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This commit is contained in:
@@ -0,0 +1,883 @@
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if game.CoreGui.Version < 3 then return end -- peace out if we aren't using the right client
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-- A couple of necessary functions
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local function waitForChild(instance, name)
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while not instance:FindFirstChild(name) do
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instance.ChildAdded:wait()
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end
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return instance:FindFirstChild(name)
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end
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local function waitForProperty(instance, property)
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while not instance[property] do
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instance.Changed:wait()
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end
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end
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local currentLoadout = script.Parent
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local StaticTabName = "gear"
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local robloxGui = game:GetService("CoreGui"):FindFirstChild("RobloxGui")
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assert(robloxGui)
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waitForChild(robloxGui,"CurrentLoadout")
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waitForChild(robloxGui.CurrentLoadout,"TempSlot")
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waitForChild(robloxGui.CurrentLoadout.TempSlot,"SlotNumber")
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--- Begin Locals
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waitForChild(game,"Players")
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waitForProperty(game.Players,"LocalPlayer")
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local player = game.Players.LocalPlayer
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waitForChild(game, "LocalBackpack")
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game.LocalBackpack:SetOldSchoolBackpack(false)
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waitForChild(currentLoadout.Parent,"Backpack")
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local guiBackpack = currentLoadout.Parent.Backpack
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local backpackManager = waitForChild(guiBackpack,"CoreScripts/BackpackScripts/BackpackManager")
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local backpackOpenEvent = waitForChild(backpackManager,"BackpackOpenEvent")
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local backpackCloseEvent = waitForChild(backpackManager,"BackpackCloseEvent")
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local tabClickedEvent = waitForChild(backpackManager,"TabClickedEvent")
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local resizeEvent = waitForChild(backpackManager,"ResizeEvent")
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local inGearTab = true
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local maxNumLoadoutItems = 10
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local characterChildAddedCon = nil
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local backpackChildCon = nil
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local debounce = false
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local enlargeFactor = 1.18
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local buttonSizeEnlarge = UDim2.new(1 * enlargeFactor,0,1 * enlargeFactor,0)
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local buttonSizeNormal = UDim2.new(1,0,1,0)
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local enlargeOverride = true
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local guiTweenSpeed = 0.5
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local inventory = {}
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for i = 0, 9 do
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game:GetService("GuiService"):AddKey(tostring(i)) -- register our keys
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end
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local gearSlots = {}
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for i = 1, maxNumLoadoutItems do
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gearSlots[i] = "empty"
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end
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--- End Locals
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-- Begin Functions
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local function kill(prop,con,gear)
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if con then con:disconnect() end
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if prop == true and gear then
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reorganizeLoadout(gear,false)
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end
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end
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function characterInWorkspace()
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if game.Players["LocalPlayer"] then
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if game.Players.LocalPlayer["Character"] then
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if game.Players.LocalPlayer.Character ~= nil then
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if game.Players.LocalPlayer.Character.Parent ~= nil then
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return true
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end
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end
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end
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end
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return false
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end
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function removeGear(gear)
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local emptySlot = nil
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for i = 1, #gearSlots do
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if gearSlots[i] == gear and gear.Parent ~= nil then
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emptySlot = i
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break
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end
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end
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if emptySlot then
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if gearSlots[emptySlot].GearReference.Value then
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if gearSlots[emptySlot].GearReference.Value.Parent == game.Players.LocalPlayer.Character then -- if we currently have this equipped, unequip it
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gearSlots[emptySlot].GearReference.Value.Parent = game.Players.LocalPlayer.Backpack
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end
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if gearSlots[emptySlot].GearReference.Value:IsA("HopperBin") and gearSlots[emptySlot].GearReference.Value.Active then -- this is an active hopperbin
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gearSlots[emptySlot].GearReference.Value:Disable()
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gearSlots[emptySlot].GearReference.Value.Active = false
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end
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end
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gearSlots[emptySlot] = "empty"
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local centerizeX = gear.Size.X.Scale/2
