Clients/Client2018/content/scripts/CoreScripts/Modules/BackpackScript.lua

2002 lines
62 KiB
Lua

-- Backpack Version 5.1
-- OnlyTwentyCharacters, SolarCrane
local BackpackScript = {}
BackpackScript.OpenClose = nil -- Function to toggle open/close
BackpackScript.IsOpen = false
BackpackScript.StateChanged = Instance.new('BindableEvent') -- Fires after any open/close, passes IsNowOpen
BackpackScript.ModuleName = "Backpack"
BackpackScript.KeepVRTopbarOpen = true
BackpackScript.VRIsExclusive = true
BackpackScript.VRClosesNonExclusive = true
local ICON_SIZE = 60
local FONT_SIZE = Enum.FontSize.Size14
local ICON_BUFFER = 5
local BACKGROUND_FADE = 0.50
local BACKGROUND_COLOR = Color3.new(31/255, 31/255, 31/255)
local VR_FADE_TIME = 1
local VR_PANEL_RESOLUTION = 100
local SLOT_DRAGGABLE_COLOR = Color3.new(49/255, 49/255, 49/255)
local SLOT_EQUIP_COLOR = Color3.new(90/255, 142/255, 233/255)
local SLOT_EQUIP_THICKNESS = 0.1 -- Relative
local SLOT_FADE_LOCKED = 0.50 -- Locked means undraggable
local SLOT_BORDER_COLOR = Color3.new(1, 1, 1) -- Appears when dragging
local TOOLTIP_BUFFER = 6
local TOOLTIP_HEIGHT = 16
local TOOLTIP_OFFSET = -25 -- From top
local ARROW_IMAGE_OPEN = 'rbxasset://textures/ui/Backpack_Open.png'
local ARROW_IMAGE_CLOSE = 'rbxasset://textures/ui/Backpack_Close.png'
local ARROW_SIZE = UDim2.new(0, 14, 0, 9)
local ARROW_HOTKEY = Enum.KeyCode.Backquote.Value --TODO: Hookup '~' too?
local ARROW_HOTKEY_STRING = '`'
local ARROW_HOVER_COLOR = Color3.new(0,162/255,1)
local HOTBAR_SLOTS_FULL = 10
local HOTBAR_SLOTS_VR = 6
local HOTBAR_SLOTS_MINI = 3
local HOTBAR_SLOTS_WIDTH_CUTOFF = 1024 -- Anything smaller is MINI
local HOTBAR_OFFSET_FROMBOTTOM = -30 -- Offset to make room for the Health GUI
local INVENTORY_ROWS_FULL = 4
local INVENTORY_ROWS_VR = 3
local INVENTORY_ROWS_MINI = 2
local INVENTORY_HEADER_SIZE = 40
local INVENTORY_ARROWS_BUFFER_VR = 40
local SEARCH_BUFFER = 5
local SEARCH_WIDTH = 200
local SEARCH_TEXT = " Search"
local SEARCH_TEXT_OFFSET_FROMLEFT = 0
local SEARCH_BACKGROUND_COLOR = Color3.new(0.37, 0.37, 0.37)
local SEARCH_BACKGROUND_FADE = 0.15
local DOUBLE_CLICK_TIME = 0.5
local ZERO_KEY_VALUE = Enum.KeyCode.Zero.Value
local DROP_HOTKEY_VALUE = Enum.KeyCode.Backspace.Value
local GAMEPAD_INPUT_TYPES =
{
[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 PlayersService = game:GetService('Players')
local UserInputService = game:GetService('UserInputService')
local StarterGui = game:GetService('StarterGui')
local GuiService = game:GetService('GuiService')
local CoreGui = game:GetService('CoreGui')
local ContextActionService = game:GetService('ContextActionService')
local VRService = game:GetService("VRService")
local RobloxGui = CoreGui:WaitForChild('RobloxGui')
RobloxGui:WaitForChild("Modules"):WaitForChild("TenFootInterface")
local IsTenFootInterface = require(RobloxGui.Modules.TenFootInterface):IsEnabled()
local Utility = require(RobloxGui.Modules.Settings.Utility)
local GameTranslator = require(RobloxGui.Modules.GameTranslator)
local FFlagBackpackScriptUseFormatByKey = settings():GetFFlag('BackpackScriptUseFormatByKey')
if FFlagBackpackScriptUseFormatByKey then
SEARCH_TEXT_OFFSET_FROMLEFT = 3
local RobloxTranslator = require(RobloxGui.Modules.RobloxTranslator)
SEARCH_TEXT = RobloxTranslator:FormatByKey("BACKPACK_SEARCH")
else
pcall(function()
local LocalizationService = game:GetService("LocalizationService")
local CorescriptLocalization = LocalizationService:GetCorescriptLocalizations()[1]
SEARCH_TEXT = CorescriptLocalization:GetString(
LocalizationService.RobloxLocaleId,
"BACKPACK_SEARCH"
)
end)
end
local TopbarEnabled = true
if IsTenFootInterface then
ICON_SIZE = 100
FONT_SIZE = Enum.FontSize.Size24
end
local GamepadActionsBound = false
local IS_PHONE = UserInputService.TouchEnabled and GuiService:GetScreenResolution().X < HOTBAR_SLOTS_WIDTH_CUTOFF
local Player = PlayersService.LocalPlayer
local MainFrame = nil
local HotbarFrame = nil
local OpenInventoryButton = nil
local CloseInventoryButton = nil
local InventoryFrame = nil
local VRInventorySelector = nil
local ScrollingFrame = nil
local UIGridFrame = nil
local UIGridLayout = nil
local ScrollUpInventoryButton = nil
local ScrollDownInventoryButton = nil
local Character = nil
local Humanoid = nil
local Backpack = nil
local Slots = {} -- List of all Slots by index
local LowestEmptySlot = nil
local SlotsByTool = {} -- Map of Tools to their assigned Slots
local HotkeyFns = {} -- Map of KeyCode values to their assigned behaviors
local Dragging = {} -- Only used to check if anything is being dragged, to disable other input
local FullHotbarSlots = 0 -- Now being used to also determine whether or not LB and RB on the gamepad are enabled.
local ActiveHopper = nil -- NOTE: HopperBin
local StarterToolFound = false -- Special handling is required for the gear currently equipped on the site
local WholeThingEnabled = false
local TextBoxFocused = false -- ANY TextBox, not just the search box
local ViewingSearchResults = false -- If the results of a search are currently being viewed
local HotkeyStrings = {} -- Used for eating/releasing hotkeys
local CharConns = {} -- Holds character connections to be cleared later
local GamepadEnabled = false -- determines if our gui needs to be gamepad friendly
local TimeOfLastToolChange = 0
local IsVR = VRService.VREnabled -- Are we currently using a VR device?
