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using CitizenFX.Core;
using CitizenFX.Core;
using CitizenFX.Core.Native;
using CitizenFX.Core.Native;
using CitizenFX.Core.UI;
using CitizenFX.Core.UI;
using NativeUI;
using NativeUI;
using System;
using System;
using System.Collections.Generic;
using System.Collections.Generic;
using System.Linq;
using System.Linq;
using System.Threading.Tasks;
using System.Threading.Tasks;
using TinyJson;
using TinyJson;
namespace Emotes
namespace Emotes
{
{
public class Emotes : BaseScript
public class Emotes : BaseScript
{
{
string emotesText = string.Empty;
string emotesText = string.Empty;
List<Emote> emotes = new List<Emote>();
List<Emote> emotes = new List<Emote>();
List<string> errors = new List<string>();
List<string> errors = new List<string>();
Config config = new Config();
Config config = new Config();
MenuPool menuPool;
MenuPool menuPool;
UIMenu mainMenu;
UIMenu mainMenu;
public Emotes()
public Emotes()
{
{
// FiveM related things
// FiveM related things
EventHandlers["onPlayerJoining"] += new Action<dynamic, dynamic>(OnPlayerJoining);
EventHandlers["onPlayerJoining"] += new Action<dynamic, dynamic>(OnPlayerJoining);
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// Récupère les configs et la liste d'emote
LoadConfig();
LoadJson();
Tick += OnTick;
Tick += OnTick;
}
}
public async Task OnTick()
public async Task OnTick()
{
{
//if (menuLoaded)
//if (menuLoaded)
menuPool.ProcessMenus();
menuPool.ProcessMenus();
// Cancel emote when player is moving
// Cancel emote when player is moving
if (Game.IsControlJustReleased(0, Control.MoveUpOnly) ||
if (Game.IsControlJustReleased(0, Control.MoveUpOnly) ||
Game.IsControlJustReleased(0, Control.MoveDownOnly) ||
Game.IsControlJustReleased(0, Control.MoveDownOnly) ||
Game.IsControlJustReleased(0, Control.MoveLeftOnly) ||
Game.IsControlJustReleased(0, Control.MoveLeftOnly) ||
Game.IsControlJustReleased(0, Control.MoveRightOnly))
Game.IsControlJustReleased(0, Control.MoveRightOnly))
{
{
CancelEmote();
CancelEmote();
}
}
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else if (Game.IsControlJustPressed(0, Control.
ReplayShowhotkey
))
else if (Game.IsControlJustPressed(0, Control.
DropAmmo
))
mainMenu.Visible = !mainMenu.Visible;
mainMenu.Visible = !mainMenu.Visible;
}
}
#region Methods
#region Methods
void LoadConfig()
void LoadConfig()
{
{
string configFile = Function.Call<string>(Hash.LOAD_RESOURCE_FILE, "emotes", "config.ini");
string configFile = Function.Call<string>(Hash.LOAD_RESOURCE_FILE, "emotes", "config.ini");
Debug.WriteLine("{0}", configFile);
Debug.WriteLine("{0}", configFile);
string[] lines = configFile.Split('\n');
string[] lines = configFile.Split('\n');
foreach (string line in lines)
foreach (string line in lines)
{
{
string[] content = line.Split('=');
string[] content = line.Split('=');
if (content[0].ToLower() == "jsonfile")
if (content[0].ToLower() == "jsonfile")
{
{
config.JsonFile = content[1];
config.JsonFile = content[1];
config.JsonFile = config.JsonFile.Replace("\n", "");
config.JsonFile = config.JsonFile.Replace("\n", "");
}
}
}
}
}
}
void LoadJson()
void LoadJson()
{
{
string jsonString = string.Empty;
string jsonString = string.Empty;
string fileName = string.Empty;
string fileName = string.Empty;
foreach (char c in config.JsonFile)
foreach (char c in config.JsonFile)
{
{
if ((int)c != 13)
if ((int)c != 13)
fileName += c;
fileName += c;
}
}
jsonString = Function.Call<string>(Hash.LOAD_RESOURCE_FILE, "emotes", fileName);
jsonString = Function.Call<string>(Hash.LOAD_RESOURCE_FILE, "emotes", fileName);
var jsonObject = (Dictionary<string, object>)jsonString.FromJson<object>();
var jsonObject = (Dictionary<string, object>)jsonString.FromJson<object>();
var emoteList = (List<object>)jsonObject["emotes"];
var emoteList = (List<object>)jsonObject["emotes"];
foreach (Dictionary<string, object> emote in emoteList)
foreach (Dictionary<string, object> emote in emoteList)
{
{
emotes.Add(new Emote()
emotes.Add(new Emote()
{
{
EmoteType = (string)emote["hash"],
EmoteType = (string)emote["hash"],
Command = (string)emote["title"],
Command = (string)emote["title"],
Description = (string)emote["description"],
