Ищу Ищу Текст для дверей

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Вот то - что тебе нужно, настроишь под себя уже сам.
--Бедный Городок | FULL RP | [RUS]
--by T1NTINY
local TitleColor = Color( 255, 255, 255, 255 )
local TitleOutlineColor = Color( 0, 0, 0, 200 )
local OwnerColor = Color( 255, 255, 255, 255 )
local OwnerOutlineColor = Color( 0, 0, 0, 200 )
local CoownerColor = Color( 255, 255, 255, 255 )
local CoownerOutlineColor = Color( 0, 0, 0, 200 )
local AllowedGroupsColor = Color( 255, 255, 255, 255 )
local AllowedGroupsOutlineColor = Color( 0, 0, 0, 200 )
local PurchaseColor = Color( 255, 255, 255, 255 )
local PurchaseOutlineColor = Color( 0, 0, 0, 255 )
local DrawDistance = 250
AddCSLuaFile()
if SERVER then return end
surface.CreateFont( "DoorDisplayTitleFont", {
font = "Arial",
size = 45,
weight = 1500,
blursize = 0,
scanlines = 0,
antialias = true,
underline = false,
italic = false,
strikeout = false,
symbol = false,
rotary = false,
shadow = true,
additive = false,
outline = true,
} )
surface.CreateFont( "DoorDisplayTrebuchetSmall", {
font = "Trebuchet24",
size = 22,
blursize = 0,
scanlines = 0,
antialias = true,
underline = false,
italic = false,
strikeout = false,
symbol = false,
rotary = false,
shadow = false,
additive = false,
outline = false,
} )
local doorInfo = {}
local function computeFadeAlpha( time, dur, sa, ea, start )
time = time - (start or 0)
if time < 0 then return sa end
if time > dur then return ea end
return sa + ((math.sin( (time / dur) * (math.pi / 2) )^2) * (ea - sa))
end
local function colorMulAlpha( col, mul )
return Color( col.r, col.g, col.b, col.a * mul )
end
local function isDoor( door )
if door.isDoor and door.isKeysOwnable then
return door:isDoor() and door:isKeysOwnable()
end
end
local function isOwnable( door )
if door.getKeysNonOwnable then
return door:getKeysNonOwnable() != true
end
end
local function getTitle( door )
if door.getKeysTitle then
return door:getKeysTitle()
end
end
local function getOwner( door )
if door.getDoorOwner then
local owner = door:getDoorOwner()
if IsValid( owner ) then
return owner
end
end
end
local function getCoowners( door )
local owner = getOwner( door )
local coents = {}
if door.isKeysOwnedBy then
for _, ply in pairs( player.GetAll() ) do
if door:isKeysOwnedBy( ply ) and ply != owner then
table.insert( coents, ply )
end
end
end
return coents
end
local function isAllowedToCoown( door, ply )
if door.isKeysAllowedToOwn and door.isKeysOwnedBy then
return door:isKeysAllowedToOwn( ply ) and !door:isKeysOwnedBy( ply )
end
end
local function getAllowedGroupNames( door )
local ret = {}
if door.getKeysDoorGroup and door:getKeysDoorGroup() then
table.insert( ret, door:getKeysDoorGroup() )
elseif door.getKeysDoorTeams then
for tid in pairs( door:getKeysDoorTeams() or {} ) do
local tname = team.GetName( tid )
if tname then
table.insert( ret, tname )
end
end
end
return ret
end
hook.Add( "HUDDrawDoorData", "sh_doordisplay_hudoverride", function( door )
if isDoor( door ) and isOwnable( door ) then
if #getAllowedGroupNames( door ) < 1 then
local dist = door:GetPos():Distance( LocalPlayer():GetShootPos() )
local admul = math.cos( (dist / DrawDistance) * (math.pi / 2) )^2
if !getOwner( door ) then
draw.SimpleTextOutlined(
"Нажми F2 для покупки",
"DoorDisplayTrebuchetSmall",
ScrW() / 2, ScrH() / 2,
colorMulAlpha( PurchaseColor, admul ),