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local centerizeY = gear.Size.Y.Scale/2
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gear:TweenSizeAndPosition(UDim2.new(0,0,0,0),
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UDim2.new(gear.Position.X.Scale + centerizeX,gear.Position.X.Offset,gear.Position.Y.Scale + centerizeY,gear.Position.Y.Offset),
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Enum.EasingDirection.Out, Enum.EasingStyle.Quad,guiTweenSpeed/4,true)
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delay(guiTweenSpeed/2,
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function()
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gear:remove()
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end)
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end
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end
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function insertGear(gear, addToSlot)
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local pos = nil
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if not addToSlot then
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for i = 1, #gearSlots do
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if gearSlots[i] == "empty" then
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pos = i
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break
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end
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end
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if pos == 1 and gearSlots[1] ~= "empty" then gear:remove() return end -- we are currently full, can't add in
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else
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pos = addToSlot
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-- push all gear down one slot
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local start = 1
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for i = 1, #gearSlots do
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if gearSlots[i] == "empty" then
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start = i
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break
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end
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end
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for i = start, pos + 1, -1 do
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gearSlots[i] = gearSlots[i - 1]
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if i == 10 then
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gearSlots[i].SlotNumber.Text = "0"
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gearSlots[i].SlotNumberDownShadow.Text = "0"
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gearSlots[i].SlotNumberUpShadow.Text = "0"
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else
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gearSlots[i].SlotNumber.Text = i
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gearSlots[i].SlotNumberDownShadow.Text = i
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gearSlots[i].SlotNumberUpShadow.Text = i
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end
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end
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end
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gearSlots[pos] = gear
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if pos ~= maxNumLoadoutItems then
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if(type(tostring(pos)) == "string") then
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local posString = tostring(pos)
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gear.SlotNumber.Text = posString
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gear.SlotNumberDownShadow.Text = posString
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gear.SlotNumberUpShadow.Text = posString
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end
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else -- tenth gear doesn't follow mathematical pattern :(
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gear.SlotNumber.Text = "0"
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gear.SlotNumberDownShadow.Text = "0"
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gear.SlotNumberUpShadow.Text = "0"
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end
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gear.Visible = true
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local con = nil
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con = gear.Kill.Changed:connect(function(prop) kill(prop,con,gear) end)
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end
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function reorganizeLoadout(gear, inserting, equipped, addToSlot)
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if inserting then -- add in gear
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insertGear(gear, addToSlot)
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else
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removeGear(gear)
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end
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if gear ~= "empty" then gear.ZIndex = 1 end
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end
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function checkToolAncestry(child,parent)
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if child:FindFirstChild("RobloxBuildTool") then return end -- don't show roblox build tools
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if child:IsA("Tool") or child:IsA("HopperBin") then
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for i = 1, #gearSlots do
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if gearSlots[i] ~= "empty" and gearSlots[i].GearReference.Value == child then
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if parent == nil then
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gearSlots[i].Kill.Value = true
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return false
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elseif child.Parent == player.Character then
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gearSlots[i].Selected = true
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return true
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elseif child.Parent == player.Backpack then
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if child:IsA("Tool") or child:IsA("HopperBin") then gearSlots[i].Selected = false end
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return true
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else
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gearSlots[i].Kill.Value = true
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return false
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end
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return true
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end
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end
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end
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end
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function removeAllEquippedGear(physGear)
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local stuff = player.Character:GetChildren()
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for i = 1, #stuff do
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if ( stuff[i]:IsA("Tool") or stuff[i]:IsA("HopperBin") ) and stuff[i] ~= physGear then
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if stuff[i]:IsA("Tool") then stuff[i].Parent = player.Backpack end
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if stuff[i]:IsA("HopperBin") then
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stuff[i]:Disable()
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end
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end