local NumberOfHotbarSlots = IsVR and HOTBAR_SLOTS_VR or (IS_PHONE and HOTBAR_SLOTS_MINI or HOTBAR_SLOTS_FULL) -- Number of slots shown at the bottom
local NumberOfInventoryRows = IsVR and INVENTORY_ROWS_VR or (IS_PHONE and INVENTORY_ROWS_MINI or INVENTORY_ROWS_FULL) -- How many rows in the popped-up inventory
local BackpackPanel = nil
local lastEquippedSlot = nil
local function EvaluateBackpackPanelVisibility(enabled)
return enabled and StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Backpack) and TopbarEnabled and VRService.VREnabled
end
local function ShowVRBackpackPopup()
if BackpackPanel and EvaluateBackpackPanelVisibility(true) then
BackpackPanel:ForceShowForSeconds(2)
end
end
local function NewGui(className, objectName)
local newGui = Instance.new(className)
newGui.Name = objectName
newGui.BackgroundColor3 = Color3.new(0, 0, 0)
newGui.BackgroundTransparency = 1
newGui.BorderColor3 = Color3.new(0, 0, 0)
newGui.BorderSizePixel = 0
newGui.Size = UDim2.new(1, 0, 1, 0)
if className:match('Text') then
newGui.TextColor3 = Color3.new(1, 1, 1)
newGui.Text = ''
newGui.Font = Enum.Font.SourceSans
newGui.FontSize = FONT_SIZE
newGui.TextWrapped = true
if className == 'TextButton' then
newGui.Font = Enum.Font.SourceSansBold
newGui.BorderSizePixel = 1
end
end
return newGui
end
local function FindLowestEmpty()
for i = 1, NumberOfHotbarSlots do
local slot = Slots[i]
if not slot.Tool then
return slot
end
end
return nil
end
local function isInventoryEmpty()
for i = NumberOfHotbarSlots + 1, #Slots do
local slot = Slots[i]
if slot and slot.Tool then
return false
end
end
return true
end
local function UseGazeSelection()
return UserInputService.VREnabled
end
local function AdjustHotbarFrames()
local inventoryOpen = InventoryFrame.Visible -- (Show all)
local visualTotal = (inventoryOpen) and NumberOfHotbarSlots or FullHotbarSlots
local visualIndex = 0
local hotbarIsVisible = (visualTotal >= 1)
for i = 1, NumberOfHotbarSlots do
local slot = Slots[i]
if slot.Tool or inventoryOpen then
visualIndex = visualIndex + 1
slot:Readjust(visualIndex, visualTotal)
slot.Frame.Visible = true
else
slot.Frame.Visible = false
end
end
OpenInventoryButton.Visible = not inventoryOpen and (hotbarIsVisible or not isInventoryEmpty())
OpenInventoryButton.Position = UDim2.new(0.5, -15, 1, hotbarIsVisible and -110 or -50)
end
local function UpdateScrollingFrameCanvasSize()
local countX = math.floor(ScrollingFrame.AbsoluteSize.X/(ICON_SIZE + ICON_BUFFER))
local maxRow = math.ceil((#UIGridFrame:GetChildren() - 1)/countX)
local canvasSizeY = maxRow*(ICON_SIZE + ICON_BUFFER) + ICON_BUFFER
ScrollingFrame.CanvasSize = UDim2.new(0, 0, 0, canvasSizeY)
end
local function AdjustInventoryFrames()
for i = NumberOfHotbarSlots + 1, #Slots do
local slot = Slots[i]
slot.Frame.LayoutOrder = slot.Index
slot.Frame.Visible = (slot.Tool ~= nil)
end
UpdateScrollingFrameCanvasSize()
end
local function UpdateBackpackLayout()
HotbarFrame.Size = UDim2.new(0, ICON_BUFFER + (NumberOfHotbarSlots * (ICON_SIZE + ICON_BUFFER)), 0, ICON_BUFFER + ICON_SIZE + ICON_BUFFER)
HotbarFrame.Position = UDim2.new(0.5, -HotbarFrame.Size.X.Offset / 2, 1, -HotbarFrame.Size.Y.Offset)
InventoryFrame.Size = UDim2.new(0, HotbarFrame.Size.X.Offset, 0, (HotbarFrame.Size.Y.Offset * NumberOfInventoryRows) + INVENTORY_HEADER_SIZE + (IsVR and 2*INVENTORY_ARROWS_BUFFER_VR or 0))
InventoryFrame.Position = UDim2.new(0.5, -InventoryFrame.Size.X.Offset / 2, 1, HotbarFrame.Position.Y.Offset - InventoryFrame.Size.Y.Offset)
ScrollingFrame.Size = UDim2.new(1, ScrollingFrame.ScrollBarThickness + 1, 1, -INVENTORY_HEADER_SIZE - (IsVR and 2*INVENTORY_ARROWS_BUFFER_VR or 0))
ScrollingFrame.Position = UDim2.new(0, 0, 0, INVENTORY_HEADER_SIZE + (IsVR and INVENTORY_ARROWS_BUFFER_VR or 0))
AdjustHotbarFrames()
AdjustInventoryFrames()
end
local function Clamp(low, high, num)
return math.min(high, math.max(low, num))
end
local function CheckBounds(guiObject, x, y)
local pos = guiObject.AbsolutePosition
local size = guiObject.AbsoluteSize
return (x > pos.X and x <= pos.X + size.X and y > pos.Y and y <= pos.Y + size.Y)
end
local function GetOffset(guiObject, point)
local centerPoint = guiObject.AbsolutePosition + (guiObject.AbsoluteSize / 2)
return (centerPoint - point).magnitude
end
local function DisableActiveHopper() --NOTE: HopperBin
ActiveHopper:ToggleSelect()
SlotsByTool[ActiveHopper]:UpdateEquipView()
ActiveHopper = nil
end
local function UnequipAllTools() --NOTE: HopperBin
if Humanoid then
Humanoid:UnequipTools()
if ActiveHopper then
DisableActiveHopper()
end
end
end
local function EquipNewTool(tool) --NOTE: HopperBin
UnequipAllTools()
if tool:IsA('HopperBin') then
tool:ToggleSelect()
SlotsByTool[tool]:UpdateEquipView()
ActiveHopper = tool
else
--Humanoid:EquipTool(tool) --NOTE: This would also unequip current Tool
tool.Parent = Character --TODO: Switch back to above line after EquipTool is fixed!
end
end
local function IsEquipped(tool)
return tool and ((tool:IsA('HopperBin') and tool.Active) or tool.Parent == Character) --NOTE: HopperBin
end
local function MakeSlot(parent, index)
index = index or (#Slots + 1)
-- Slot Definition --
local slot = {}
slot.Tool = nil
slot.Index = index
slot.Frame = nil
local LocalizedName = nil
local LocalizedToolTip = nil
local SlotFrameParent = nil
local SlotFrame = nil
local FakeSlotFrame = nil
local ToolIcon = nil
local ToolName = nil
local ToolChangeConn = nil
local HighlightFrame = nil
local SelectionObj = nil
--NOTE: The following are only defined for Hotbar Slots
local ToolTip = nil
local SlotNumber = nil
-- Slot Functions --
local function UpdateSlotFading()
if VRService.VREnabled and BackpackPanel then
local panelTransparency = BackpackPanel.transparency
local slotTransparency = SLOT_FADE_LOCKED
-- This equation multiplies the two transparencies together.
local finalTransparency = panelTransparency + slotTransparency - panelTransparency * slotTransparency
SlotFrame.BackgroundTransparency = finalTransparency
SlotFrame.TextTransparency = finalTransparency
if ToolIcon then
ToolIcon.ImageTransparency = InventoryFrame.Visible and 0 or panelTransparency
end
if HighlightFrame then
for _, child in pairs(HighlightFrame:GetChildren()) do
child.BackgroundTransparency = finalTransparency
end
end
SlotFrame.SelectionImageObject = SelectionObj
else
SlotFrame.SelectionImageObject = nil
SlotFrame.BackgroundTransparency = (SlotFrame.Draggable) and 0 or SLOT_FADE_LOCKED
end
SlotFrame.BackgroundColor3 = (SlotFrame.Draggable) and SLOT_DRAGGABLE_COLOR or BACKGROUND_COLOR
end
function slot:Readjust(visualIndex, visualTotal) --NOTE: Only used for Hotbar slots
local centered = HotbarFrame.Size.X.Offset / 2
local sizePlus = ICON_BUFFER + ICON_SIZE
local midpointish = (visualTotal / 2) + 0.5
local factor = visualIndex - midpointish
SlotFrame.Position = UDim2.new(0, centered - (ICON_SIZE / 2) + (sizePlus * factor), 0, ICON_BUFFER)
end
function slot:Fill(tool)
if not tool then
return self:Clear()
end
self.Tool = tool
local function assignToolData()
LocalizedName = GameTranslator:TranslateGameText(tool, tool.Name)
LocalizedToolTip = nil
local icon = tool.TextureId
ToolIcon.Image = icon
ToolName.Text = (icon == '') and LocalizedName or '' -- (Only show name if no icon)
if ToolTip and tool:IsA('Tool') then --NOTE: HopperBin
LocalizedToolTip = GameTranslator:TranslateGameText(tool, tool.ToolTip)
ToolTip.Text = LocalizedToolTip
local width = ToolTip.TextBounds.X + TOOLTIP_BUFFER
ToolTip.Size = UDim2.new(0, width, 0, TOOLTIP_HEIGHT)
ToolTip.Position = UDim2.new(0.5, -width / 2, 0, TOOLTIP_OFFSET)
end
end
assignToolData()
if ToolChangeConn then
ToolChangeConn:disconnect()
ToolChangeConn = nil
end
ToolChangeConn = tool.Changed:connect(function(property)
if property == 'TextureId' or property == 'Name' or property == 'ToolTip' then
assignToolData()
end
end)
local hotbarSlot = (self.Index <= NumberOfHotbarSlots)
local inventoryOpen = InventoryFrame.Visible
if (not hotbarSlot or inventoryOpen) and not UserInputService.VREnabled then
SlotFrame.Draggable = true
end
self:UpdateEquipView()
if hotbarSlot then
FullHotbarSlots = FullHotbarSlots + 1
-- If using a controller, determine whether or not we can enable BindCoreAction("RBXHotbarEquip", etc)
if WholeThingEnabled then
if FullHotbarSlots >= 1 and not GamepadActionsBound then
-- Player added first item to a hotbar slot, enable BindCoreAction
GamepadActionsBound = true
ContextActionService:BindCoreAction("RBXHotbarEquip", changeToolFunc, false, Enum.KeyCode.ButtonL1, Enum.KeyCode.ButtonR1)
end
end
end
SlotsByTool[tool] = self
LowestEmptySlot = FindLowestEmpty()
end
function slot:Clear()
if not self.Tool then return end
if ToolChangeConn then
ToolChangeConn:disconnect()
ToolChangeConn = nil
end
ToolIcon.Image = ''
ToolName.Text = ''
if ToolTip then
ToolTip.Text = ''
ToolTip.Visible = false
end
SlotFrame.Draggable = false
self:UpdateEquipView(true) -- Show as unequipped
if self.Index <= NumberOfHotbarSlots then
FullHotbarSlots = FullHotbarSlots - 1
if FullHotbarSlots < 1 then
-- Player removed last item from hotbar; UnbindCoreAction("RBXHotbarEquip"), allowing the developer to use LB and RB.