TEXT_ALIGN_CENTER, TEXT_ALIGN_BOTTOM,
1, colorMulAlpha( PurchaseOutlineColor, admul )
)
elseif isAllowedToCoown( door, LocalPlayer() ) then
draw.SimpleTextOutlined(
"Нажми F2 для совместного владения",
"DoorDisplayTrebuchetSmall",
ScrW() / 2, ScrH() / 2,
colorMulAlpha( PurchaseColor, admul ),
TEXT_ALIGN_CENTER, TEXT_ALIGN_BOTTOM,
1, colorMulAlpha( PurchaseOutlineColor, admul )
)
end
end
return true
end
end )
hook.Add( "PostDrawTranslucentRenderables", "sh_doordisplay_drawdisplay", function()
for _, door in pairs( ents.GetAll() ) do
if !isDoor( door ) or !isOwnable( door ) then continue end
local dinfo = doorInfo[door]
if !dinfo then
dinfo = {
coownCollapsed = true
}
local dimens = door:OBBMaxs() - door:OBBMins()
local center = door:OBBCenter()
local min, j
for i=1, 3 do
if !min or dimens <= min then
j = i
min = dimens
end
end
local norm = Vector()
norm[j] = 1
local lang = Angle( 0, norm:Angle().y + 90, 90 )
if door:GetClass() == "prop_door_rotating" then
dinfo.lpos = Vector( center.x, center.y, 30 ) + lang:Up() * (min / 6)
else
dinfo.lpos = center + Vector( 0, 0, 20 ) + lang:Up() * ((min / 2) - 0.1)
end
dinfo.lang = lang
doorInfo[door] = dinfo
end
local dist = door:GetPos():Distance( LocalPlayer():GetShootPos() )
if dist <= DrawDistance then
dinfo.viewStart = dinfo.viewStart or CurTime()
local title = getTitle( door )
local owner = getOwner( door )
local coowners = getCoowners( door ) or {}
local allowedgroups = getAllowedGroupNames( door )
local lpos, lang = Vector(), Angle()
lpos:Set( dinfo.lpos )
lang:Set( dinfo.lang )
local ang = door:LocalToWorldAngles( lang )
local dot = ang:Up():Dot(
LocalPlayer():GetShootPos() - door:WorldSpaceCenter()
)
if dot < 0 then
lang:RotateAroundAxis( lang:Right(), 180 )
lpos = lpos - (2 * lpos * -lang:Up())
ang = door:LocalToWorldAngles( lang )
end
local pos = door:LocalToWorld( lpos )
local scale = 0.14
local vst = dinfo.viewStart
local ct = CurTime()
cam.Start3D2D( pos, ang, scale )
local admul = math.cos( (dist / DrawDistance) * (math.pi / 2) )^2
local amul = computeFadeAlpha( ct, 0.75, 0, 1, vst ) * admul
if #allowedgroups < 1 then
if title and #title > 16 then
title = title:Left( 16 ) .. "..."
end
draw.SimpleTextOutlined(
owner and (title or "Занято") or "Арендовать [F2]\n",
"DoorDisplayTitleFont",
0, 100,
colorMulAlpha( TitleColor, amul ),
TEXT_ALIGN_CENTER, TEXT_ALIGN_BOTTOM,
1, colorMulAlpha( TitleOutlineColor, amul )
)
if owner then
amul = computeFadeAlpha( ct, 0.75, 0, 1, vst + 0.35 ) * admul
draw.SimpleTextOutlined(
owner:Nick(),
"Trebuchet24",
0, 150,
colorMulAlpha( OwnerColor, amul ),
TEXT_ALIGN_CENTER, TEXT_ALIGN_BOTTOM,
1, colorMulAlpha( OwnerOutlineColor, amul )
)
if #coowners > 0 then
if !dinfo.coownCollapsed then
local conames = {}
for i=1, #coowners do
table.insert( conames, coowners:Nick() )
end
table.sort( conames )
for i=1, #conames do
amul = computeFadeAlpha( ct, 0.75, 0, 1, dinfo.coownExpandStart + 0.2*i ) * admul
draw.SimpleTextOutlined(
conames,
"DoorDisplayTrebuchetSmall",
0, 60 + 25*i,
colorMulAlpha( CoownerColor, amul ),
TEXT_ALIGN_CENTER, TEXT_ALIGN_BOTTOM,
1, colorMulAlpha( CoownerOutlineColor, amul )
)
end
else
amul = computeFadeAlpha( ct, 1, 0, 1, vst + 1.0 ) * admul
local whitpos = util.IntersectRayWithPlane(
LocalPlayer():GetShootPos(), LocalPlayer():GetAimVector(),
pos, ang:Up()
)
local cy = 0
local cactive = false