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end
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end
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function hopperBinSwitcher(numKey, physGear)
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if not physGear then return end
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physGear:ToggleSelect()
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if gearSlots[numKey] == "empty" then return end
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if not physGear.Active then
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gearSlots[numKey].Selected = false
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normalizeButton(gearSlots[numKey])
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else
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gearSlots[numKey].Selected = true
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enlargeButton(gearSlots[numKey])
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end
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end
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function toolSwitcher(numKey)
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if not gearSlots[numKey] then return end
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local physGear = gearSlots[numKey].GearReference.Value
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if physGear == nil then return end
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removeAllEquippedGear(physGear) -- we don't remove this gear, as then we get a double switcheroo
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local key = numKey
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if numKey == 0 then key = 10 end
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for i = 1, #gearSlots do
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if gearSlots[i] and gearSlots[i] ~= "empty" and i ~= key then
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normalizeButton(gearSlots[i])
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gearSlots[i].Selected = false
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if gearSlots[i].GearReference and gearSlots[i].GearReference.Value and gearSlots[i].GearReference.Value:IsA("HopperBin") and gearSlots[i].GearReference.Value.Active then
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gearSlots[i].GearReference.Value:ToggleSelect()
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end
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end
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end
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if physGear:IsA("HopperBin") then
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hopperBinSwitcher(numKey,physGear)
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else
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if physGear.Parent == player.Character then
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physGear.Parent = player.Backpack
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if gearSlots[numKey] ~= "empty" then
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gearSlots[numKey].Selected = false
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normalizeButton(gearSlots[numKey])
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end
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else
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--player.Character.Humanoid:EquipTool(physGear)
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physGear.Parent = player.Character
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gearSlots[numKey].Selected = true
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enlargeButton(gearSlots[numKey])
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end
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end
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end
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function activateGear(num)
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local numKey = nil
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if num == "0" then
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numKey = 10 -- why do lua indexes have to start at 1? :(
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else
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numKey = tonumber(num)
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end
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if(numKey == nil) then return end
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if gearSlots[numKey] ~= "empty" then
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toolSwitcher(numKey)
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end
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end
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enlargeButton = function(button)
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if button.Size.Y.Scale > 1 then return end
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if not button.Parent then return end
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if not button.Selected then return end
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for i = 1, #gearSlots do
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if gearSlots[i] == "empty" then break end
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if gearSlots[i] ~= button then
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normalizeButton(gearSlots[i])
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end
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end
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if not enlargeOverride then
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return
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end
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if button:IsA("ImageButton") or button:IsA("TextButton") then
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button.ZIndex = 2
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local centerizeX = -(buttonSizeEnlarge.X.Scale - button.Size.X.Scale)/2
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local centerizeY = -(buttonSizeEnlarge.Y.Scale - button.Size.Y.Scale)/2
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button:TweenSizeAndPosition(buttonSizeEnlarge,
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UDim2.new(button.Position.X.Scale + centerizeX,button.Position.X.Offset,button.Position.Y.Scale + centerizeY,button.Position.Y.Offset),
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Enum.EasingDirection.Out, Enum.EasingStyle.Quad,guiTweenSpeed/5,enlargeOverride)
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end
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end
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normalizeAllButtons = function()
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for i = 1, #gearSlots do
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if gearSlots[i] == "empty" then break end
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if gearSlots[i] ~= button then
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normalizeButton(gearSlots[i],0.1)
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end
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end
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end
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normalizeButton = function(button, speed)
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if not button then return end
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if button.Size.Y.Scale <= 1 then return end
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if button.Selected then return end
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if not button.Parent then return end
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local moveSpeed = speed
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if moveSpeed == nil or type(moveSpeed) ~= "number" then moveSpeed = guiTweenSpeed/5 end