GamepadActionsBound = false
ContextActionService:UnbindCoreAction("RBXHotbarEquip")
end
end
SlotsByTool[self.Tool] = nil
self.Tool = nil
LowestEmptySlot = FindLowestEmpty()
end
function slot:UpdateEquipView(unequippedOverride)
if not unequippedOverride and IsEquipped(self.Tool) then -- Equipped
lastEquippedSlot = slot
if not HighlightFrame then
HighlightFrame = NewGui('Frame', 'Equipped')
HighlightFrame.ZIndex = SlotFrame.ZIndex
local t = SLOT_EQUIP_THICKNESS
local dataTable = { -- Relative sizes and positions
{t, 1, 0, 0},
{1 - 2*t, t, t, 0},
{t, 1, 1 - t, 0},
{1 - 2*t, t, t, 1 - t},
}
for _, data in pairs(dataTable) do
local edgeFrame = NewGui('Frame', 'Edge')
edgeFrame.BackgroundTransparency = 0
edgeFrame.BackgroundColor3 = SLOT_EQUIP_COLOR
edgeFrame.Size = UDim2.new(data[1], 0, data[2], 0)
edgeFrame.Position = UDim2.new(data[3], 0, data[4], 0)
edgeFrame.ZIndex = HighlightFrame.ZIndex
edgeFrame.Parent = HighlightFrame
end
end
HighlightFrame.Parent = SlotFrame
else -- In the Backpack
if HighlightFrame then
HighlightFrame.Parent = nil
end
end
UpdateSlotFading()
end
function slot:IsEquipped()
return IsEquipped(self.Tool)
end
function slot:Delete()
SlotFrame:Destroy() --NOTE: Also clears connections
table.remove(Slots, self.Index)
local newSize = #Slots
-- Now adjust the rest (both visually and representationally)
for i = self.Index, newSize do
Slots[i]:SlideBack()
end
UpdateScrollingFrameCanvasSize()
end
function slot:Swap(targetSlot) --NOTE: This slot (self) must not be empty!
local myTool, otherTool = self.Tool, targetSlot.Tool
self:Clear()
if otherTool then -- (Target slot might be empty)
targetSlot:Clear()
self:Fill(otherTool)
end
if myTool then
targetSlot:Fill(myTool)
else
targetSlot:Clear()
end
end
function slot:SlideBack() -- For inventory slot shifting
self.Index = self.Index - 1
SlotFrame.Name = self.Index
SlotFrame.LayoutOrder = self.Index
end
function slot:TurnNumber(on)
if SlotNumber then
SlotNumber.Visible = on
end
end
function slot:SetClickability(on) -- (Happens on open/close arrow)
if self.Tool then
if UserInputService.VREnabled then
SlotFrame.Draggable = false
else
SlotFrame.Draggable = not on
end
UpdateSlotFading()
end
end
function slot:CheckTerms(terms)
local hits = 0
local function checkEm(str, term)
local _, n = str:lower():gsub(term, '')
hits = hits + n
end
local tool = self.Tool
if tool then
for term in pairs(terms) do
checkEm(LocalizedName, term)
if tool:IsA('Tool') then --NOTE: HopperBin
checkEm(LocalizedToolTip, term)
end
end
end
return hits
end
-- Slot select logic, activated by clicking or pressing hotkey
function slot:Select()
local tool = slot.Tool
if tool then
if IsEquipped(tool) then --NOTE: HopperBin
UnequipAllTools()
elseif tool.Parent == Backpack then
EquipNewTool(tool)
end
end
end
-- Slot Init Logic --
SlotFrame = NewGui('TextButton', index)
SlotFrame.BackgroundColor3 = BACKGROUND_COLOR
SlotFrame.BorderColor3 = SLOT_BORDER_COLOR
SlotFrame.Text = ""
SlotFrame.AutoButtonColor = false
SlotFrame.BorderSizePixel = 0
SlotFrame.Size = UDim2.new(0, ICON_SIZE, 0, ICON_SIZE)
SlotFrame.Active = true
SlotFrame.Draggable = false
SlotFrame.BackgroundTransparency = SLOT_FADE_LOCKED
SlotFrame.MouseButton1Click:connect(function() changeSlot(slot) end)
slot.Frame = SlotFrame
do
local selectionObjectClipper = NewGui('Frame', 'SelectionObjectClipper')
selectionObjectClipper.Visible = false
selectionObjectClipper.Parent = SlotFrame
SelectionObj = NewGui('ImageLabel', 'Selector')
SelectionObj.Size = UDim2.new(1, 0, 1, 0)
SelectionObj.Image = "rbxasset://textures/ui/Keyboard/key_selection_9slice.png"
SelectionObj.ScaleType = Enum.ScaleType.Slice
SelectionObj.SliceCenter = Rect.new(12,12,52,52)
SelectionObj.Parent = selectionObjectClipper
end
ToolIcon = NewGui('ImageLabel', 'Icon')
ToolIcon.Size = UDim2.new(0.8, 0, 0.8, 0)
ToolIcon.Position = UDim2.new(0.1, 0, 0.1, 0)
ToolIcon.Parent = SlotFrame
ToolName = NewGui('TextLabel', 'ToolName')
ToolName.Size = UDim2.new(1, -2, 1, -2)
ToolName.Position = UDim2.new(0, 1, 0, 1)
ToolName.Parent = SlotFrame
slot.Frame.LayoutOrder = slot.Index
if index <= NumberOfHotbarSlots then -- Hotbar-Specific Slot Stuff
-- ToolTip stuff
ToolTip = NewGui('TextLabel', 'ToolTip')
ToolTip.TextWrapped = false
ToolTip.TextYAlignment = Enum.TextYAlignment.Top
ToolTip.BackgroundColor3 = Color3.new(0.4, 0.4, 0.4)
ToolTip.BackgroundTransparency = 0
ToolTip.Visible = false
ToolTip.Parent = SlotFrame
SlotFrame.MouseEnter:connect(function()
if ToolTip.Text ~= '' then
ToolTip.Visible = true
end
end)
SlotFrame.MouseLeave:connect(function() ToolTip.Visible = false end)
function slot:MoveToInventory()
if slot.Index <= NumberOfHotbarSlots then -- From a Hotbar slot
local tool = slot.Tool
self:Clear() --NOTE: Order matters here
local newSlot = MakeSlot(UIGridFrame)
newSlot:Fill(tool)
if IsEquipped(tool) then -- Also unequip it --NOTE: HopperBin
UnequipAllTools()
end
-- Also hide the inventory slot if we're showing results right now
if ViewingSearchResults then
newSlot.Frame.Visible = false
newSlot.Parent = InventoryFrame
end
end
end
-- Show label and assign hotkeys for 1-9 and 0 (zero is always last slot when > 10 total)
if index < 10 or index == NumberOfHotbarSlots then -- NOTE: Hardcoded on purpose!
local slotNum = (index < 10) and index or 0
SlotNumber = NewGui('TextLabel', 'Number')
SlotNumber.Text = slotNum
SlotNumber.Size = UDim2.new(0.15, 0, 0.15, 0)
SlotNumber.Visible = false
SlotNumber.Parent = SlotFrame
HotkeyFns[ZERO_KEY_VALUE + slotNum] = slot.Select
end
end
do -- Dragging Logic
local startPoint = SlotFrame.Position
local lastUpTime = 0
local startParent = nil
SlotFrame.DragBegin:connect(function(dragPoint)
Dragging[SlotFrame] = true
startPoint = dragPoint
SlotFrame.BorderSizePixel = 2
-- Raise above other slots
SlotFrame.ZIndex = 2
ToolIcon.ZIndex = 2
ToolName.ZIndex = 2
if SlotNumber then
SlotNumber.ZIndex = 2
end
if HighlightFrame then
HighlightFrame.ZIndex = 2
for _, child in pairs(HighlightFrame:GetChildren()) do
child.ZIndex = 2
end
end
-- Circumvent the ScrollingFrame's ClipsDescendants property
startParent = SlotFrame.Parent
if startParent == UIGridFrame then
local oldAbsolutPos = SlotFrame.AbsolutePosition
local newPosition = UDim2.new(0, SlotFrame.AbsolutePosition.X - InventoryFrame.AbsolutePosition.X, 0, SlotFrame.AbsolutePosition.Y - InventoryFrame.AbsolutePosition.Y)
SlotFrame.Parent = InventoryFrame
SlotFrame.Position = newPosition
FakeSlotFrame = NewGui('Frame', 'FakeSlot')
FakeSlotFrame.LayoutOrder = SlotFrame.LayoutOrder
FakeSlotFrame.Size = SlotFrame.Size
FakeSlotFrame.BackgroundTransparency = 1
FakeSlotFrame.Parent = UIGridFrame
end
end)
SlotFrame.DragStopped:connect(function(x, y)
if FakeSlotFrame then
FakeSlotFrame:Destroy()
end
local now = tick()
SlotFrame.Position = startPoint
SlotFrame.Parent = startParent
SlotFrame.BorderSizePixel = 0
-- Restore height
SlotFrame.ZIndex = 1
ToolIcon.ZIndex = 1
ToolName.ZIndex = 1
if SlotNumber then
SlotNumber.ZIndex = 1
end
if HighlightFrame then
HighlightFrame.ZIndex = 1
for _, child in pairs(HighlightFrame:GetChildren()) do
child.ZIndex = 1
end
end
Dragging[SlotFrame] = nil
-- Make sure the tool wasn't dropped
if not slot.Tool then
return
end
-- Check where we were dropped
if CheckBounds(InventoryFrame, x, y) then
if slot.Index <= NumberOfHotbarSlots then
slot:MoveToInventory()
end
-- Check for double clicking on an inventory slot, to move into empty hotbar slot
if slot.Index > NumberOfHotbarSlots and now - lastUpTime < DOUBLE_CLICK_TIME then
if LowestEmptySlot then
local myTool = slot.Tool
slot:Clear()
LowestEmptySlot:Fill(myTool)
slot:Delete()
end
now = 0 -- Resets the timer
end
elseif CheckBounds(HotbarFrame, x, y) then
local closest = {math.huge, nil}
for i = 1, NumberOfHotbarSlots do
local otherSlot = Slots[i]
local offset = GetOffset(otherSlot.Frame, Vector2.new(x, y))
if offset < closest[1] then
closest = {offset, otherSlot}
end
end
local closestSlot = closest[2]
if closestSlot ~= slot then
slot:Swap(closestSlot)
if slot.Index > NumberOfHotbarSlots then
local tool = slot.Tool
if not tool then -- Clean up after ourselves if we're an inventory slot that's now empty
slot:Delete()
else -- Moved inventory slot to hotbar slot, and gained a tool that needs to be unequipped
if IsEquipped(tool) then --NOTE: HopperBin
UnequipAllTools()
end
-- Also hide the inventory slot if we're showing results right now
if ViewingSearchResults then
slot.Frame.Visible = false
slot.Frame.Parent = InventoryFrame
end
end
end
end
else
-- local tool = slot.Tool
-- if tool.CanBeDropped then --TODO: HopperBins
-- tool.Parent = workspace
-- --TODO: Move away from character
-- end
if slot.Index <= NumberOfHotbarSlots then
slot:MoveToInventory() --NOTE: Temporary
end
end
lastUpTime = now
end)
end
-- All ready!
