = nil
local propTwo_net = nil
local isAnim = false
local isProp = false
local isPropTwo = false
local controls = {
disableMouse = { 1, 2, 106 },
disableMovement = { 30, 31, 36, 21, 75 },
disableCarMovement = { 63, 64, 71, 72 },
disableCombat = { 24, 25, 37, 47, 58, 140, 141, 142, 143, 263, 264, 257 }
}
-- Functions
local function loadAnimDict(dict)
RequestAnimDict(dict)
while not HasAnimDictLoaded(dict) do
Wait(5)
end
end
local function loadModel(model)
RequestModel(model)
while not HasModelLoaded(model) do
Wait(5)
end
end
local function createAndAttachProp(prop, ped)
loadModel(prop.model)
local coords = GetOffsetFromEntityInWorldCoords(ped, 0.0, 0.0, 0.0)
local propEntity = CreateObject(GetHashKey(prop.model), coords.x, coords.y, coords.z, true, true, true)
local netId = ObjToNet(propEntity)
SetNetworkIdExistsOnAllMachines(netId, true)
NetworkUseHighPrecisionBlending(netId, true)
SetNetworkIdCanMigrate(netId, false)
local boneIndex = GetPedBoneIndex(ped, prop.bone or 60309)
AttachEntityToEntity(
propEntity, ped, boneIndex,
prop.coords.x, prop.coords.y, prop.coords.z,
prop.rotation.x, prop.rotation.y, prop.rotation.z,
true, true, false, true, 0, true
)
return netId
end
local function disableControls()
CreateThread(function()
while isDoingAction do
for disableType, isEnabled in pairs(Action.controlDisables) do
if isEnabled and controls[disableType] then
for _, control in ipairs(controls[disableType]) do
DisableControlAction(0, control, true)
end
end
end
if Action.controlDisables.disableCombat then
DisablePlayerFiring(PlayerId(), true)
end
Wait(0)
end
end)
end
local function StartActions()
local ped = PlayerPedId()
if isDoingAction then
if not isAnim and Action.animation then
if Action.animation.task then
TaskStartScenarioInPlace(ped, Action.animation.task, 0, true)
else
local anim = Action.animation
if anim.animDict and anim.anim and DoesEntityExist(ped) and not IsEntityDead(ped) then
loadAnimDict(anim.animDict)
TaskPlayAnim(ped, anim.animDict, anim.anim, 3.0, 3.0, -1, anim.flags or 1, 0, false, false, false)
end
end
isAnim = true
end
if not isProp and Action.prop and Action.prop.model then
prop_net = createAndAttachProp(Action.prop, ped)
isProp = true
end
if not isPropTwo and Action.propTwo and Action.propTwo.model then
propTwo_net = createAndAttachProp(Action.propTwo, ped)
isPropTwo = true
end
disableControls()
end
end
local function StartProgress(action, onStart, onTick, onFinish)
local playerPed = PlayerPedId()
local isPlayerDead = IsEntityDead(playerPed)
if (not isPlayerDead or action.useWhileDead) and not isDoingAction then
isDoingAction = true
LocalPlayer.state:set('inv_busy', true, true)
Action = action
SendNUIMessage({
action = 'progress',
duration = action.duration,
label = action.label
})
StartActions()
CreateThread(function()
if onStart then onStart() end
while isDoingAction do
Wait(1)
if onTick then onTick() end
if IsControlJustPressed(0, 200) and action.canCancel then
TriggerEvent('progressbar:client:cancel')
wasCancelled = true
break
end
if IsEntityDead(playerPed) and not action.useWhileDead then
TriggerEvent('progressbar:client:cancel')
wasCancelled = true
break
end
end
if onFinish then onFinish(wasCancelled) end
isDoingAction = false
end)
end
end
local function ActionCleanup()
local ped = PlayerPedId()
if Action.animation then
if Action.animation.task or (Action.animation.animDict and Action.animation.anim) then
StopAnimTask(ped, Action.animation.animDict, Action.animation.anim, 1.0)
ClearPedSecondaryTask(ped)
else
ClearPedTasks(ped)
end
end
if prop_net then
DetachEntity(NetToObj(prop_net), true, true)
DeleteObject(NetToObj(prop_net))
end
if propTwo_net then
DetachEntity(NetToObj(propTwo_net), true, true)
DeleteObject(NetToObj(propTwo_net))
end
prop_net = nil
propTwo_net = nil
isDoingAction = false
wasCancelled = false
isAnim = false
isProp = false
isPropTwo = false
LocalPlayer.state:set('inv_busy', false, true)
end
-- Events
RegisterNetEvent('progressbar:client:ToggleBusyness', function(bool)
isDoingAction = bool
end)
RegisterNetEvent('progressbar:client:progress', function(action, finish)
StartProgress(action, nil, nil, finish)
end)
RegisterNetEvent('progressbar:client:ProgressWithStartEvent', function(action, start, finish)
StartProgress(action, start, nil, finish)
end)
RegisterNetEvent('progressbar:client:ProgressWithTickEvent', function(action, tick, finish)
StartProgress(action, nil, tick, finish)
end)
RegisterNetEvent('progressbar:client:ProgressWithStartAndTick', function(action, start, tick, finish)
StartProgress(action, start, tick, finish)
end)
RegisterNetEvent('progressbar:client:cancel', function()
ActionCleanup()
SendNUIMessage({
action = 'cancel'
})
end)
-- NUI Callback
RegisterNUICallback('FinishAction', function(data, cb)
ActionCleanup()
cb('ok')
end)
-- Exports
local function Progress(action, finish)
StartProgress(action, nil, nil, finish)
end
exports('Progress', Progress)
local function ProgressWithStartEvent(action, start, finish)
StartProgress(action, start, nil, finish)
end
exports('ProgressWithStartEvent', ProgressWithStartEvent)
local function ProgressWithTickEvent(action, tick, finish)
StartProgress(action, nil, tick, finish)
end
exports('ProgressWithTickEvent', ProgressWithTickEvent)
local function ProgressWithStartAndTick(action, start, tick, finish)
StartProgress(action, start, tick, finish)
end
exports('ProgressWithStartAndTick', ProgressWithStartAndTick)
local function isDoingSomething()
return isDoingAction
end
exports('isDoingSomething', isDoingSomething)