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if button:IsA("ImageButton") or button:IsA("TextButton") then
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button.ZIndex = 1
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local inverseEnlarge = 1/enlargeFactor
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local centerizeX = -(buttonSizeNormal.X.Scale - button.Size.X.Scale)/2
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local centerizeY = -(buttonSizeNormal.Y.Scale - button.Size.Y.Scale)/2
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button:TweenSizeAndPosition(buttonSizeNormal,
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UDim2.new(button.Position.X.Scale + centerizeX,button.Position.X.Offset,button.Position.Y.Scale + centerizeY,button.Position.Y.Offset),
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Enum.EasingDirection.Out, Enum.EasingStyle.Quad,moveSpeed,enlargeOverride)
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end
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end
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local waitForDebounce = function()
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while debounce do
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wait()
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end
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end
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function pointInRectangle(point,rectTopLeft,rectSize)
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if point.x > rectTopLeft.x and point.x < (rectTopLeft.x + rectSize.x) then
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if point.y > rectTopLeft.y and point.y < (rectTopLeft.y + rectSize.y) then
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return true
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end
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end
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return false
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end
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function swapGear(gearClone,toFrame)
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local toFrameChildren = toFrame:GetChildren()
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if #toFrameChildren == 1 then
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if toFrameChildren[1]:FindFirstChild("SlotNumber") then
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local toSlot = tonumber(toFrameChildren[1].SlotNumber.Text)
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local gearCloneSlot = tonumber(gearClone.SlotNumber.Text)
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if toSlot == 0 then toSlot = 10 end
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if gearCloneSlot == 0 then gearCloneSlot = 10 end
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gearSlots[toSlot] = gearClone
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gearSlots[gearCloneSlot] = toFrameChildren[1]
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toFrameChildren[1].SlotNumber.Text = gearClone.SlotNumber.Text
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toFrameChildren[1].SlotNumberDownShadow.Text = gearClone.SlotNumber.Text
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toFrameChildren[1].SlotNumberUpShadow.Text = gearClone.SlotNumber.Text
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local subString = string.sub(toFrame.Name,5)
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gearClone.SlotNumber.Text = subString
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gearClone.SlotNumberDownShadow.Text = subString
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gearClone.SlotNumberUpShadow.Text = subString
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gearClone.Position = UDim2.new(gearClone.Position.X.Scale,0,gearClone.Position.Y.Scale,0)
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toFrameChildren[1].Position = UDim2.new(toFrameChildren[1].Position.X.Scale,0,toFrameChildren[1].Position.Y.Scale,0)
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toFrameChildren[1].Parent = gearClone.Parent
|
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gearClone.Parent = toFrame
|
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end
|
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else
|
||||
local slotNum = tonumber(gearClone.SlotNumber.Text)
|
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if slotNum == 0 then slotNum = 10 end
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gearSlots[slotNum] = "empty" -- reset this gear slot
|
||||
|
||||
local subString = string.sub(toFrame.Name,5)
|
||||
gearClone.SlotNumber.Text = subString
|
||||
gearClone.SlotNumberDownShadow.Text = subString
|
||||
gearClone.SlotNumberUpShadow.Text = subString
|
||||
|
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local toSlotNum = tonumber(gearClone.SlotNumber.Text)
|
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if toSlotNum == 0 then toSlotNum = 10 end
|
||||
gearSlots[toSlotNum] = gearClone
|
||||
gearClone.Position = UDim2.new(gearClone.Position.X.Scale,0,gearClone.Position.Y.Scale,0)
|
||||
gearClone.Parent = toFrame
|
||||
end
|
||||
end
|
||||
|
||||
function resolveDrag(gearClone,x,y)
|
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local mousePoint = Vector2.new(x,y)
|
||||
|
||||
local frame = gearClone.Parent
|
||||
local frames = frame.Parent:GetChildren()
|
||||
|
||||
for i = 1, #frames do
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if frames[i]:IsA("Frame") then
|
||||
if pointInRectangle(mousePoint, frames[i].AbsolutePosition,frames[i].AbsoluteSize) then
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||||
swapGear(gearClone,frames[i])
|
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return true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if x < frame.AbsolutePosition.x or x > ( frame.AbsolutePosition.x + frame.AbsoluteSize.x ) then
|
||||
reorganizeLoadout(gearClone,false)
|
||||
return false
|
||||
elseif y < frame.AbsolutePosition.y or y > ( frame.AbsolutePosition.y + frame.AbsoluteSize.y ) then
|
||||
reorganizeLoadout(gearClone,false)
|
||||
return false
|
||||
else
|
||||
if dragBeginPos then gearClone.Position = dragBeginPos end
|
||||
return -1
|
||||
end
|
||||
end
|
||||
|
||||
function unequipAllItems(dontEquipThis)
|
||||
for i = 1, #gearSlots do
|
||||
if gearSlots[i] == "empty" then break end
|
||||
if gearSlots[i].GearReference.Value and gearSlots[i].GearReference.Value ~= dontEquipThis then
|
||||
if gearSlots[i].GearReference.Value:IsA("HopperBin") then
|
||||
gearSlots[i].GearReference.Value:Disable()
|
||||
elseif gearSlots[i].GearReference.Value:IsA("Tool") then
|
||||
gearSlots[i].GearReference.Value.Parent = game.Players.LocalPlayer.Backpack
|
||||
end
|
||||
gearSlots[i].Selected = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function showToolTip(button, tip)
|
||||
if button and button:FindFirstChild("ToolTipLabel") and button.ToolTipLabel:IsA("TextLabel") then
|
||||
button.ToolTipLabel.Text = tostring(tip)
|
||||
local xSize = button.ToolTipLabel.TextBounds.X + 6
|
||||
button.ToolTipLabel.Size = UDim2.new(0,xSize,0,20)
|
||||
button.ToolTipLabel.Position = UDim2.new(0.5,-xSize/2,0,-30)
|
||||
button.ToolTipLabel.Visible = true
|
||||
end
|
||||
end
|
||||
|
||||
function hideToolTip(button, tip)
|
||||
if button and button:FindFirstChild("ToolTipLabel") and button.ToolTipLabel:IsA("TextLabel") then
|
||||
button.ToolTipLabel.Visible = false
|
||||
end
|
||||
end
|
||||
|
||||
local addingPlayerChild = function(child, equipped, addToSlot, inventoryGearButton)
|
||||
waitForDebounce()
|
||||
debounce = true
|
||||
|
||||
if child:FindFirstChild("RobloxBuildTool") then debounce = false return end -- don't show roblox build tools
|
||||
if not child:IsA("Tool") then
|
||||
if not child:IsA("HopperBin") then
|
||||
debounce = false
|
||||
return -- we don't care about anything besides tools (sigh...)