SlotFrame.Parent = parent
Slots[index] = slot
if index > NumberOfHotbarSlots then
UpdateScrollingFrameCanvasSize()
-- Scroll to new inventory slot, if we're open and not viewing search results
if InventoryFrame.Visible and not ViewingSearchResults then
local offset = ScrollingFrame.CanvasSize.Y.Offset - ScrollingFrame.AbsoluteSize.Y
ScrollingFrame.CanvasPosition = Vector2.new(0, math.max(0, offset))
end
end
return slot
end
-- NOTE: We should probably migrate to a 2 collection system:
-- One collection for the hotbar and another collection for the inventory
local function SetNumberOfHotbarSlots(numSlots)
if NumberOfHotbarSlots ~= numSlots then
local prevNumberOfSlots = NumberOfHotbarSlots
local newNumberOfSlots = numSlots
-- If we are shrinking the number of slots we need
-- to move around our tools to the right locations
if prevNumberOfSlots > newNumberOfSlots then
-- Delete the slots that are now no longer in the Hotbar
-- Iterate backwards as to not corrupt our iterator
for i = prevNumberOfSlots, newNumberOfSlots + 1, -1 do
local slot = Slots[i]
if slot then
slot:MoveToInventory()
slot:Delete()
end
end
-- Also need to slide-back the inventory slots now that they are indexed earlier
for i = prevNumberOfSlots, newNumberOfSlots + 1, -1 do
local slot = Slots[i]
if not slot.Tool then
slot:Delete()
end
end
else -- If we added more slots
for i = prevNumberOfSlots, newNumberOfSlots do
-- Incrementally add hotbar slots
NumberOfHotbarSlots = i
if Slots[i] then
-- Move old
local oldSlot = Slots[i]
local oldTool = Slots[i].Tool
local newSlot = MakeSlot(HotbarFrame, i)
if oldTool then
newSlot:Fill(oldTool)
elseif not LowestEmptySlot then
LowestEmptySlot = newSlot
end
else
local slot = MakeSlot(HotbarFrame, i)
slot.Frame.Visible = false
if not LowestEmptySlot then
LowestEmptySlot = slot
end
end
end
end
NumberOfHotbarSlots = numSlots
FullHotbarSlots = 0
for i = 1, NumberOfHotbarSlots do
if Slots[i] and Slots[i].Tool then
FullHotbarSlots = FullHotbarSlots + 1
end
end
UpdateBackpackLayout()
end
end
local function OnChildAdded(child) -- To Character or Backpack
if not child:IsA('Tool') and not child:IsA('HopperBin') then --NOTE: HopperBin
if child:IsA('Humanoid') and child.Parent == Character then
Humanoid = child
end
return
end
local tool = child
if tool.Parent == Character then
ShowVRBackpackPopup()
TimeOfLastToolChange = tick()
end
if ActiveHopper and tool.Parent == Character then --NOTE: HopperBin
DisableActiveHopper()
end
--TODO: Optimize / refactor / do something else
if not StarterToolFound and tool.Parent == Character and not SlotsByTool[tool] then
local starterGear = Player:FindFirstChild('StarterGear')
if starterGear then
if starterGear:FindFirstChild(tool.Name) then
StarterToolFound = true
local slot = LowestEmptySlot or MakeSlot(UIGridFrame)
for i = slot.Index, 1, -1 do
local curr = Slots[i] -- An empty slot, because above
local pIndex = i - 1
if pIndex > 0 then
local prev = Slots[pIndex] -- Guaranteed to be full, because above
prev:Swap(curr)
else
curr:Fill(tool)
end
end
-- Have to manually unequip a possibly equipped tool
for _, child in pairs(Character:GetChildren()) do
if child:IsA('Tool') and child ~= tool then
child.Parent = Backpack
end
end
AdjustHotbarFrames()
return -- We're done here
end
end
end
-- The tool is either moving or new
local slot = SlotsByTool[tool]
if slot then
slot:UpdateEquipView()
else -- New! Put into lowest hotbar slot or new inventory slot
slot = LowestEmptySlot or MakeSlot(UIGridFrame)
slot:Fill(tool)
if slot.Index <= NumberOfHotbarSlots and not InventoryFrame.Visible then
AdjustHotbarFrames()
end
if tool:IsA('HopperBin') then --NOTE: HopperBin
if tool.Active then
UnequipAllTools()
ActiveHopper = tool
end
end
end
end
local function OnChildRemoved(child) -- From Character or Backpack
if not child:IsA('Tool') and not child:IsA('HopperBin') then --NOTE: HopperBin
return
end
local tool = child
ShowVRBackpackPopup()
TimeOfLastToolChange = tick()
-- Ignore this event if we're just moving between the two
local newParent = tool.Parent
if newParent == Character or newParent == Backpack then
return
end
local slot = SlotsByTool[tool]
if slot then
slot:Clear()
if slot.Index > NumberOfHotbarSlots then -- Inventory slot
slot:Delete()
elseif not InventoryFrame.Visible then
AdjustHotbarFrames()
end
end
if tool == ActiveHopper then --NOTE: HopperBin
ActiveHopper = nil
end
end
local function OnCharacterAdded(character)
-- First, clean up any old slots
for i = #Slots, 1, -1 do
local slot = Slots[i]
if slot.Tool then
slot:Clear()
end
if i > NumberOfHotbarSlots then
slot:Delete()
end
end
ActiveHopper = nil --NOTE: HopperBin
-- And any old connections
for _, conn in pairs(CharConns) do
conn:disconnect()
end
CharConns = {}
-- Hook up the new character
Character = character
table.insert(CharConns, character.ChildRemoved:connect(OnChildRemoved))
table.insert(CharConns, character.ChildAdded:connect(OnChildAdded))
for _, child in pairs(character:GetChildren()) do
OnChildAdded(child)
end
--NOTE: Humanoid is set inside OnChildAdded
-- And the new backpack, when it gets here
Backpack = Player:WaitForChild('Backpack')
table.insert(CharConns, Backpack.ChildRemoved:connect(OnChildRemoved))
table.insert(CharConns, Backpack.ChildAdded:connect(OnChildAdded))
for _, child in pairs(Backpack:GetChildren()) do
OnChildAdded(child)
end
AdjustHotbarFrames()
end
local function OnInputBegan(input, isProcessed)
-- Pass through keyboard hotkeys when not typing into a TextBox and not disabled (except for the Drop key)
if input.UserInputType == Enum.UserInputType.Keyboard and not TextBoxFocused and (WholeThingEnabled or input.KeyCode.Value == DROP_HOTKEY_VALUE) then
local hotkeyBehavior = HotkeyFns[input.KeyCode.Value]
if hotkeyBehavior then
hotkeyBehavior(isProcessed)
end
end
end
local function OnUISChanged(property)
if property == 'KeyboardEnabled' or property == "VREnabled" then
local on = UserInputService.KeyboardEnabled and not UserInputService.VREnabled
for i = 1, NumberOfHotbarSlots do
Slots[i]:TurnNumber(on)
end
end
end
local lastChangeToolInputObject = nil
local lastChangeToolInputTime = nil
local maxEquipDeltaTime = 0.06
local noOpFunc = function() end
local selectDirection = Vector2.new(0,0)
local hotbarVisible = false
function unbindAllGamepadEquipActions()
ContextActionService:UnbindCoreAction("RBXBackpackHasGamepadFocus")
ContextActionService:UnbindCoreAction("RBXCloseInventory")
end
local function setHotbarVisibility(visible, isInventoryScreen)
for i = 1, NumberOfHotbarSlots do
local hotbarSlot = Slots[i]