if whitpos and LocalPlayer():GetEyeTrace().Entity == door then
local hitpos = door:WorldToLocal( whitpos ) - lpos
cy = -hitpos.z / scale
cactive = true
end
if (ct - vst) >= 2 and cactive and cy >= 80 and cy <= 80 + 25 then
dinfo.coownExpandRequestStart = dinfo.coownExpandRequestStart or CurTime()
if CurTime() - dinfo.coownExpandRequestStart >= 0.75 then
dinfo.coownCollapsed = false
dinfo.coownExpandStart = CurTime()
dinfo.coownExpandRequestStart = nil
end
amul = computeFadeAlpha( ct, 0.75, 1, 0, dinfo.coownExpandRequestStart ) * admul --fade out
else
dinfo.coownExpandRequestStart = nil
end
draw.SimpleTextOutlined(
"И " .. #coowners .. " другие",
"DoorDisplayTrebuchetSmall",
0, 80,
colorMulAlpha( CoownerColor, amul ),
TEXT_ALIGN_CENTER, TEXT_ALIGN_BOTTOM,
1, colorMulAlpha( CoownerOutlineColor, amul )
)
end
end
end
else
for i=1, #allowedgroups do
amul = computeFadeAlpha( ct, 0.75, 0, 1, vst + 0.2*i ) * admul
draw.SimpleTextOutlined(
allowedgroups,
"Trebuchet24",
0, 50 + 30*(i-1),
colorMulAlpha( AllowedGroupsColor, amul ),
TEXT_ALIGN_CENTER, TEXT_ALIGN_BOTTOM,
1, colorMulAlpha( AllowedGroupsOutlineColor, amul )
)
end
end
cam.End3D2D()
else
dinfo.viewStart = nil
dinfo.coownCollapsed = true
end
end
end )
 
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  • 0
Контакты для связи отсутствуют.
Вот то - что тебе нужно, настроишь под себя уже сам.
--Бедный Городок | FULL RP | [RUS]
--by T1NTINY
local TitleColor = Color( 255, 255, 255, 255 )
local TitleOutlineColor = Color( 0, 0, 0, 200 )
local OwnerColor = Color( 255, 255, 255, 255 )
local OwnerOutlineColor = Color( 0, 0, 0, 200 )
local CoownerColor = Color( 255, 255, 255, 255 )
local CoownerOutlineColor = Color( 0, 0, 0, 200 )
local AllowedGroupsColor = Color( 255, 255, 255, 255 )
local AllowedGroupsOutlineColor = Color( 0, 0, 0, 200 )
local PurchaseColor = Color( 255, 255, 255, 255 )
local PurchaseOutlineColor = Color( 0, 0, 0, 255 )
local DrawDistance = 250
AddCSLuaFile()
if SERVER then return end
surface.CreateFont( "DoorDisplayTitleFont", {
font = "Arial",
size = 45,
weight = 1500,
blursize = 0,
scanlines = 0,
antialias = true,
underline = false,
italic = false,
strikeout = false,
symbol = false,
rotary = false,
shadow = true,
additive = false,
outline = true,
} )
surface.CreateFont( "DoorDisplayTrebuchetSmall", {
font = "Trebuchet24",
size = 22,
blursize = 0,
scanlines = 0,
antialias = true,
underline = false,
italic = false,
strikeout = false,
symbol = false,
rotary = false,
shadow = false,
additive = false,
outline = false,
} )
local doorInfo = {}
local function computeFadeAlpha( time, dur, sa, ea, start )
time = time - (start or 0)
if time < 0 then return sa end
if time > dur then return ea end
return sa + ((math.sin( (time / dur) * (math.pi / 2) )^2) * (ea - sa))
end
local function colorMulAlpha( col, mul )
return Color( col.r, col.g, col.b, col.a * mul )
end
local function isDoor( door )
if door.isDoor and door.isKeysOwnable then
return door:isDoor() and door:isKeysOwnable()
end
end
local function isOwnable( door )
if door.getKeysNonOwnable then
return door:getKeysNonOwnable() != true
end
end
local function getTitle( door )
if door.getKeysTitle then
return door:getKeysTitle()
end
end
local function getOwner( door )
if door.getDoorOwner then
local owner = door:getDoorOwner()
if IsValid( owner ) then
return owner
end
end
end
local function getCoowners( door )
local owner = getOwner( door )
