feat: Implement virtual garage system including class initialization and UI for managing player vehicle unlocks.
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@ -25,6 +25,8 @@
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GVAR(VGarageClass) = createHashMapObject [[
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["#type", "IVGarageClass"],
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["#create", {
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GVAR(isPreLoaded) = false;
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_self set ["uid", (getPlayerUID player)];
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_self set ["vGarage", createHashMap];
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_self set ["isLoaded", false];
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@ -26,66 +26,70 @@ private _locations = (missionConfigFile >> "FORGE_CfgGarages" >> "locations") ca
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true;
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} count _locations;
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BIS_fnc_garage_center = createVehicle ["Land_HelipadEmpty_F", FORGE_VehSpawnPos, [], 0, "NONE"];
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BIS_fnc_garage_centerType = getText (configFile >> "CfgVehicles" >> "B_Quadbike_01_F" >> "model");
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if !(GVAR(isPreLoaded)) then {
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[missionNamespace, "garageOpened", {
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params ["_display", "_toggleSpace"];
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missionNamespace setVariable ["BIS_fnc_garage_data", [
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GVAR(Cars),
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GVAR(Armor),
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GVAR(Helis),
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GVAR(Planes),
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GVAR(Naval),
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GVAR(Other)
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]];
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{
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lbClear (_display displayCtrl (960 + _forEachIndex));
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} forEach BIS_fnc_garage_data;
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_display displayAddEventHandler ["KeyDown", "_this select 3"];
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{ (_display displayCtrl _x) ctrlShow false } forEach [44151, 44150, 44146, 44147, 44148, 44149, 44346, 44347, 978];
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["ListAdd", [_display]] call BFUNC(garage);
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}] call BFUNC(addScriptedEventHandler);
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[missionNamespace, "garageClosed", {
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private _nearestObjects = BIS_fnc_garage_center nearEntities [["Car","Tank","Air","Ship"], 15];
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if (!isNil "_nearestObjects") then {
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private _obj = _nearestObjects select 0;
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private _veh = typeOf _obj;
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private _textures = getObjectTextures _obj;
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private _animationNames = animationNames _obj;
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{ deleteVehicle _x } forEach _nearestObjects;
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private _createVehicle = createVehicle [_veh, FORGE_VehSpawnPos, [], 0, "CAN_COLLIDE"];
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if (_textures isNotEqualTo []) then {
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private _count = 0;
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{
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_createVehicle setObjectTextureGlobal [_count, _x];
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_count = _count + 1;
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} forEach _textures;
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};
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if (_animationNames isNotEqualTo []) then {
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private _animationPhase = [];
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for "_i" from 0 to count _animationNames -1 do {
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_animationPhase pushBack [_animationNames select _i, _obj animationPhase (_animationNames select _i)];
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{ _createVehicle animate _x; } forEach _animationPhase;
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};
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};
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};
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}] call BFUNC(addScriptedEventHandler);
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GVAR(isPreLoaded) = true;
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};
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private _nearVehicles = FORGE_VehSpawnPos nearEntities [["Car", "Tank", "Air", "Ship"], 5];
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if (_nearVehicles isNotEqualTo []) exitWith {
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private _params = ["warning", "Virtual Garage", "Vehicle spawn position is blocked. Please move the vehicle before accessing the garage.", 3000];
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EGVAR(notifications,NotificationClass) call ["create", _params];
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};
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BIS_fnc_garage_center = createVehicle ["Land_HelipadEmpty_F", FORGE_VehSpawnPos, [], 0, "NONE"];
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BIS_fnc_garage_centerType = getText (configFile >> "CfgVehicles" >> "B_Quadbike_01_F" >> "model");
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[missionNamespace, "garageOpened", {
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params ["_display", "_toggleSpace"];
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missionNamespace setVariable ["BIS_fnc_garage_data", [
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GVAR(Cars),
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GVAR(Armor),
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GVAR(Helis),
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GVAR(Planes),
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GVAR(Naval),
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GVAR(Other)
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]];
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{
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lbClear (_display displayCtrl (960 + _forEachIndex));
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} forEach BIS_fnc_garage_data;
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_display displayAddEventHandler ["KeyDown", "_this select 3"];
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{ (_display displayCtrl _x) ctrlShow false } forEach [44151, 44150, 44146, 44147, 44148, 44149, 44346, 44347, 978];
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["ListAdd", [_display]] call BFUNC(garage);
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}] call BFUNC(addScriptedEventHandler);
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[missionNamespace, "garageClosed", {
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private _nearestObjects = BIS_fnc_garage_center nearEntities [["Car","Tank","Air","Ship"], 15];
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if (!isNil "_nearestObjects") then {
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private _obj = _nearestObjects select 0;
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private _veh = typeOf _obj;
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private _textures = getObjectTextures _obj;
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private _animationNames = animationNames _obj;
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{ deleteVehicle _x } forEach _nearestObjects;
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private _createVehicle = createVehicle [_veh, FORGE_VehSpawnPos, [], 0, "CAN_COLLIDE"];
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if (_textures isNotEqualTo []) then {
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private _count = 0;
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{
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_createVehicle setObjectTextureGlobal [_count, _x];
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_count = _count + 1;
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} forEach _textures;
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};
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if (_animationNames isNotEqualTo []) then {
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private _animationPhase = [];
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for "_i" from 0 to count _animationNames -1 do {
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_animationPhase pushBack [_animationNames select _i, _obj animationPhase (_animationNames select _i)];
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{ _createVehicle animate _x; } forEach _animationPhase;
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};
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};
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};
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}] call BFUNC(addScriptedEventHandler);
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["Open", true] call BFUNC(garage);
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