if hotbarSlot and hotbarSlot.Frame and (isInventoryScreen or hotbarSlot.Tool) then
hotbarSlot.Frame.Visible = visible
end
end
end
local function getInputDirection(inputObject)
local buttonModifier = 1
if inputObject.UserInputState == Enum.UserInputState.End then
buttonModifier = -1
end
if inputObject.KeyCode == Enum.KeyCode.Thumbstick1 then
local magnitude = inputObject.Position.magnitude
if magnitude > 0.98 then
local normalizedVector = Vector2.new(inputObject.Position.x / magnitude, -inputObject.Position.y / magnitude)
selectDirection = normalizedVector
else
selectDirection = Vector2.new(0,0)
end
elseif inputObject.KeyCode == Enum.KeyCode.DPadLeft then
selectDirection = Vector2.new(selectDirection.x - 1 * buttonModifier, selectDirection.y)
elseif inputObject.KeyCode == Enum.KeyCode.DPadRight then
selectDirection = Vector2.new(selectDirection.x + 1 * buttonModifier, selectDirection.y)
elseif inputObject.KeyCode == Enum.KeyCode.DPadUp then
selectDirection = Vector2.new(selectDirection.x, selectDirection.y - 1 * buttonModifier)
elseif inputObject.KeyCode == Enum.KeyCode.DPadDown then
selectDirection = Vector2.new(selectDirection.x, selectDirection.y + 1 * buttonModifier)
else
selectDirection = Vector2.new(0,0)
end
return selectDirection
end
local selectToolExperiment = function(actionName, inputState, inputObject)
local inputDirection = getInputDirection(inputObject)
if inputDirection == Vector2.new(0,0) then
return
end
local angle = math.atan2(inputDirection.y, inputDirection.x) - math.atan2(-1, 0)
if angle < 0 then
angle = angle + (math.pi * 2)
end
local quarterPi = (math.pi * 0.25)
local index = (angle/quarterPi) + 1
index = math.floor(index + 0.5) -- round index to whole number
if index > NumberOfHotbarSlots then
index = 1
end
if index > 0 then
local selectedSlot = Slots[index]
if selectedSlot and selectedSlot.Tool and not selectedSlot:IsEquipped() then
selectedSlot:Select()
end
else
UnequipAllTools()
end
end
changeToolFunc = function(actionName, inputState, inputObject)
if inputState ~= Enum.UserInputState.Begin then return end
if lastChangeToolInputObject then
if (lastChangeToolInputObject.KeyCode == Enum.KeyCode.ButtonR1 and
inputObject.KeyCode == Enum.KeyCode.ButtonL1) or
(lastChangeToolInputObject.KeyCode == Enum.KeyCode.ButtonL1 and
inputObject.KeyCode == Enum.KeyCode.ButtonR1) then
if (tick() - lastChangeToolInputTime) <= maxEquipDeltaTime then
UnequipAllTools()
lastChangeToolInputObject = inputObject
lastChangeToolInputTime = tick()
return
end
end
end
lastChangeToolInputObject = inputObject
lastChangeToolInputTime = tick()
delay(maxEquipDeltaTime, function()
if lastChangeToolInputObject ~= inputObject then return end
local moveDirection = 0
if (inputObject.KeyCode == Enum.KeyCode.ButtonL1) then
moveDirection = -1
else
moveDirection = 1
end
for i = 1, NumberOfHotbarSlots do
local hotbarSlot = Slots[i]
if hotbarSlot:IsEquipped() then
local newSlotPosition = moveDirection + i
local hitEdge = false
if newSlotPosition > NumberOfHotbarSlots then
newSlotPosition = 1
hitEdge = true
elseif newSlotPosition < 1 then
newSlotPosition = NumberOfHotbarSlots
hitEdge = true
end
local origNewSlotPos = newSlotPosition
while not Slots[newSlotPosition].Tool do
newSlotPosition = newSlotPosition + moveDirection
if newSlotPosition == origNewSlotPos then return end
if newSlotPosition > NumberOfHotbarSlots then
newSlotPosition = 1
hitEdge = true
elseif newSlotPosition < 1 then
newSlotPosition = NumberOfHotbarSlots
hitEdge = true
end
end
if hitEdge then
UnequipAllTools()
lastEquippedSlot = nil
else
Slots[newSlotPosition]:Select()
end
return
end
end
if lastEquippedSlot and lastEquippedSlot.Tool then
lastEquippedSlot:Select()
return
end
local startIndex = moveDirection == -1 and NumberOfHotbarSlots or 1
local endIndex = moveDirection == -1 and 1 or NumberOfHotbarSlots
for i = startIndex, endIndex, moveDirection do
if Slots[i].Tool then
Slots[i]:Select()
return
end
end
end)
end
function getGamepadSwapSlot()
for i = 1, #Slots do
if Slots[i].Frame.BorderSizePixel > 0 then
return Slots[i]
end
end
end
function changeSlot(slot)
local swapInVr = not VRService.VREnabled or InventoryFrame.Visible
if slot.Frame == GuiService.SelectedCoreObject and swapInVr then
local currentlySelectedSlot = getGamepadSwapSlot()
if currentlySelectedSlot then
currentlySelectedSlot.Frame.BorderSizePixel = 0
if currentlySelectedSlot ~= slot then
slot:Swap(currentlySelectedSlot)
VRInventorySelector.SelectionImageObject.Visible = false
if slot.Index > NumberOfHotbarSlots and not slot.Tool then
if GuiService.SelectedCoreObject == slot.Frame then
GuiService.SelectedCoreObject = currentlySelectedSlot.Frame
end
slot:Delete()
end
if currentlySelectedSlot.Index > NumberOfHotbarSlots and not currentlySelectedSlot.Tool then
if GuiService.SelectedCoreObject == currentlySelectedSlot.Frame then
GuiService.SelectedCoreObject = slot.Frame
end
currentlySelectedSlot:Delete()
end
end
else
local startSize = slot.Frame.Size
local startPosition = slot.Frame.Position
slot.Frame:TweenSizeAndPosition(startSize + UDim2.new(0, 10, 0, 10), startPosition - UDim2.new(0, 5, 0, 5), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, .1, true, function() slot.Frame:TweenSizeAndPosition(startSize, startPosition, Enum.EasingDirection.In, Enum.EasingStyle.Quad, .1, true) end)
slot.Frame.BorderSizePixel = 3
VRInventorySelector.SelectionImageObject.Visible = true
end
else
slot:Select()
VRInventorySelector.SelectionImageObject.Visible = false
end
end
function vrMoveSlotToInventory()
if not VRService.VREnabled then
return
end
local currentlySelectedSlot = getGamepadSwapSlot()
if currentlySelectedSlot and currentlySelectedSlot.Tool then
currentlySelectedSlot.Frame.BorderSizePixel = 0
currentlySelectedSlot:MoveToInventory()
VRInventorySelector.SelectionImageObject.Visible = false
end
end
function enableGamepadInventoryControl()
local goBackOneLevel = function(actionName, inputState, inputObject)
if inputState ~= Enum.UserInputState.Begin then return end
local selectedSlot = getGamepadSwapSlot()
if selectedSlot then
local selectedSlot = getGamepadSwapSlot()
if selectedSlot then
selectedSlot.Frame.BorderSizePixel = 0
return
end
elseif InventoryFrame.Visible then
BackpackScript.OpenClose()
spawn(function() GuiService:SetMenuIsOpen(false) end)
end
end
ContextActionService:BindCoreAction("RBXBackpackHasGamepadFocus", noOpFunc, false, Enum.UserInputType.Gamepad1)
ContextActionService:BindCoreAction("RBXCloseInventory", goBackOneLevel, false, Enum.KeyCode.ButtonB, Enum.KeyCode.ButtonStart)
-- Gaze select will automatically select the object for us!