local coents = {}
if door.isKeysOwnedBy then
for _, ply in pairs( player.GetAll() ) do
if door:isKeysOwnedBy( ply ) and ply != owner then
table.insert( coents, ply )
end
end
end
return coents
end
local function isAllowedToCoown( door, ply )
if door.isKeysAllowedToOwn and door.isKeysOwnedBy then
return door:isKeysAllowedToOwn( ply ) and !door:isKeysOwnedBy( ply )
end
end
local function getAllowedGroupNames( door )
local ret = {}
if door.getKeysDoorGroup and door:getKeysDoorGroup() then
table.insert( ret, door:getKeysDoorGroup() )
elseif door.getKeysDoorTeams then
for tid in pairs( door:getKeysDoorTeams() or {} ) do
local tname = team.GetName( tid )
if tname then
table.insert( ret, tname )
end
end
end
return ret
end
hook.Add( "HUDDrawDoorData", "sh_doordisplay_hudoverride", function( door )
if isDoor( door ) and isOwnable( door ) then
if #getAllowedGroupNames( door ) < 1 then
local dist = door:GetPos():Distance( LocalPlayer():GetShootPos() )
local admul = math.cos( (dist / DrawDistance) * (math.pi / 2) )^2
if !getOwner( door ) then
draw.SimpleTextOutlined(
"Нажми F2 для покупки",
"DoorDisplayTrebuchetSmall",
ScrW() / 2, ScrH() / 2,
colorMulAlpha( PurchaseColor, admul ),
TEXT_ALIGN_CENTER, TEXT_ALIGN_BOTTOM,
1, colorMulAlpha( PurchaseOutlineColor, admul )
)
elseif isAllowedToCoown( door, LocalPlayer() ) then
draw.SimpleTextOutlined(
"Нажми F2 для совместного владения",
"DoorDisplayTrebuchetSmall",
ScrW() / 2, ScrH() / 2,
colorMulAlpha( PurchaseColor, admul ),
TEXT_ALIGN_CENTER, TEXT_ALIGN_BOTTOM,
1, colorMulAlpha( PurchaseOutlineColor, admul )
)
end
end
return true
end
end )
hook.Add( "PostDrawTranslucentRenderables", "sh_doordisplay_drawdisplay", function()
for _, door in pairs( ents.GetAll() ) do
if !isDoor( door ) or !isOwnable( door ) then continue end
local dinfo = doorInfo[door]
if !dinfo then
dinfo = {
coownCollapsed = true
}
local dimens = door:OBBMaxs() - door:OBBMins()
local center = door:OBBCenter()
local min, j
for i=1, 3 do
if !min or dimens <= min then
j = i
min = dimens
end
end
local norm = Vector()
norm[j] = 1
local lang = Angle( 0, norm:Angle().y + 90, 90 )
if door:GetClass() == "prop_door_rotating" then
dinfo.lpos = Vector( center.x, center.y, 30 ) + lang:Up() * (min / 6)
else
dinfo.lpos = center + Vector( 0, 0, 20 ) + lang:Up() * ((min / 2) - 0.1)
end
dinfo.lang = lang
doorInfo[door] = dinfo
end
local dist = door:GetPos():Distance( LocalPlayer():GetShootPos() )
if dist <= DrawDistance then
dinfo.viewStart = dinfo.viewStart or CurTime()
local title = getTitle( door )
local owner = getOwner( door )
local coowners = getCoowners( door ) or {}
local allowedgroups = getAllowedGroupNames( door )
local lpos, lang = Vector(), Angle()
lpos:Set( dinfo.lpos )
lang:Set( dinfo.lang )
local ang = door:LocalToWorldAngles( lang )
local dot = ang:Up():Dot(
LocalPlayer():GetShootPos() - door:WorldSpaceCenter()
)
if dot < 0 then
lang:RotateAroundAxis( lang:Right(), 180 )
lpos = lpos - (2 * lpos * -lang:Up())
ang = door:LocalToWorldAngles( lang )
end
local pos = door:LocalToWorld( lpos )
local scale = 0.14
local vst = dinfo.viewStart
local ct = CurTime()
cam.Start3D2D( pos, ang, scale )
local admul = math.cos( (dist / DrawDistance) * (math.pi / 2) )^2
local amul = computeFadeAlpha( ct, 0.75, 0, 1, vst ) * admul
if #allowedgroups < 1 then
if title and #title > 16 then
title = title:Left( 16 ) .. "..."
