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[Fight For Style] Ajout d'un Show Room et la création de vetement sous forme d'item. #128
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Deux petits comment sur des changements plus ou moins relatif au PR
public applyComponent(component: Component, outfitItem: OutfitItem) { | ||
public applyComponentToPed(ped_id: number, component: Component, outfitItem: OutfitItem) { |
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Quelque amélioration des fonctions de base afin de pouvoir les utilisés sur un PED autre que le ped joueur
ped.target.options | ||
ped.target.options, | ||
ped.target.distance || undefined |
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Petit fix pour la function createForPed
qui ne transferai pas correctement ped.target.distance
à createForBoxZone
. Ce qui faisant qu'en utilisant createForPed
avec une distance custom, la distance par defaut (2.5) était utilisé
Voici un lien avec la démo final (feature complète): https://drive.google.com/file/d/1JO_VpWme5-k-lNb0uHTv11rpzesVL3PO/view |
Je viens de push les changement demander, voici la vidéo qui va avec: |
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Le dernier commit fix les soucis avec les actions github (eslint) |
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Branch rebased, conflict fixed. |
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Approved
Just to mention, I will open another PR tonight to prepare potential clothes exclusion from the Show Room (in case there is some police/undesirable hat/clothes in the remaining categories), so I will just need to add them to the list based on report. |
@@ -0,0 +1,434 @@ | |||
import { Once, OnceStep, OnEvent, OnNuiEvent } from '../../../core/decorators/event'; |
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mettre .provider
dans le nom du fichier
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private readonly CAMERA_POSITION: Vector3 = [-166.93, -300.1, 40.13]; | ||
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private ped_id = null; |
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camelCase
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private ped_id = null; | ||
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private outfit_type = null; |
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camelCase
(et les autres en dessous aussi)
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private readonly CAMERA_TARGET: Vector3 = [-168.39, -298.7, 39.83]; | ||
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private readonly CAMERA_POSITION: Vector3 = [-166.93, -300.1, 40.13]; |
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tu peux les mettre en constantes en haut
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private outfit_type = null; | ||
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private components_to_craft: object = { |
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type: Record<Component, OutfitItem>
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Plus besoin, la propriété a été retirée
}); | ||
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return Ok(true); | ||
} |
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Revoir tout le fonctionnement, pas besoin d'état dans ce provider, tout peur être stocké coté NUI dans les composants via un useState
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J'ai supprimer quasiment tout sauf le pedId
sur le provider
maxDrawables: number; | ||
}[]; | ||
}; | ||
can_craft: boolean; |
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camelCase 🙏
export const FightForStyleShowRoomMenu: FunctionComponent<FightForStyleShowRoomComponent> = ({ data }) => { | ||
const banner = 'https://nui-img/soz/menu_job_ffs'; | ||
const [currentDrawable, setCurrentDrawable] = useState<number>(0); | ||
const [currentCraft, setcurrentCraft] = useState<{ drawables: object; props: object }>(); |
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attention au nom setCurrentCraft
private inventoryManager: InventoryManager; | ||
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public async useOutFit(source: number, item: CommonItem, inventoryItem: InventoryItem) { | ||
const player = this.playerService.getPlayer(source); |
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faire un check si player null (ca reste une possibilité - rare)
async onShowRoomCrafting(source: number, outfit: object, outfit_type: string) { | ||
const player = this.qbcore.getPlayer(source); | ||
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let cost_mult = 0; |
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camelCase
@@ -159,6 +159,10 @@ export type InventoryItemMetadata = { | |||
tier?: number; | |||
crafted?: boolean; | |||
id?: string; | |||
// FFS Showroom | |||
drowables?: object; |
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drawables ?
Pour la liste des vetements il faudrait faire une liste qu'on autorise et pas en mode exclusion, éviter les problèmes a chaque nouveau dlc. |
Fix ce qui a été demander. Il se fait tard, je m'occuperai demain du système d'inclusion ✅ |
Progress du filtrage: Components: Props: Je vais mettre à jour ce commentaire avec ma progression, et j'en posterai un autre quand tout sera dans le code et également pour dire ce qui a été retiré. J'inclurai ma doc et tout ce qu'il faut pour le modifier dans le future au besoin. Je pense que cela sera fini en fin de semaine ✔️ Résumé de ce qui est filtré: Chapeau: Damier, vide, casque d'avion de chasse, Casquette securoserv, casque avec douille, lunette infrarouge, casquette paramedit, casque de demineur, casque de pompier, casquette de céréminie (FDO), chapeau FDO/service publique |
Tri terminé, jolie GDOC de 4074 ligne. |
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Changement effectué! Tout est bon pour la re-review. Ici les changements apportées:
Voici une petit vidéo avec les changements: https://drive.google.com/file/d/14u1zpjP9bY5Jf2oeVi5drhT6Avmg_lnA/view |
Fix sync of animal no spawn after hunting
…elay-per-player Revert to gunshot alert per player
…te-check Fix check plate for streiter
…h-menu Prevent use of vehicle menu when in coma
Fix docks paking location for big ships
…not-visible Regularly freeze payer ped when coma to try to avoid desync
…itoring Fix monitoring import for hunting no spawn
…-alert Send police alert for drug sell at begin/middle of animation
Better kill info retrieval on car kill
feat(housing): fixing v_studio_lo portals feat(housing): add new housing from Oneiluj new housing batch
Bonjour. J'ai pour projet de reprendre cette PR, si elle intéresse toujours. Mais vu le taff qu'il y a à faire au niveau du rebase, je voulais m'assurer que cela intéressait toujours dans un premier temps? Merci bien 🙏 |
Oui tu peux ! |
Parfait, j'essaye d'avoir le rebase fait d'ici deux semaines |
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La PR a totalement été rebase (enfin, je suis repartie de 0 et j'ai tout réintégré dans le code mise à jour). |
Coucou, ce PR fait suite à l'issue #73
Voici ce que cela la feature ajoute:
J'ai fait également quelque amélioration pour éviter de dupliquer le code, que je vais commenter par la suite.
Je reste dispo pour toute modification que vous pensez nécéssaire 🙏 En espérant que la feature vous plaira!