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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:

  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:

  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

--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

--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 image

--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

--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