if not UseGazeSelection() then
GuiService.SelectedCoreObject = HotbarFrame:FindFirstChild("1")
end
end
function disableGamepadInventoryControl()
unbindAllGamepadEquipActions()
for i = 1, NumberOfHotbarSlots do
local hotbarSlot = Slots[i]
if hotbarSlot and hotbarSlot.Frame then
hotbarSlot.Frame.BorderSizePixel = 0
end
end
if GuiService.SelectedCoreObject and GuiService.SelectedCoreObject:IsDescendantOf(MainFrame) then
GuiService.SelectedCoreObject = nil
end
end
local function bindBackpackHotbarAction()
if WholeThingEnabled and not GamepadActionsBound then
GamepadActionsBound = true
ContextActionService:BindCoreAction("RBXHotbarEquip", changeToolFunc, false, Enum.KeyCode.ButtonL1, Enum.KeyCode.ButtonR1)
end
end
local function unbindBackpackHotbarAction()
disableGamepadInventoryControl()
GamepadActionsBound = false
ContextActionService:UnbindCoreAction("RBXHotbarEquip")
end
function gamepadDisconnected()
GamepadEnabled = false
disableGamepadInventoryControl()
end
function gamepadConnected()
GamepadEnabled = true
GuiService:AddSelectionParent("RBXBackpackSelection", MainFrame)
if FullHotbarSlots >= 1 then
bindBackpackHotbarAction()
end
if InventoryFrame.Visible then
enableGamepadInventoryControl()
end
end
local function OnCoreGuiChanged(coreGuiType, enabled)
-- Check for enabling/disabling the whole thing
if coreGuiType == Enum.CoreGuiType.Backpack or coreGuiType == Enum.CoreGuiType.All then
enabled = enabled and TopbarEnabled
WholeThingEnabled = enabled
MainFrame.Visible = enabled
-- Eat/Release hotkeys (Doesn't affect UserInputService)
for _, keyString in pairs(HotkeyStrings) do
if enabled then
GuiService:AddKey(keyString)
else
GuiService:RemoveKey(keyString)
end
end
if enabled then
if FullHotbarSlots >=1 then
bindBackpackHotbarAction()
end
else
unbindBackpackHotbarAction()
end
end
end
local function MakeVRRoundButton(name, image)
local newButton = NewGui('ImageButton', name)
newButton.Size = UDim2.new(0, 40, 0, 40)
newButton.Image = "rbxasset://textures/ui/Keyboard/close_button_background.png";
local buttonIcon = NewGui('ImageLabel', 'Icon')
buttonIcon.Size = UDim2.new(0.5,0,0.5,0);
buttonIcon.Position = UDim2.new(0.25,0,0.25,0);
buttonIcon.Image = image;
buttonIcon.Parent = newButton;
local buttonSelectionObject = NewGui('ImageLabel', 'Selection')
buttonSelectionObject.Size = UDim2.new(0.9,0,0.9,0);
buttonSelectionObject.Position = UDim2.new(0.05,0,0.05,0);
buttonSelectionObject.Image = "rbxasset://textures/ui/Keyboard/close_button_selection.png";
newButton.SelectionImageObject = buttonSelectionObject
return newButton, buttonIcon, buttonSelectionObject
end
-- Make the main frame, which (mostly) covers the screen
MainFrame = NewGui('Frame', 'Backpack')
MainFrame.Visible = false
MainFrame.Parent = RobloxGui
-- Make the HotbarFrame, which holds only the Hotbar Slots
HotbarFrame = NewGui('Frame', 'Hotbar')
HotbarFrame.Parent = MainFrame
-- Make all the Hotbar Slots
for i = 1, NumberOfHotbarSlots do
local slot = MakeSlot(HotbarFrame, i)
slot.Frame.Visible = false
if not LowestEmptySlot then
LowestEmptySlot = slot
end
end
-- Up arrow to open the inventory
OpenInventoryButton = NewGui('ImageButton', 'OpenInventory')
do
OpenInventoryButton.Size = UDim2.new(0, 30, 0, 30)
OpenInventoryButton.Image = "rbxasset://textures/ui/Backpack/ScrollUpArrow.png";
OpenInventoryButton.MouseButton1Click:connect(function()
BackpackScript.OpenClose()
end)
OpenInventoryButton.SelectionGained:connect(function()
OpenInventoryButton.ImageColor3 = ARROW_HOVER_COLOR
end)
OpenInventoryButton.SelectionLost:connect(function()
OpenInventoryButton.ImageColor3 = Color3.new(1,1,1)
end)
local openInventoryButtonSelectionObject = NewGui('Frame', 'Selection')
openInventoryButtonSelectionObject.Visible = false
OpenInventoryButton.SelectionImageObject = openInventoryButtonSelectionObject
end
CloseInventoryButton = MakeVRRoundButton('CloseInventory', 'rbxasset://textures/ui/Keyboard/close_button_icon.png')
CloseInventoryButton.Position = UDim2.new(0, 0, 0, -50)
CloseInventoryButton.MouseButton1Click:connect(function()
if InventoryFrame.Visible then
BackpackScript.OpenClose()
spawn(function() GuiService:SetMenuIsOpen(false) end)
end
end)
LeftBumperButton = NewGui('ImageLabel', 'LeftBumper')
LeftBumperButton.Size = UDim2.new(0, 40, 0, 40)
LeftBumperButton.Position = UDim2.new(0, -LeftBumperButton.Size.X.Offset, 0.5, -LeftBumperButton.Size.Y.Offset/2)
RightBumperButton = NewGui('ImageLabel', 'RightBumper')
RightBumperButton.Size = UDim2.new(0, 40, 0, 40)
RightBumperButton.Position = UDim2.new(1, 0, 0.5, -RightBumperButton.Size.Y.Offset/2)
-- Make the Inventory, which holds the ScrollingFrame, the header, and the search box
InventoryFrame = NewGui('Frame', 'Inventory')
InventoryFrame.BackgroundTransparency = BACKGROUND_FADE
InventoryFrame.BackgroundColor3 = BACKGROUND_COLOR
InventoryFrame.Active = true
InventoryFrame.Visible = false
InventoryFrame.Parent = MainFrame
VRInventorySelector = NewGui('TextButton', 'VRInventorySelector')
VRInventorySelector.Position = UDim2.new(0, 0, 0, 0)
VRInventorySelector.Size = UDim2.new(1, 0, 1, 0)
VRInventorySelector.BackgroundTransparency = 1
VRInventorySelector.Text = ""
VRInventorySelector.Parent = InventoryFrame
local selectorImage = NewGui('ImageLabel', 'Selector')
selectorImage.Size = UDim2.new(1, 0, 1, 0)
selectorImage.Image = "rbxasset://textures/ui/Keyboard/key_selection_9slice.png"
selectorImage.ScaleType = Enum.ScaleType.Slice
selectorImage.SliceCenter = Rect.new(12,12,52,52)
selectorImage.Visible = false
VRInventorySelector.SelectionImageObject = selectorImage
VRInventorySelector.MouseButton1Click:connect(function()
vrMoveSlotToInventory()
end)
-- Make the ScrollingFrame, which holds the rest of the Slots (however many)
ScrollingFrame = NewGui('ScrollingFrame', 'ScrollingFrame')
ScrollingFrame.Selectable = false
ScrollingFrame.CanvasSize = UDim2.new(0, 0, 0, 0)
ScrollingFrame.Parent = InventoryFrame
UIGridFrame = NewGui('Frame', 'UIGridFrame')
UIGridFrame.Selectable = false
UIGridFrame.Size = UDim2.new(1, -(ICON_BUFFER*2), 1, 0)
UIGridFrame.Position = UDim2.new(0, ICON_BUFFER, 0, 0)
UIGridFrame.Parent = ScrollingFrame
UIGridLayout = Instance.new("UIGridLayout")
UIGridLayout.SortOrder = Enum.SortOrder.LayoutOrder
UIGridLayout.CellSize = UDim2.new(0, ICON_SIZE, 0, ICON_SIZE)
UIGridLayout.CellPadding = UDim2.new(0, ICON_BUFFER, 0, ICON_BUFFER)
UIGridLayout.Parent = UIGridFrame
ScrollUpInventoryButton = MakeVRRoundButton('ScrollUpButton', 'rbxasset://textures/ui/Backpack/ScrollUpArrow.png')
ScrollUpInventoryButton.Size = UDim2.new(0, 34, 0, 34)
ScrollUpInventoryButton.Position = UDim2.new(0.5, -ScrollUpInventoryButton.Size.X.Offset/2, 0, INVENTORY_HEADER_SIZE + 3)
ScrollUpInventoryButton.Icon.Position = ScrollUpInventoryButton.Icon.Position - UDim2.new(0,0,0,2)
ScrollUpInventoryButton.MouseButton1Click:connect(function()
ScrollingFrame.CanvasPosition = Vector2.new(
ScrollingFrame.CanvasPosition.X,
Clamp(0, ScrollingFrame.CanvasSize.Y.Offset - ScrollingFrame.AbsoluteWindowSize.Y, ScrollingFrame.CanvasPosition.Y - (ICON_BUFFER + ICON_SIZE)))
end)
ScrollDownInventoryButton = MakeVRRoundButton('ScrollDownButton', 'rbxasset://textures/ui/Backpack/ScrollUpArrow.png')
ScrollDownInventoryButton.Rotation = 180
ScrollDownInventoryButton.Icon.Position = ScrollDownInventoryButton.Icon.Position - UDim2.new(0,0,0,2)
ScrollDownInventoryButton.Size = UDim2.new(0, 34, 0, 34)
ScrollDownInventoryButton.Position = UDim2.new(0.5, -ScrollDownInventoryButton.Size.X.Offset/2, 1, -ScrollDownInventoryButton.Size.Y.Offset - 3)
ScrollDownInventoryButton.MouseButton1Click:connect(function()
ScrollingFrame.CanvasPosition = Vector2.new(
ScrollingFrame.CanvasPosition.X,
Clamp(0, ScrollingFrame.CanvasSize.Y.Offset - ScrollingFrame.AbsoluteWindowSize.Y, ScrollingFrame.CanvasPosition.Y + (ICON_BUFFER + ICON_SIZE)))
end)
ScrollingFrame.Changed:connect(function(prop)
if prop == 'AbsoluteWindowSize' or prop == 'CanvasPosition' or prop == 'CanvasSize' then