|
||||
end
|
||||
end
|
||||
|
||||
if not addToSlot then
|
||||
for i = 1, #gearSlots do
|
||||
if gearSlots[i] ~= "empty" and gearSlots[i].GearReference.Value == child then -- we already have gear, do nothing
|
||||
debounce = false
|
||||
return
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
local gearClone = currentLoadout.TempSlot:clone()
|
||||
gearClone.Name = child.Name
|
||||
gearClone.GearImage.Image = child.TextureId
|
||||
if gearClone.GearImage.Image == "" then
|
||||
gearClone.GearText.Text = child.Name
|
||||
end
|
||||
gearClone.GearReference.Value = child
|
||||
|
||||
gearClone.MouseEnter:connect(function()
|
||||
if gearClone.GearReference and gearClone.GearReference.Value["ToolTip"] and gearClone.GearReference.Value.ToolTip ~= "" then
|
||||
showToolTip(gearClone, gearClone.GearReference.Value.ToolTip)
|
||||
end
|
||||
end)
|
||||
|
||||
gearClone.MouseLeave:connect(function()
|
||||
if gearClone.GearReference and gearClone.GearReference.Value["ToolTip"] and gearClone.GearReference.Value.ToolTip ~= "" then
|
||||
hideToolTip(gearClone, gearClone.GearReference.Value.ToolTip)
|
||||
end
|
||||
end)
|
||||
|
||||
gearClone.RobloxLocked = true
|
||||
|
||||
local slotToMod = -1
|
||||
|
||||
if not addToSlot then
|
||||
for i = 1, #gearSlots do
|
||||
if gearSlots[i] == "empty" then
|
||||
slotToMod = i
|
||||
break
|
||||
end
|
||||
end
|
||||
else
|
||||
slotToMod = addToSlot
|
||||
end
|
||||
|
||||
if slotToMod == - 1 then -- No available slot to add in!
|
||||
debounce = false
|
||||
return
|
||||
end
|
||||
|
||||
local slotNum = slotToMod % 10
|
||||
local parent = currentLoadout:FindFirstChild("Slot"..tostring(slotNum))
|
||||
gearClone.Parent = parent
|
||||
|
||||
if inventoryGearButton then
|
||||
local absolutePositionFinal = inventoryGearButton.AbsolutePosition
|
||||
local currentAbsolutePosition = gearClone.AbsolutePosition
|
||||
local diff = absolutePositionFinal - currentAbsolutePosition
|
||||
gearClone.Position = UDim2.new(gearClone.Position.X.Scale,diff.x,gearClone.Position.Y.Scale,diff.y)
|
||||
gearClone.ZIndex = 4
|
||||
end
|
||||
|
||||
if addToSlot then
|
||||
reorganizeLoadout(gearClone, true, equipped, addToSlot)
|
||||
else
|
||||
reorganizeLoadout(gearClone, true)
|
||||
end
|
||||
|
||||
if gearClone.Parent == nil then debounce = false return end -- couldn't fit in (hopper is full!)
