Improve corescript formatting

This commit is contained in:
Lewin Kelly 2024-01-27 20:38:05 +00:00
parent a93b2d060f
commit 6daece9dc0
2 changed files with 120 additions and 168 deletions

View File

@ -128,6 +128,8 @@ local function setSliderPos(newAbsPosX, slider, sliderPosition, bar, steps)
end
end
local areaSoakMouseMoveCon
local function cancelSlide(areaSoak)
areaSoak.Visible = false
if areaSoakMouseMoveCon then
@ -865,8 +867,6 @@ RbxGui.CreateSlider = function(steps, width, position)
slider.ZIndex = 3
slider.Parent = bar
local areaSoakMouseMoveCon
areaSoak.MouseLeave:connect(function()
if areaSoak.Visible then
cancelSlide(areaSoak)
@ -3611,6 +3611,88 @@ RbxGui.CreateSetPanel = function(
waterTypeChangedEvent
end
local function getEnumFromName(choice)
if choice == "Grass" then
return 1
elseif choice == "Sand" then
return 2
elseif choice == "Erase" then
return 0
elseif choice == "Brick" then
return 3
elseif choice == "Granite" then
return 4
elseif choice == "Asphalt" then
return 5
elseif choice == "Iron" then
return 6
elseif choice == "Aluminum" then
return 7
elseif choice == "Gold" then
return 8
elseif choice == "Plank" then
return 9
elseif choice == "Log" then
return 10
elseif choice == "Gravel" then
return 11
elseif choice == "Cinder Block" then
return 12
elseif choice == "Stone Wall" then
return 13
elseif choice == "Concrete" then
return 14
elseif choice == "Plastic (red)" then
return 15
elseif choice == "Plastic (blue)" then
return 16
elseif choice == "Water" then
return 17
end
return
end
local function getNameFromEnum(choice)
if choice == Enum.CellMaterial.Grass or choice == 1 then
return "Grass"
elseif choice == Enum.CellMaterial.Sand or choice == 2 then
return "Sand"
elseif choice == Enum.CellMaterial.Empty or choice == 0 then
return "Erase"
elseif choice == Enum.CellMaterial.Brick or choice == 3 then
return "Brick"
elseif choice == Enum.CellMaterial.Granite or choice == 4 then
return "Granite"
elseif choice == Enum.CellMaterial.Asphalt or choice == 5 then
return "Asphalt"
elseif choice == Enum.CellMaterial.Iron or choice == 6 then
return "Iron"
elseif choice == Enum.CellMaterial.Aluminum or choice == 7 then
return "Aluminum"
elseif choice == Enum.CellMaterial.Gold or choice == 8 then
return "Gold"
elseif choice == Enum.CellMaterial.WoodPlank or choice == 9 then
return "Plank"
elseif choice == Enum.CellMaterial.WoodLog or choice == 10 then
return "Log"
elseif choice == Enum.CellMaterial.Gravel or choice == 11 then
return "Gravel"
elseif choice == Enum.CellMaterial.CinderBlock or choice == 12 then
return "Cinder Block"
elseif choice == Enum.CellMaterial.MossyStone or choice == 13 then
return "Stone Wall"
elseif choice == Enum.CellMaterial.Cement or choice == 14 then
return "Concrete"
elseif choice == Enum.CellMaterial.RedPlastic or choice == 15 then
return "Plastic (red)"
elseif choice == Enum.CellMaterial.BluePlastic or choice == 16 then
return "Plastic (blue)"
elseif choice == Enum.CellMaterial.Water or choice == 17 then
return "Water"
end
return
end
RbxGui.CreateTerrainMaterialSelector = function(size, position)
local terrainMaterialSelectionChanged = Instance.new "BindableEvent"
terrainMaterialSelectionChanged.Name = "TerrainMaterialSelectionChanged"
@ -3629,8 +3711,6 @@ RbxGui.CreateTerrainMaterialSelector = function(size, position)
terrainMaterialSelectionChanged.Parent = frame
local waterEnabled = true -- todo: turn this on when water is ready
local materialToImageMap = {}
local materialNames = {
"Grass",
@ -3649,113 +3729,11 @@ RbxGui.CreateTerrainMaterialSelector = function(size, position)
"Concrete",
"Plastic (red)",
"Plastic (blue)",
"Water",
}
if waterEnabled then
table.insert(materialNames, "Water")
end
local currentMaterial = 1
function getEnumFromName(choice)
if choice == "Grass" then
return 1
end
if choice == "Sand" then
return 2
end
if choice == "Erase" then
return 0
end