local canScrollUp = ScrollingFrame.CanvasPosition.Y ~= 0
local canScrollDown = ScrollingFrame.CanvasPosition.Y < ScrollingFrame.CanvasSize.Y.Offset - ScrollingFrame.AbsoluteWindowSize.Y
ScrollUpInventoryButton.Visible = canScrollUp
ScrollDownInventoryButton.Visible = canScrollDown
end
end)
-- Position the frames and sizes for the Backpack GUI elements
UpdateBackpackLayout()
--Make the gamepad hint frame
local gamepadHintsFrame = Utility:Create'Frame'
{
Name = "GamepadHintsFrame",
Size = UDim2.new(0, HotbarFrame.Size.X.Offset, 0, (IsTenFootInterface and 95 or 60)),
BackgroundTransparency = 1,
Visible = false,
Parent = MainFrame
}
local function addGamepadHint(hintImage, hintImageLarge, hintText)
local hintFrame = Utility:Create'Frame'
{
Name = "HintFrame",
Size = UDim2.new(1, 0, 1, -5),
Position = UDim2.new(0, 0, 0, 0),
BackgroundTransparency = 1,
Parent = gamepadHintsFrame
}
local hintImage = Utility:Create'ImageLabel'
{
Name = "HintImage",
Size = (IsTenFootInterface and UDim2.new(0,90,0,90) or UDim2.new(0,60,0,60)),
BackgroundTransparency = 1,
Image = (IsTenFootInterface and hintImageLarge or hintImage),
Parent = hintFrame
}
local hintText = Utility:Create'TextLabel'
{
Name = "HintText",
Position = UDim2.new(0, (IsTenFootInterface and 100 or 70), 0, 0),
Size = UDim2.new(1, -(IsTenFootInterface and 100 or 70), 1, 0),
Font = Enum.Font.SourceSansBold,
FontSize = (IsTenFootInterface and Enum.FontSize.Size36 or Enum.FontSize.Size24),
BackgroundTransparency = 1,
Text = hintText,
TextColor3 = Color3.new(1,1,1),
TextXAlignment = Enum.TextXAlignment.Left,
Parent = hintFrame
}
local textSizeConstraint = Instance.new("UITextSizeConstraint", hintText)
textSizeConstraint.MaxTextSize = hintText.TextSize
end
local function resizeGamepadHintsFrame()
gamepadHintsFrame.Size = UDim2.new(HotbarFrame.Size.X.Scale, HotbarFrame.Size.X.Offset, 0, (IsTenFootInterface and 95 or 60))
gamepadHintsFrame.Position = UDim2.new(HotbarFrame.Position.X.Scale, HotbarFrame.Position.X.Offset, InventoryFrame.Position.Y.Scale, InventoryFrame.Position.Y.Offset - gamepadHintsFrame.Size.Y.Offset)
local spaceTaken = 0
local gamepadHints = gamepadHintsFrame:GetChildren()
--First get the total space taken by all the hints
for i = 1, #gamepadHints do
gamepadHints[i].Size = UDim2.new(1, 0, 1, -5)
gamepadHints[i].Position = UDim2.new(0, 0, 0, 0)
spaceTaken = spaceTaken + (gamepadHints[i].HintText.Position.X.Offset + gamepadHints[i].HintText.TextBounds.X)
end
--The space between all the frames should be equal
local spaceBetweenElements = (gamepadHintsFrame.AbsoluteSize.X - spaceTaken)/(#gamepadHints - 1)
for i = 1, #gamepadHints do
gamepadHints[i].Position = (i == 1 and UDim2.new(0, 0, 0, 0) or UDim2.new(0, gamepadHints[i-1].Position.X.Offset + gamepadHints[i-1].Size.X.Offset + spaceBetweenElements, 0, 0))
gamepadHints[i].Size = UDim2.new(0, (gamepadHints[i].HintText.Position.X.Offset + gamepadHints[i].HintText.TextBounds.X), 1, -5)
end
end
addGamepadHint("rbxasset://textures/ui/Settings/Help/XButtonDark.png", "rbxasset://textures/ui/Settings/Help/XButtonDark@2x.png", "Remove From Hotbar")
addGamepadHint("rbxasset://textures/ui/Settings/Help/AButtonDark.png", "rbxasset://textures/ui/Settings/Help/AButtonDark@2x.png", "Select/Swap")
addGamepadHint("rbxasset://textures/ui/Settings/Help/BButtonDark.png", "rbxasset://textures/ui/Settings/Help/BButtonDark@2x.png", "Close Backpack")
do -- Search stuff
local searchFrame = NewGui('Frame', 'Search')
searchFrame.BackgroundColor3 = SEARCH_BACKGROUND_COLOR
searchFrame.BackgroundTransparency = SEARCH_BACKGROUND_FADE
searchFrame.Size = UDim2.new(0, SEARCH_WIDTH - (SEARCH_BUFFER * 2), 0, INVENTORY_HEADER_SIZE - (SEARCH_BUFFER * 2))
searchFrame.Position = UDim2.new(1, -searchFrame.Size.X.Offset - SEARCH_BUFFER, 0, SEARCH_BUFFER)
searchFrame.Parent = InventoryFrame
local searchBox = NewGui('TextBox', 'TextBox')
searchBox.Text = SEARCH_TEXT
searchBox.ClearTextOnFocus = false
searchBox.FontSize = Enum.FontSize.Size24
searchBox.TextXAlignment = Enum.TextXAlignment.Left
searchBox.Size = searchFrame.Size - UDim2.new(0, SEARCH_TEXT_OFFSET_FROMLEFT, 0, 0)
searchBox.Position = UDim2.new(0, SEARCH_TEXT_OFFSET_FROMLEFT, 0, 0)
searchBox.Parent = searchFrame
local xButton = NewGui('TextButton', 'X')
xButton.Text = 'x'
xButton.TextColor3 = SLOT_EQUIP_COLOR
xButton.FontSize = Enum.FontSize.Size24
xButton.TextYAlignment = Enum.TextYAlignment.Bottom
xButton.BackgroundColor3 = SEARCH_BACKGROUND_COLOR
xButton.BackgroundTransparency = 0
xButton.Size = UDim2.new(0, searchFrame.Size.Y.Offset - (SEARCH_BUFFER * 2), 0, searchFrame.Size.Y.Offset - (SEARCH_BUFFER * 2))
xButton.Position = UDim2.new(1, -xButton.Size.X.Offset - (SEARCH_BUFFER * 2), 0.5, -xButton.Size.Y.Offset / 2)
xButton.ZIndex = 0
xButton.Visible = false
xButton.BorderSizePixel = 0
xButton.Parent = searchFrame
local function search()
local terms = {}
for word in searchBox.Text:gmatch('%S+') do
terms[word:lower()] = true
end
local hitTable = {}
for i = NumberOfHotbarSlots + 1, #Slots do -- Only search inventory slots
local slot = Slots[i]
local hits = slot:CheckTerms(terms)
table.insert(hitTable, {slot, hits})
slot.Frame.Visible = false
slot.Frame.Parent = InventoryFrame
end
table.sort(hitTable, function(left, right)
return left[2] > right[2]
end)
ViewingSearchResults = true
local hitCount = 0
for i, data in ipairs(hitTable) do
local slot, hits = data[1], data[2]
if hits > 0 then
slot.Frame.Visible = true
slot.Frame.Parent = UIGridFrame
slot.Frame.LayoutOrder = NumberOfHotbarSlots + hitCount
hitCount = hitCount + 1
end
end
ScrollingFrame.CanvasPosition = Vector2.new(0, 0)
UpdateScrollingFrameCanvasSize()
xButton.ZIndex = 3
end
local function clearResults()
if xButton.ZIndex > 0 then
ViewingSearchResults = false
for i = NumberOfHotbarSlots + 1, #Slots do
local slot = Slots[i]
slot.Frame.LayoutOrder = slot.Index
slot.Frame.Parent = UIGridFrame
slot.Frame.Visible = true
end
xButton.ZIndex = 0
end
UpdateScrollingFrameCanvasSize()
end
local function reset()
clearResults()
searchBox.Text = SEARCH_TEXT
end
local function onChanged(property)
if property == 'Text' then
local text = searchBox.Text
if text == '' then
clearResults()
elseif text ~= SEARCH_TEXT then
search()
end
xButton.Visible = (text ~= '' and text ~= SEARCH_TEXT)
end
end
local function onFocused()
if searchBox.Text == SEARCH_TEXT then
searchBox.Text = ''
end
end
local function focusLost(enterPressed)
if enterPressed then
--TODO: Could optimize
search()
elseif searchBox.Text == '' then
searchBox.Text = SEARCH_TEXT
end
end
searchBox.Focused:connect(onFocused)
xButton.MouseButton1Click:connect(reset)
searchBox.Changed:connect(onChanged)
searchBox.FocusLost:connect(focusLost)
BackpackScript.StateChanged.Event:connect(function(isNowOpen)
xButton.Modal = isNowOpen -- Allows free mouse movement even in first person
if not isNowOpen then
reset()
end
end)
HotkeyFns[Enum.KeyCode.Escape.Value] = function(isProcessed)
if isProcessed then -- Pressed from within a TextBox
reset()
elseif InventoryFrame.Visible then
BackpackScript.OpenClose()
end
end
local function detectGamepad(lastInputType)
if lastInputType == Enum.UserInputType.Gamepad1 and not UserInputService.VREnabled then
searchFrame.Visible = false
else
searchFrame.Visible = true
end
end
UserInputService.LastInputTypeChanged:connect(detectGamepad)
end
do -- Make the Inventory expand/collapse arrow (unless TopBar)
local removeHotBarSlot = function(name, state, input)
if state ~= Enum.UserInputState.Begin then return end
if not GuiService.SelectedCoreObject then return end
for i = 1, NumberOfHotbarSlots do
if Slots[i].Frame == GuiService.SelectedCoreObject and Slots[i].Tool then
Slots[i]:MoveToInventory()
return
end
end
end
local function openClose()
if not next(Dragging) then -- Only continue if nothing is being dragged
InventoryFrame.Visible = not InventoryFrame.Visible
local nowOpen = InventoryFrame.Visible
AdjustHotbarFrames()
HotbarFrame.Active = not HotbarFrame.Active
for i = 1, NumberOfHotbarSlots do