|
||||
|
||||
if equipped then
|
||||
gearClone.Selected = true
|
||||
unequipAllItems(child)
|
||||
delay(guiTweenSpeed + 0.01,function() -- if our gear is equipped, we will want to enlarge it when done moving
|
||||
if gearClone:FindFirstChild("GearReference") and ( (gearClone.GearReference.Value:IsA("Tool") and gearClone.GearReference.Value.Parent == player.Character) or
|
||||
(gearClone.GearReference.Value:IsA("HopperBin") and gearClone.GearReference.Value.Active == true) ) then
|
||||
enlargeButton(gearClone)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
local dragBeginPos = nil
|
||||
local clickCon, buttonDeleteCon, mouseEnterCon, mouseLeaveCon, dragStop, dragBegin = nil
|
||||
clickCon = gearClone.MouseButton1Click:connect(function()
|
||||
if characterInWorkspace() then
|
||||
if not gearClone.Draggable then
|
||||
activateGear(gearClone.SlotNumber.Text)
|
||||
end
|
||||
end
|
||||
end)
|
||||
mouseEnterCon = gearClone.MouseEnter:connect(function()
|
||||
if guiBackpack.Visible then
|
||||
gearClone.Draggable = true
|
||||
end
|
||||
end)
|
||||
dragBegin = gearClone.DragBegin:connect(function(pos)
|
||||
dragBeginPos = pos
|
||||
gearClone.ZIndex = 7
|
||||
local children = gearClone:GetChildren()
|
||||
for i = 1, #children do
|
||||
if children[i]:IsA("TextLabel") then
|
||||
if string.find(children[i].Name,"Shadow") then
|
||||
children[i].ZIndex = 8
|
||||
else
|
||||
children[i].ZIndex = 9
|
||||
end
|
||||
elseif children[i]:IsA("Frame") or children[i]:IsA("ImageLabel") then
|
||||
children[i].ZIndex = 7
|
||||
end
|
||||
end
|
||||
end)
|
||||
dragStop = gearClone.DragStopped:connect(function(x,y)
|
||||
if gearClone.Selected then
|
||||
gearClone.ZIndex = 2
|
||||
else
|
||||
gearClone.ZIndex = 1
|
||||
end
|
||||
local children = gearClone:GetChildren()
|
||||
for i = 1, #children do
|
||||
if children[i]:IsA("TextLabel") then
|
||||
if string.find(children[i].Name,"Shadow") then
|
||||
children[i].ZIndex = 3
|
||||
else
|
||||
children[i].ZIndex = 4
|
||||
end
|
||||
elseif children[i]:IsA("Frame") or children[i]:IsA("ImageLabel") then
|
||||
children[i].ZIndex = 2
|
||||
end
|
||||
end
|
||||
resolveDrag(gearClone,x,y)
|
||||
end)
|
||||
mouseLeaveCon = gearClone.MouseLeave:connect(function()
|
||||
gearClone.Draggable = false
|
||||
end)
|
||||
buttonDeleteCon = gearClone.AncestryChanged:connect(function()
|
||||
if gearClone.Parent and gearClone.Parent.Parent == currentLoadout then return end
|
||||
if clickCon then clickCon:disconnect() end
|
||||
if buttonDeleteCon then buttonDeleteCon:disconnect() end
|
||||
if mouseEnterCon then mouseEnterCon:disconnect() end
|
||||
if mouseLeaveCon then mouseLeaveCon:disconnect() end
|
||||
if dragStop then dragStop:disconnect() end
|
||||
if dragBegin then dragBegin:disconnect() end
|
||||
end) -- this probably isn't necessary since objects are being deleted (probably), but this might still leak just in case
|
||||
|
||||
local childCon = nil
|
||||
local childChangeCon = nil
|
||||
childCon = child.AncestryChanged:connect(function(newChild,parent)
|
||||
if not checkToolAncestry(newChild,parent) then
|
||||
if childCon then childCon:disconnect() end
|
||||
if childChangeCon then childChangeCon:disconnect() end
|
||||
removeFromInventory(child)
|
||||
elseif parent == game.Players.LocalPlayer.Backpack then
|
||||
normalizeButton(gearClone)
|
||||
end
|
||||
end)
|
||||
|
||||
childChangeCon = child.Changed:connect(function(prop)
|
||||
if prop == "Name" then
|
||||
if gearClone and gearClone.GearImage.Image == "" then
|
||||
gearClone.GearText.Text = child.Name
|
||||
end
|
||||
elseif prop == "Active" then