if choice == "Brick" then
return 3
end
if choice == "Granite" then
return 4
end
if choice == "Asphalt" then
return 5
end
if choice == "Iron" then
return 6
end
if choice == "Aluminum" then
return 7
end
if choice == "Gold" then
return 8
end
if choice == "Plank" then
return 9
end
if choice == "Log" then
return 10
end
if choice == "Gravel" then
return 11
end
if choice == "Cinder Block" then
return 12
end
if choice == "Stone Wall" then
return 13
end
if choice == "Concrete" then
return 14
end
if choice == "Plastic (red)" then
return 15
end
if choice == "Plastic (blue)" then
return 16
end
if choice == "Water" then
return 17
end
end
function getNameFromEnum(choice)
if choice == Enum.CellMaterial.Grass or choice == 1 then
return "Grass"
elseif choice == Enum.CellMaterial.Sand or choice == 2 then
return "Sand"
elseif choice == Enum.CellMaterial.Empty or choice == 0 then
return "Erase"
elseif choice == Enum.CellMaterial.Brick or choice == 3 then
return "Brick"
elseif choice == Enum.CellMaterial.Granite or choice == 4 then
return "Granite"
elseif choice == Enum.CellMaterial.Asphalt or choice == 5 then
return "Asphalt"
elseif choice == Enum.CellMaterial.Iron or choice == 6 then
return "Iron"
elseif choice == Enum.CellMaterial.Aluminum or choice == 7 then
return "Aluminum"
elseif choice == Enum.CellMaterial.Gold or choice == 8 then
return "Gold"
elseif choice == Enum.CellMaterial.WoodPlank or choice == 9 then
return "Plank"
elseif choice == Enum.CellMaterial.WoodLog or choice == 10 then
return "Log"
elseif choice == Enum.CellMaterial.Gravel or choice == 11 then
return "Gravel"
elseif choice == Enum.CellMaterial.CinderBlock or choice == 12 then
return "Cinder Block"
elseif choice == Enum.CellMaterial.MossyStone or choice == 13 then
return "Stone Wall"
elseif choice == Enum.CellMaterial.Cement or choice == 14 then
return "Concrete"
elseif choice == Enum.CellMaterial.RedPlastic or choice == 15 then
return "Plastic (red)"
elseif choice == Enum.CellMaterial.BluePlastic or choice == 16 then
return "Plastic (blue)"
end
if waterEnabled then
if choice == Enum.CellMaterial.Water or choice == 17 then
return "Water"
end
end
end
local function updateMaterialChoice(choice)
currentMaterial = getEnumFromName(choice)
terrainMaterialSelectionChanged:Fire(currentMaterial)
@ -3763,62 +3741,46 @@ RbxGui.CreateTerrainMaterialSelector = function(size, position)
-- we so need a better way to do this
for _, v in pairs(materialNames) do
materialToImageMap[v] = {}
local toAdd
if v == "Grass" then
materialToImageMap[v].Regular =
"http://banland.xyz/asset/?id=56563112"
toAdd = 56563112
elseif v == "Sand" then
materialToImageMap[v].Regular =
"http://banland.xyz/asset/?id=62356652"
toAdd = 62356652
elseif v == "Brick" then
materialToImageMap[v].Regular =
"http://banland.xyz/asset/?id=65961537"
toAdd = 65961537
elseif v == "Granite" then
materialToImageMap[v].Regular =
"http://banland.xyz/asset/?id=67532153"
toAdd = 67532153
elseif v == "Asphalt" then
materialToImageMap[v].Regular =
"http://banland.xyz/asset/?id=67532038"
toAdd = 67532038
elseif v == "Iron" then
materialToImageMap[v].Regular =
"http://banland.xyz/asset/?id=67532093"
toAdd = 67532093
elseif v == "Aluminum" then
materialToImageMap[v].Regular =
"http://banland.xyz/asset/?id=67531995"
toAdd = 67531995
elseif v == "Gold" then
materialToImageMap[v].Regular =
"http://banland.xyz/asset/?id=67532118"
toAdd = 67532118
elseif v == "Plastic (red)" then
materialToImageMap[v].Regular =
"http://banland.xyz/asset/?id=67531848"
toAdd = 67531848
elseif v == "Plastic (blue)" then
materialToImageMap[v].Regular =
"http://banland.xyz/asset/?id=67531924"
toAdd = 67531924
elseif v == "Plank" then
materialToImageMap[v].Regular =
"http://banland.xyz/asset/?id=67532015"
toAdd = 67532015
elseif v == "Log" then
materialToImageMap[v].Regular =
"http://banland.xyz/asset/?id=67532051"
toAdd = 67532051
elseif v == "Gravel" then