Slots[i]:SetClickability(not nowOpen)
end
end
if InventoryFrame.Visible then
if GamepadEnabled then
if GAMEPAD_INPUT_TYPES[UserInputService:GetLastInputType()] then
resizeGamepadHintsFrame()
gamepadHintsFrame.Visible = not UserInputService.VREnabled
end
enableGamepadInventoryControl()
end
if BackpackPanel and VRService.VREnabled then
BackpackPanel:SetVisible(true)
BackpackPanel:RequestPositionUpdate()
end
else
if GamepadEnabled then
gamepadHintsFrame.Visible = false
end
disableGamepadInventoryControl()
end
if InventoryFrame.Visible then
ContextActionService:BindCoreAction("RBXRemoveSlot", removeHotBarSlot, false, Enum.KeyCode.ButtonX)
else
ContextActionService:UnbindCoreAction("RBXRemoveSlot")
end
BackpackScript.IsOpen = InventoryFrame.Visible
BackpackScript.StateChanged:Fire(InventoryFrame.Visible)
end
HotkeyFns[ARROW_HOTKEY] = openClose
BackpackScript.OpenClose = openClose -- Exposed
end
-- Now that we're done building the GUI, we connect to all the major events
-- Wait for the player if LocalPlayer wasn't ready earlier
while not Player do
wait()
Player = PlayersService.LocalPlayer
end
-- Listen to current and all future characters of our player
Player.CharacterAdded:connect(OnCharacterAdded)
if Player.Character then
OnCharacterAdded(Player.Character)
end
do -- Hotkey stuff
-- Init HotkeyStrings, used for eating hotkeys
for i = 0, 9 do
table.insert(HotkeyStrings, tostring(i))
end
table.insert(HotkeyStrings, ARROW_HOTKEY_STRING)
-- Listen to key down
UserInputService.InputBegan:connect(OnInputBegan)
-- Listen to ANY TextBox gaining or losing focus, for disabling all hotkeys
UserInputService.TextBoxFocused:connect(function() TextBoxFocused = true end)
UserInputService.TextBoxFocusReleased:connect(function() TextBoxFocused = false end)
-- Manual unequip for HopperBins on drop button pressed
HotkeyFns[DROP_HOTKEY_VALUE] = function() --NOTE: HopperBin
if ActiveHopper then
UnequipAllTools()
end
end
-- Listen to keyboard status, for showing/hiding hotkey labels
UserInputService.Changed:connect(OnUISChanged)
OnUISChanged('KeyboardEnabled')
-- Listen to gamepad status, for allowing gamepad style selection/equip
if UserInputService:GetGamepadConnected(Enum.UserInputType.Gamepad1) then
gamepadConnected()
end
UserInputService.GamepadConnected:connect(function(gamepadEnum)
if gamepadEnum == Enum.UserInputType.Gamepad1 then
gamepadConnected()
end
end)
UserInputService.GamepadDisconnected:connect(function(gamepadEnum)
if gamepadEnum == Enum.UserInputType.Gamepad1 then
gamepadDisconnected()
end
end)
end
function BackpackScript:TopbarEnabledChanged(enabled)
TopbarEnabled = enabled
-- Update coregui to reflect new topbar status
OnCoreGuiChanged(Enum.CoreGuiType.Backpack, StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType.Backpack))
end
-- Listen to enable/disable signals from the StarterGui
StarterGui.CoreGuiChangedSignal:connect(OnCoreGuiChanged)
local backpackType, healthType = Enum.CoreGuiType.Backpack, Enum.CoreGuiType.Health
OnCoreGuiChanged(backpackType, StarterGui:GetCoreGuiEnabled(backpackType))
OnCoreGuiChanged(healthType, StarterGui:GetCoreGuiEnabled(healthType))
local BackpackStateChangedInVRConn, VRModuleOpenedConn, VRModuleClosedConn = nil, nil, nil
local function OnVREnabled()
local Panel3D = require(RobloxGui.Modules.VR.Panel3D)
IsVR = VRService.VREnabled
OnCoreGuiChanged(backpackType, StarterGui:GetCoreGuiEnabled(backpackType))
OnCoreGuiChanged(healthType, StarterGui:GetCoreGuiEnabled(healthType))
VRInventorySelector.Visible = IsVR
if IsVR then
local VRHub = require(RobloxGui.Modules.VR.VRHub)
local slotsToStuds = (ICON_SIZE + ICON_BUFFER) / VR_PANEL_RESOLUTION
local inventoryOpenStudSize = Vector2.new(6.25, 7.2) * slotsToStuds
local inventoryClosedStudSize = Vector2.new(6.25, 2) * slotsToStuds -- Closed size is computed as numberOfHotbarSlots + 0.25
local inventoryOpenPanelCF = CFrame.new(0, 0.6, 0)
local inventoryClosedPanelCF = CFrame.new(0, -1, 0)
local currentPanelLocalCF = inventoryClosedPanelCF
VRHub:RegisterModule(BackpackScript)
BackpackPanel = Panel3D.Get(BackpackScript.ModuleName)
BackpackPanel:ResizeStuds(inventoryClosedStudSize.x, inventoryClosedStudSize.y, VR_PANEL_RESOLUTION)
BackpackPanel:SetType(Panel3D.Type.Standard, { CFrame = currentPanelLocalCF })
BackpackPanel:RequestPositionUpdate()
local panelOriginCF = CFrame.new()
function BackpackPanel:CalculateTransparency()
if InventoryFrame.Visible then
return 0
end
local now = tick()
local timeSinceToolChange = now - TimeOfLastToolChange
local transparency = math.clamp(timeSinceToolChange / VR_FADE_TIME, 0, 1)
if transparency == 1 and BackpackPanel:IsVisible() and not InventoryFrame.Visible then
BackpackPanel:SetVisible(false)
end
return transparency
end
function BackpackPanel:PreUpdate()
local inventoryOpen = InventoryFrame.Visible
BackpackPanel.localCF = inventoryOpen and inventoryOpenPanelCF or inventoryClosedPanelCF
end
function BackpackPanel:OnUpdate()
local inventoryOpen = InventoryFrame.Visible
if not inventoryOpen then
BackpackPanel:ResizeStuds((FullHotbarSlots + 0.25) * slotsToStuds, inventoryClosedStudSize.y, VR_PANEL_RESOLUTION)
end
-- Update transparency
for i = 1, #Slots do
local slot = Slots[i]
if slot then
slot:UpdateEquipView()
end
end
OpenInventoryButton.ImageTransparency = BackpackPanel.transparency
CloseInventoryButton.ImageTransparency = BackpackPanel.transparency
end
MainFrame.Parent = BackpackPanel:GetGUI()
OpenInventoryButton.Parent = MainFrame
CloseInventoryButton.Parent = InventoryFrame
ScrollUpInventoryButton.Parent = InventoryFrame
ScrollDownInventoryButton.Parent = InventoryFrame
-- Stop the ScrollingFrame from automatically scrolling when you hover over items
ScrollingFrame.ScrollingEnabled = false
BackpackStateChangedInVRConn = BackpackScript.StateChanged.Event:connect(function(isNowOpen)
if isNowOpen then
VRHub:FireModuleOpened(BackpackScript.ModuleName)
BackpackPanel:ResizeStuds(inventoryOpenStudSize.x, inventoryOpenStudSize.y, VR_PANEL_RESOLUTION)
BackpackPanel:SetCanFade(false)
else
VRHub:FireModuleClosed(BackpackScript.ModuleName)
BackpackPanel:ResizeStuds(inventoryClosedStudSize.x, inventoryClosedStudSize.y, VR_PANEL_RESOLUTION)
BackpackPanel:SetCanFade(true)
end
end)
VRModuleOpenedConn = VRHub.ModuleOpened.Event:connect(function(moduleName)
local openedModule = VRHub:GetModule(moduleName)
if openedModule ~= BackpackScript and openedModule.VRIsExclusive then
BackpackPanel:SetVisible(EvaluateBackpackPanelVisibility(false))
if InventoryFrame.Visible then
BackpackScript.OpenClose()
end
end
end)
VRModuleClosedConn = VRHub.ModuleClosed.Event:connect(function(moduleName)
local openedModule = VRHub:GetModule(moduleName)
if openedModule ~= BackpackScript then
BackpackPanel:SetVisible(EvaluateBackpackPanelVisibility(true))
end
end)
-- Turn off dragging when in VR
for _, slot in pairs(Slots) do
slot:SetClickability(false)
end
else -- not IsVR (VR was turned off)
local BackpackPanel = Panel3D.Get(BackpackScript.ModuleName)
BackpackPanel:SetVisible(EvaluateBackpackPanelVisibility(false))
BackpackPanel:LinkTo(nil)
MainFrame.Parent = RobloxGui
OpenInventoryButton.Parent = nil
CloseInventoryButton.Parent = nil
ScrollUpInventoryButton.Parent = nil
ScrollDownInventoryButton.Parent = nil
ScrollingFrame.ScrollingEnabled = true
-- Turn draggin back on
for _, slot in pairs(Slots) do
slot:SetClickability(true)
end
if BackpackStateChangedInVRConn then
BackpackStateChangedInVRConn:disconnect()
BackpackStateChangedInVRConn = nil
end
if VRModuleOpenedConn then
VRModuleOpenedConn:disconnect()
VRModuleOpenedConn = nil
end
if VRModuleClosedConn then
VRModuleClosedConn:disconnect()
VRModuleClosedConn = nil
end
end
NumberOfInventoryRows = IsVR and INVENTORY_ROWS_VR or (IS_PHONE and INVENTORY_ROWS_MINI or INVENTORY_ROWS_FULL)
local newSlotTotal = IsVR and HOTBAR_SLOTS_VR or (IS_PHONE and HOTBAR_SLOTS_MINI or HOTBAR_SLOTS_FULL)
SetNumberOfHotbarSlots(newSlotTotal)
end
VRService:GetPropertyChangedSignal("VREnabled"):connect(OnVREnabled)
OnVREnabled()
return BackpackScript