Description = (string)emote["description"],
Delay = (int)emote["delay"],
Delay = (int)emote["delay"],
PlayEnterAnim = (bool)emote["playEnterAnim"]
PlayEnterAnim = (bool)emote["playEnterAnim"]
});
});
}
}
errors.Add((string)jsonObject["errorVehicle"]);
errors.Add((string)jsonObject["errorVehicle"]);
errors.Add((string)jsonObject["errorUnexpected"]);
errors.Add((string)jsonObject["errorUnexpected"]);
errors.Add((string)jsonObject["errorPlayerID"]);
errors.Add((string)jsonObject["errorPlayerID"]);
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foreach (Emote emote in emotes)
{
if (emotesText == string.Empty)
emotesText += emote.Command;
else
emotesText += ", " + emote.Command;
}
}
}
void PrintEmoteList()
void PrintEmoteList()
{
{
TriggerEvent("chatMessage", "ALERT", new int[] { 255, 0, 0 } , emotesText);
TriggerEvent("chatMessage", "ALERT", new int[] { 255, 0, 0 } , emotesText);
}
}
void CancelEmote()
void CancelEmote()
{
{
Function.Call(Hash.CLEAR_PED_TASKS, Game.PlayerPed);
Function.Call(Hash.CLEAR_PED_TASKS, Game.PlayerPed);
}
}
void PlayEmote(Emote emote)
void PlayEmote(Emote emote)
{
{
if (Game.PlayerPed != null)
if (Game.PlayerPed != null)
{
{
bool isInVehicle = Function.Call<bool>(Hash.IS_PED_IN_ANY_VEHICLE, Game.PlayerPed, true);
bool isInVehicle = Function.Call<bool>(Hash.IS_PED_IN_ANY_VEHICLE, Game.PlayerPed, true);
if (!isInVehicle)
if (!isInVehicle)
{
{
Function.Call(Hash.TASK_START_SCENARIO_IN_PLACE, Game.PlayerPed, emote.EmoteType, emote.Delay, emote.PlayEnterAnim);
Function.Call(Hash.TASK_START_SCENARIO_IN_PLACE, Game.PlayerPed, emote.EmoteType, emote.Delay, emote.PlayEnterAnim);
Screen.ShowNotification(emote.Description);
Screen.ShowNotification(emote.Description);
}
}
else
else
Screen.ShowNotification(errors.ElementAt(0));
Screen.ShowNotification(errors.ElementAt(0));
}
}
else
else
Screen.ShowNotification(errors.ElementAt(2));
Screen.ShowNotification(errors.ElementAt(2));
}
}
#endregion
#endregion
#region Events
#region Events
void OnItemSelect(UIMenu sender, UIMenuItem item, int index)
void OnItemSelect(UIMenu sender, UIMenuItem item, int index)
{
{
Emote emote = emotes.FirstOrDefault(o => o.Description == item.Text);
Emote emote = emotes.FirstOrDefault(o => o.Description == item.Text);
if (emote != null)
if (emote != null)
PlayEmote(emote);
PlayEmote(emote);
else
else
Screen.ShowNotification(errors.ElementAt(1));
Screen.ShowNotification(errors.ElementAt(1));
mainMenu.Visible = false;
mainMenu.Visible = false;
}
}
// TODO: Should check if player already loaded
// TODO: Should check if player already loaded
void OnPlayerJoining(dynamic arg1, dynamic arg2)
void OnPlayerJoining(dynamic arg1, dynamic arg2)
{
{
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// Récupère les configs et la liste d'emote
LoadConfig();
LoadJson();
// Crée le menu
// Crée le menu
menuPool = new MenuPool();
menuPool = new MenuPool();
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mainMenu = new UIMenu("Emotes", "
Select
an emote");
mainMenu = new UIMenu("Emotes", "
Choose
an emote");
mainMenu.MouseControlsEnabled = false;
mainMenu.MouseControlsEnabled = false;
menuPool.Add(mainMenu);
menuPool.Add(mainMenu);
mainMenu.OnItemSelect += OnItemSelect;
mainMenu.OnItemSelect += OnItemSelect;
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foreach (Emote emote in emotes)
foreach (Emote emote in emotes)
{
{
mainMenu.AddItem(new UIMenuItem(emote.Description));
mainMenu.AddItem(new UIMenuItem(emote.Description));
}
}
menuPool.RefreshIndex();
menuPool.RefreshIndex();
}
}
#endregion
#endregion
}
}
}
}
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using CitizenFX.Core; using CitizenFX.Core.Native; using CitizenFX.Core.UI; using NativeUI; using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using TinyJson; namespace Emotes { public class Emotes : BaseScript { string emotesText = string.Empty; List<Emote> emotes = new List<Emote>(); List<string> errors = new List<string>(); Config config = new Config(); MenuPool menuPool; UIMenu mainMenu; public Emotes() { // FiveM related things EventHandlers["onPlayerJoining"] += new Action<dynamic, dynamic>(OnPlayerJoining); Tick += OnTick; } public async Task OnTick() { //if (menuLoaded) menuPool.ProcessMenus(); // Cancel