materialToImageMap[v].Regular =
"http://banland.xyz/asset/?id=67532206"
toAdd = 67532206
elseif v == "Cinder Block" then
materialToImageMap[v].Regular =
"http://banland.xyz/asset/?id=67532103"
toAdd = 67532103
elseif v == "Stone Wall" then
materialToImageMap[v].Regular =
"http://banland.xyz/asset/?id=67531804"
toAdd = 67531804
elseif v == "Concrete" then
materialToImageMap[v].Regular =
"http://banland.xyz/asset/?id=67532059"
toAdd = 67532059
elseif v == "Water" then
materialToImageMap[v].Regular =
"http://banland.xyz/asset/?id=81407474"
toAdd = 81407474
else
materialToImageMap[v].Regular =
"http://banland.xyz/asset/?id=66887593" -- fill in the rest here!!
toAdd = 66887593 -- fill in the rest here!!
end
materialToImageMap[v] =
{ Regular = `http://banland.xyz/asset/?id={toAdd}` }
end
local scrollFrame, scrollUp, scrollDown, recalculateScroll =
@ -4462,80 +4424,70 @@ RbxGui.Help = function(funcNameOrFunc)
return "Function CreatePropertyDropDownMenu. "
.. "Arguments: (instance, propertyName, enumType). "
.. "Side effect: returns a container with a drop-down-box that is linked to the 'property' field of 'instance' which is of type 'enumType'"
end
if
elseif
funcNameOrFunc == "CreateDropDownMenu"
or funcNameOrFunc == RbxGui.CreateDropDownMenu
then
return "Function CreateDropDownMenu. "
.. "Arguments: (items, onItemSelected). "
.. "Side effect: Returns 2 results, a container to the gui object and a 'updateSelection' function for external updating. The container is a drop-down-box created around a list of items"
end
if
elseif
funcNameOrFunc == "CreateMessageDialog"
or funcNameOrFunc == RbxGui.CreateMessageDialog
then
return "Function CreateMessageDialog. "
.. "Arguments: (title, message, buttons). "
.. "Side effect: Returns a gui object of a message box with 'title' and 'message' as passed in. 'buttons' input is an array of Tables contains a 'Text' and 'Function' field for the text/callback of each button"
end
if
elseif
funcNameOrFunc == "CreateStyledMessageDialog"
or funcNameOrFunc == RbxGui.CreateStyledMessageDialog
then
return "Function CreateStyledMessageDialog. "
.. "Arguments: (title, message, style, buttons). "
.. "Side effect: Returns a gui object of a message box with 'title' and 'message' as passed in. 'buttons' input is an array of Tables contains a 'Text' and 'Function' field for the text/callback of each button, 'style' is a string, either Error, Notify or Confirm"
end
if
elseif
funcNameOrFunc == "GetFontHeight"
or funcNameOrFunc == RbxGui.GetFontHeight
then
return "Function GetFontHeight. "
.. "Arguments: (font, fontSize). "
.. "Side effect: returns the size in pixels of the given font + fontSize"
end
if
elseif
funcNameOrFunc == "CreateScrollingFrame"
or funcNameOrFunc == RbxGui.CreateScrollingFrame
then
return "Function CreateScrollingFrame. "
.. "Arguments: (orderList, style) "
.. "Side effect: returns 4 objects, (scrollFrame, scrollUpButton, scrollDownButton, recalculateFunction). 'scrollFrame' can be filled with GuiObjects. It will lay them out and allow scrollUpButton/scrollDownButton to interact with them. Orderlist is optional (and specifies the order to layout the children. Without orderlist, it uses the children order. style is also optional, and allows for a 'grid' styling if style is passed 'grid' as a string. recalculateFunction can be called when a relayout is needed (when orderList changes)"
end
if
elseif
funcNameOrFunc == "CreateTrueScrollingFrame"
or funcNameOrFunc == RbxGui.CreateTrueScrollingFrame
then
return "Function CreateTrueScrollingFrame. "
.. "Arguments: (nil) "
.. "Side effect: returns 2 objects, (scrollFrame, controlFrame). 'scrollFrame' can be filled with GuiObjects, and they will be clipped if not inside the frame's bounds. controlFrame has children scrollup and scrolldown, as well as a slider. controlFrame can be parented to any guiobject and it will readjust itself to fit."