end
draw.SimpleTextOutlined(
owner and (title or "Занято") or "Арендовать [F2]\n",
"DoorDisplayTitleFont",
0, 100,
colorMulAlpha( TitleColor, amul ),
TEXT_ALIGN_CENTER, TEXT_ALIGN_BOTTOM,
1, colorMulAlpha( TitleOutlineColor, amul )
)
if owner then
amul = computeFadeAlpha( ct, 0.75, 0, 1, vst + 0.35 ) * admul
draw.SimpleTextOutlined(
owner:Nick(),
"Trebuchet24",
0, 150,
colorMulAlpha( OwnerColor, amul ),
TEXT_ALIGN_CENTER, TEXT_ALIGN_BOTTOM,
1, colorMulAlpha( OwnerOutlineColor, amul )
)
if #coowners > 0 then
if !dinfo.coownCollapsed then
local conames = {}
for i=1, #coowners do
table.insert( conames, coowners:Nick() )
end
table.sort( conames )
for i=1, #conames do
amul = computeFadeAlpha( ct, 0.75, 0, 1, dinfo.coownExpandStart + 0.2*i ) * admul
draw.SimpleTextOutlined(
conames,
"DoorDisplayTrebuchetSmall",
0, 60 + 25*i,
colorMulAlpha( CoownerColor, amul ),
TEXT_ALIGN_CENTER, TEXT_ALIGN_BOTTOM,
1, colorMulAlpha( CoownerOutlineColor, amul )
)
end
else
amul = computeFadeAlpha( ct, 1, 0, 1, vst + 1.0 ) * admul
local whitpos = util.IntersectRayWithPlane(
LocalPlayer():GetShootPos(), LocalPlayer():GetAimVector(),
pos, ang:Up()
)
local cy = 0
local cactive = false
if whitpos and LocalPlayer():GetEyeTrace().Entity == door then
local hitpos = door:WorldToLocal( whitpos ) - lpos
cy = -hitpos.z / scale
cactive = true
end
if (ct - vst) >= 2 and cactive and cy >= 80 and cy <= 80 + 25 then
dinfo.coownExpandRequestStart = dinfo.coownExpandRequestStart or CurTime()
if CurTime() - dinfo.coownExpandRequestStart >= 0.75 then
dinfo.coownCollapsed = false
dinfo.coownExpandStart = CurTime()
dinfo.coownExpandRequestStart = nil
end
amul = computeFadeAlpha( ct, 0.75, 1, 0, dinfo.coownExpandRequestStart ) * admul --fade out
else
dinfo.coownExpandRequestStart = nil
end
draw.SimpleTextOutlined(
"И " .. #coowners .. " другие",
"DoorDisplayTrebuchetSmall",
0, 80,
colorMulAlpha( CoownerColor, amul ),
TEXT_ALIGN_CENTER, TEXT_ALIGN_BOTTOM,
1, colorMulAlpha( CoownerOutlineColor, amul )
)
end
end
end
else
for i=1, #allowedgroups do
amul = computeFadeAlpha( ct, 0.75, 0, 1, vst + 0.2*i ) * admul
draw.SimpleTextOutlined(
allowedgroups,
"Trebuchet24",
0, 50 + 30*(i-1),
colorMulAlpha( AllowedGroupsColor, amul ),
TEXT_ALIGN_CENTER, TEXT_ALIGN_BOTTOM,
1, colorMulAlpha( AllowedGroupsOutlineColor, amul )
)
end
end
cam.End3D2D()
else
dinfo.viewStart = nil
dinfo.coownCollapsed = true
end
end
end )
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