|
||||
if child and child:IsA("HopperBin") then
|
||||
if not child.Active then
|
||||
gearClone.Selected = false
|
||||
normalizeButton(gearClone)
|
||||
end
|
||||
end
|
||||
elseif prop == "TextureId" then
|
||||
gearClone.GearImage.Image = child.TextureId
|
||||
end
|
||||
end)
|
||||
|
||||
debounce = false
|
||||
|
||||
end
|
||||
|
||||
function addToInventory(child)
|
||||
if not child:IsA("Tool") or not child:IsA("HopperBin") then return end
|
||||
|
||||
local slot = nil
|
||||
for i = 1, #inventory do
|
||||
if inventory[i] and inventory[i] == child then return end
|
||||
if not inventory[i] then slot = i end
|
||||
end
|
||||
if slot then
|
||||
inventory[slot] = child
|
||||
elseif #inventory < 1 then
|
||||
inventory[1] = child
|
||||
else
|
||||
inventory[#inventory + 1] = child
|
||||
end
|
||||
end
|
||||
|
||||
function removeFromInventory(child)
|
||||
for i = 1, #inventory do
|
||||
if inventory[i] == child then
|
||||
table.remove(inventory,i)
|
||||
inventory[i] = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local spreadOutGear = function()
|
||||
loadoutChildren = currentLoadout:GetChildren()
|
||||
|
||||
for i = 1, #loadoutChildren do
|
||||
if loadoutChildren[i]:IsA("Frame") then
|
||||
loadoutChildren[i].BackgroundTransparency = 0.5
|
||||
local slot = tonumber(string.sub(loadoutChildren[i].Name,5))
|
||||
if slot == 0 then slot = 10 end
|
||||
loadoutChildren[i]:TweenPosition(UDim2.new((slot - 1)/10,0,0,0), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.25, true)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local centerGear = function()
|
||||
loadoutChildren = currentLoadout:GetChildren()
|
||||
local gearButtons = {}
|
||||
local lastSlotAdd = nlii
|
||||
|
||||
for i = 1, #loadoutChildren do
|
||||
if loadoutChildren[i]:IsA("Frame") then
|
||||
if #loadoutChildren[i]:GetChildren() > 0 then
|
||||
if loadoutChildren[i].Name == "Slot0" then
|
||||
lastSlotAdd = loadoutChildren[i]
|
||||
else
|
||||
table.insert(gearButtons, loadoutChildren[i])
|
||||
end
|
||||
end
|
||||
loadoutChildren[i].BackgroundTransparency = 1
|
||||
end
|
||||
end
|
||||
if lastSlotAdd then table.insert(gearButtons,lastSlotAdd) end
|
||||
|
||||
local startPos = ( 1 - (#gearButtons * 0.1) ) / 2
|
||||
for i = 1, #gearButtons do
|
||||
gearButtons[i]:TweenPosition(UDim2.new(startPos + ((i - 1) * 0.1),0,0,0), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.25, true)
|
||||
end
|
||||
end
|
||||
|
||||
function editLoadout()
|
||||
if inGearTab then
|
||||
spreadOutGear()
|
||||
end
|
||||
end
|
||||
|
||||
function readonlyLoadout()
|
||||
if not inGearTab then
|
||||
centerGear()
|
||||
end
|
||||
end
|
||||
|
||||
function setupBackpackListener()
|
||||
if backpackChildCon then backpackChildCon:disconnect() backpackChildCon = nil end
|
||||
backpackChildCon = player.Backpack.ChildAdded:connect(function(child)
|
||||
addingPlayerChild(child)
|
||||
addToInventory(child)
|
||||
end)
|
||||
end
|
||||
|
||||
function playerCharacterChildAdded(child)
|
||||
addingPlayerChild(child,true)
|
||||
addToInventory(child)
|
||||
end
|
||||
|
||||
function activateLoadout()
|
||||
currentLoadout.Visible = true
|
||||
end
|
||||
|
||||
function deactivateLoadout()
|
||||
currentLoadout.Visible = false
|
||||
end
|
||||
|
||||
function tabHandler(inFocus)
|
||||
inGearTab = inFocus
|
||||
if inFocus then
|
||||
editLoadout()
|
||||
else
|
||||
readonlyLoadout()
|
||||
end
|
||||
end
|
||||
-- End Functions
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
-- Begin Script
|
||||
wait() -- let stuff initialize incase this is first heartbeat...