end
if
elseif
funcNameOrFunc == "AutoTruncateTextObject"
or funcNameOrFunc == RbxGui.AutoTruncateTextObject
then
return "Function AutoTruncateTextObject. "
.. "Arguments: (textLabel) "
.. "Side effect: returns 2 objects, (textLabel, changeText). The 'textLabel' input is modified to automatically truncate text (with ellipsis), if it gets too small to fit. 'changeText' is a function that can be used to change the text, it takes 1 string as an argument"
end
if
elseif
funcNameOrFunc == "CreateSlider"
or funcNameOrFunc == RbxGui.CreateSlider
then
return "Function CreateSlider. "
.. "Arguments: (steps, width, position) "
.. "Side effect: returns 2 objects, (sliderGui, sliderPosition). The 'steps' argument specifies how many different positions the slider can hold along the bar. 'width' specifies in pixels how wide the bar should be (modifiable afterwards if desired). 'position' argument should be a UDim2 for slider positioning. 'sliderPosition' is an IntValue whose current .Value specifies the specific step the slider is currently on."
end
if
elseif
funcNameOrFunc == "CreateLoadingFrame"
or funcNameOrFunc == RbxGui.CreateLoadingFrame
then
return "Function CreateLoadingFrame. "
.. "Arguments: (name, size, position) "
.. "Side effect: Creates a gui that can be manipulated to show progress for a particular action. Name appears above the loading bar, and size and position are udim2 values (both size and position are optional arguments). Returns 3 arguments, the first being the gui created. The second being updateLoadingGuiPercent, which is a bindable function. This function takes one argument (two optionally), which should be a number between 0 and 1, representing the percentage the loading gui should be at. The second argument to this function is a boolean value that if set to true will tween the current percentage value to the new percentage value, therefore our third argument is how long this tween should take. Our third returned argument is a BindableEvent, that when fired means that someone clicked the cancel button on the dialog."
end
if
elseif
funcNameOrFunc == "CreateTerrainMaterialSelector"
or funcNameOrFunc == RbxGui.CreateTerrainMaterialSelector
then
@ -4543,6 +4495,7 @@ RbxGui.Help = function(funcNameOrFunc)
.. "Arguments: (size, position) "
.. "Side effect: Size and position are UDim2 values that specifies the selector's size and position. Both size and position are optional arguments. This method returns 3 objects (terrainSelectorGui, terrainSelected, forceTerrainSelection). terrainSelectorGui is just the gui object that we generate with this function, parent it as you like. TerrainSelected is a BindableEvent that is fired whenever a new terrain type is selected in the gui. ForceTerrainSelection is a function that takes an argument of Enum.CellMaterial and will force the gui to show that material as currently selected."
end
return "No help available for this function"
end
return RbxGui

View File

@ -1489,8 +1489,7 @@ local function createGameSettingsMenu(baseZIndex, _)
cameraLabel.ZIndex = baseZIndex + 4
cameraLabel.Parent = gameSettingsMenuFrame
mouseLockLabel =
game.CoreGui.RobloxGui:FindFirstChild("MouseLockLabel", true)
mouseLockLabel = CoreGui.RobloxGui:FindFirstChild("MouseLockLabel", true)
local enumItems = Enum.ControlMode:GetEnumItems()
local enumNames = {}
@ -1612,7 +1611,7 @@ if UserSettings then
end)
end
game.CoreGui.RobloxGui.Changed:connect(
CoreGui.RobloxGui.Changed:connect(
function(prop) -- We have stopped recording when we resize
if prop == "AbsoluteSize" and recordingVideo then
recordVideoClick(