示例#1
0
        internal void HandleChatResult(System.Dynamic.ExpandoObject data)
        {
            try
            {
                // The below might be handled by the Controls class when implemented
                TriggerChatAction("scrollBottom");

                NativeWrappers.EnableControlAction(0, Control.CursorScrollUp, true);
                NativeWrappers.EnableControlAction(0, Control.CursorScrollDown, true);
                NativeWrappers.SetPedCanSwitchWeapon(Game.PlayerPed, true);
                NativeWrappers.SetNuiFocus(false);
                isChatInputActive = false;

                IDictionary <string, object> chatResult = data;

                if (!chatResult.ContainsKey("message") || string.IsNullOrWhiteSpace((string)chatResult["message"]))
                {
                    return;
                }

                string Message = (String)chatResult["message"];

                var spaceSplit = Message.Split(' ');
                if (Message.Substring(0, 1) == "/" && Message.Length >= 2)
                {
                    TriggerEvent("Chat.CommandEntered", Message);

                    // If we want the user to see the command they just entered
                    //TriggerEvent("Chat.Message", "COMMAND", "#888888", Message);
                }
                else
                {
                    // Commented as we want local chat by default
                    //TriggerServerEvent("Chat.MessageEntered", Game.Player.Name, chatMessageColor, Message);
                    //Debug.WriteLine("Sending local chat");
                    PointEvent pointEvent = new PointEvent("Communication.LocalChat", CitizenFX.Core.Game.PlayerPed.Position.ToArray(), localChatAoe, Message, Game.Player.ServerId, false);
                    BaseScript.TriggerServerEvent("TriggerEventNearPoint", FamilyRP.Roleplay.Client.Helpers.MsgPack.Serialize(pointEvent));
                }
            }
            catch (Exception ex)
            {
                Log.Error($"HandleChatResult ERROR: ${ex.Message}");
            }
        }
示例#2
0
        public async Task Update()
        {
            try
            {
                // Currently it seems this assembly loads way earlier than the Lua ever did
                // So SetTextChatEnabled has to be called at a later point than before
                // Not sure what would be a suitable solution, so temporarily
                // it's done on each tick... Overkill.
                NativeWrappers.SetTextChatEnabled(false);

                if (isChatScrollEnabled)
                {
                    if (Game.IsControlJustPressed(0, Control.ReplayCameraUp)) // PgUp
                    {
                        TriggerChatAction("scrollUp");
                    }
                    else if (Game.IsControlJustPressed(0, Control.ReplayCameraDown)) // PgDn
                    {
                        TriggerChatAction("scrollDown");
                    }
                }

                if (isChatInputActive && Game.IsDisabledControlPressed(0, Control.CursorScrollUp)) // Scrollwheel Up
                {
                    TriggerChatAction("scrollUp");
                }
                else if (isChatInputActive && Game.IsDisabledControlPressed(0, Control.CursorScrollDown)) // Scrollwheel Down
                {
                    TriggerChatAction("scrollDown");
                }

                if (Game.IsControlJustPressed(0, Control.FrontendCancel)) // Escape
                {
                    isChatInputActive     = false;
                    isChatInputActivating = false;
                    NativeWrappers.EnableControlAction(0, Control.CursorScrollUp, true);   // Scrollwheel Up
                    NativeWrappers.EnableControlAction(0, Control.CursorScrollDown, true); // Scrollwheel Down
                    NativeWrappers.SetPedCanSwitchWeapon(Game.PlayerPed, true);            // Disable weapon select
                    NativeWrappers.SetNuiFocus(false);

                    TriggerChatAction("forceCloseChatBox");
                }

                if (!isChatInputActive && Game.IsControlPressed(0, Control.MpTextChatAll))
                {
                    isChatInputActive     = true;
                    isChatInputActivating = true;
                    TriggerChatAction("openChatBox");
                }

                if (isChatInputActivating && !Game.IsControlPressed(0, Control.MpTextChatAll))
                {
                    NativeWrappers.SetNuiFocus(true);
                    isChatInputActivating = false;
                }

                if (isChatInputActive)
                {
                    TriggerChatAction("focusChatBox");
                    NativeWrappers.DisableControlAction(0, Control.CursorScrollUp, true);
                    NativeWrappers.DisableControlAction(0, Control.CursorScrollDown, true);
                    NativeWrappers.SetPedCanSwitchWeapon(Game.PlayerPed, false);
                }
            }
            catch (Exception ex)
            {
                Log.Error($"Chat Update ERROR: ${ex.Message}");
            }

            await Task.FromResult(0);
        }