|
||||
|
||||
waitForChild(player,"Backpack")
|
||||
waitForProperty(player,"Character")
|
||||
|
||||
-- not sure why this had no delay but the player.CharacterAdded one had one... this type of error would be easier to avoid with function reusage
|
||||
delay(1,function()
|
||||
local backpackChildren = player.Backpack:GetChildren()
|
||||
local size = math.min(10,#backpackChildren)
|
||||
for i = 1, size do
|
||||
addingPlayerChild(backpackChildren[i],false)
|
||||
end
|
||||
setupBackpackListener()
|
||||
end)
|
||||
|
||||
waitForProperty(player,"Character")
|
||||
for i,v in ipairs(player.Character:GetChildren()) do
|
||||
playerCharacterChildAdded(v)
|
||||
end
|
||||
characterChildAddedCon = player.Character.ChildAdded:connect(function(child) playerCharacterChildAdded(child) end)
|
||||
|
||||
waitForChild(player.Character,"Humanoid")
|
||||
humanoidDiedCon = player.Character.Humanoid.Died:connect(function()
|
||||
if humanoidDiedCon then humanoidDiedCon:disconnect() humanoidDiedCon = nil end
|
||||
deactivateLoadout()
|
||||
if backpackChildCon then backpackChildCon:disconnect() backpackChildCon = nil end
|
||||
end)
|
||||
|
||||
player.CharacterRemoving:connect(function()
|
||||
for i = 1, #gearSlots do
|
||||
if gearSlots[i] ~= "empty" then
|
||||
gearSlots[i].Parent = nil
|
||||
gearSlots[i] = "empty"
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
player.CharacterAdded:connect(function()
|
||||
waitForProperty(game.Players,"LocalPlayer")
|
||||
player = game.Players.LocalPlayer -- make sure we are still looking at the correct character
|
||||
waitForChild(player,"Backpack")
|
||||
|
||||
|
||||
delay(1,function()
|
||||
local backpackChildren = player.Backpack:GetChildren()
|
||||
local size = math.min(10,#backpackChildren)
|
||||
for i = 1, size do
|
||||
addingPlayerChild(backpackChildren[i],false)
|
||||
end
|
||||
setupBackpackListener()
|
||||
end)
|
||||
|
||||
activateLoadout()
|
||||
|
||||
if characterChildAddedCon then
|
||||
characterChildAddedCon:disconnect()
|
||||
characterChildAddedCon = nil
|
||||
end
|
||||
|
||||
characterChildAddedCon =
|
||||
player.Character.ChildAdded:connect(function(child)
|
||||
addingPlayerChild(child,true)
|
||||
end)
|
||||
|
||||
waitForChild(player.Character,"Humanoid")
|
||||
humanoidDiedCon =
|
||||
player.Character.Humanoid.Died:connect(function()
|
||||
deactivateLoadout()
|
||||
|
||||
if humanoidDiedCon then humanoidDiedCon:disconnect() humanoidDiedCon = nil end
|
||||
if backpackChildCon then backpackChildCon:disconnect() backpackChildCon = nil end
|
||||
end)
|
||||
|
||||
end)
|
||||
|
||||
waitForChild(guiBackpack,"SwapSlot")
|
||||
guiBackpack.SwapSlot.Changed:connect(function()
|
||||
if guiBackpack.SwapSlot.Value then
|
||||
local swapSlot = guiBackpack.SwapSlot
|
||||
local pos = swapSlot.Slot.Value
|
||||
if pos == 0 then pos = 10 end
|
||||
if gearSlots[pos] then
|
||||
reorganizeLoadout(gearSlots[pos],false)
|
||||
end
|
||||
if swapSlot.GearButton.Value then
|
||||
addingPlayerChild(swapSlot.GearButton.Value.GearReference.Value,false,pos)
|
||||
end
|
||||
guiBackpack.SwapSlot.Value = false
|
||||
end
|
||||
end)
|
||||
|
||||
game:GetService("GuiService").KeyPressed:connect(function(key)
|
||||
if characterInWorkspace() then
|
||||
activateGear(key)
|
||||
end
|
||||
end)
|
||||
|
||||
backpackOpenEvent.Event:connect(editLoadout)
|
||||
backpackCloseEvent.Event:connect(centerGear)
|
||||
tabClickedEvent.Event:connect(function ( tabName )
|
||||
tabHandler(tabName == StaticTabName)
|
||||
end)
|
||||
Reference in New Issue
Block a user