emote when player is moving if (Game.IsControlJustReleased(0, Control.MoveUpOnly) || Game.IsControlJustReleased(0, Control.MoveDownOnly) || Game.IsControlJustReleased(0, Control.MoveLeftOnly) || Game.IsControlJustReleased(0, Control.MoveRightOnly)) { CancelEmote(); } else if (Game.IsControlJustPressed(0, Control.ReplayShowhotkey)) mainMenu.Visible = !mainMenu.Visible; } #region Methods void LoadConfig() { string configFile = Function.Call<string>(Hash.LOAD_RESOURCE_FILE, "emotes", "config.ini"); Debug.WriteLine("{0}", configFile); string[] lines = configFile.Split('\n'); foreach (string line in lines) { string[] content = line.Split('='); if (content[0].ToLower() == "jsonfile") { config.JsonFile = content[1]; config.JsonFile = config.JsonFile.Replace("\n", ""); } } } void LoadJson() { string jsonString = string.Empty; string fileName = string.Empty; foreach (char c in config.JsonFile) { if ((int)c != 13) fileName += c; } jsonString = Function.Call<string>(Hash.LOAD_RESOURCE_FILE, "emotes", fileName); var jsonObject = (Dictionary<string, object>)jsonString.FromJson<object>(); var emoteList = (List<object>)jsonObject["emotes"]; foreach (Dictionary<string, object> emote in emoteList) { emotes.Add(new Emote() { EmoteType = (string)emote["hash"], Command = (string)emote["title"], Description = (string)emote["description"], Delay = (int)emote["delay"], PlayEnterAnim = (bool)emote["playEnterAnim"] }); } errors.Add((string)jsonObject["errorVehicle"]); errors.Add((string)jsonObject["errorUnexpected"]); errors.Add((string)jsonObject["errorPlayerID"]); foreach (Emote emote in emotes) { if (emotesText == string.Empty) emotesText += emote.Command; else emotesText += ", " + emote.Command; } } void PrintEmoteList() { TriggerEvent("chatMessage", "ALERT", new int[] { 255, 0, 0 } , emotesText); } void CancelEmote() { Function.Call(Hash.CLEAR_PED_TASKS, Game.PlayerPed); } void PlayEmote(Emote emote) { if (Game.PlayerPed != null) { bool isInVehicle = Function.Call<bool>(Hash.IS_PED_IN_ANY_VEHICLE, Game.PlayerPed, true); if (!isInVehicle) { Function.Call(Hash.TASK_START_SCENARIO_IN_PLACE, Game.PlayerPed, emote.EmoteType, emote.Delay, emote.PlayEnterAnim); Screen.ShowNotification(emote.Description); } else Screen.ShowNotification(errors.ElementAt(0)); } else Screen.ShowNotification(errors.ElementAt(2)); } #endregion #region Events void OnItemSelect(UIMenu sender, UIMenuItem item, int index) { Emote emote = emotes.FirstOrDefault(o => o.Description == item.Text); if (emote != null) PlayEmote(emote); else Screen.ShowNotification(errors.ElementAt(1)); mainMenu.Visible = false; } // TODO: Should check if player already loaded void OnPlayerJoining(dynamic arg1, dynamic arg2) { // Récupère les configs et la liste d'emote LoadConfig(); LoadJson(); // Crée le menu menuPool = new MenuPool(); mainMenu = new UIMenu("Emotes", "Select an emote"); mainMenu.MouseControlsEnabled = false; menuPool.Add(mainMenu); mainMenu.OnItemSelect += OnItemSelect; foreach (Emote emote in emotes) { mainMenu.AddItem(new UIMenuItem(emote.Description)); } menuPool.RefreshIndex(); } #endregion } }
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using CitizenFX.Core; using CitizenFX.Core.Native; using CitizenFX.Core.UI; using NativeUI; using System; using System.Collections.Generic; using System.Linq; using System.Threading.Tasks; using TinyJson; namespace Emotes { public class Emotes : BaseScript { string emotesText = string.Empty; List<Emote> emotes = new List<Emote>(); List<string> errors = new List<string>(); Config config = new Config(); MenuPool menuPool; UIMenu mainMenu; public Emotes() { // FiveM related things EventHandlers["onPlayerJoining"] += new Action<dynamic, dynamic>(OnPlayerJoining); // Récupère les configs et la liste d'emote LoadConfig(); LoadJson(); Tick += OnTick; } public async Task OnTick() { //if (menuLoaded) menuPool.ProcessMenus(); // Cancel emote when player is moving if (Game.IsControlJustReleased(0, Control.MoveUpOnly) || Game.IsControlJustReleased(0, Control.MoveDownOnly) || Game.IsControlJustReleased(0, Control.MoveLeftOnly) || Game.IsControlJustReleased(0, Control.MoveRightOnly)) { CancelEmote(); } else if (Game.IsControlJustPressed(0, Control.DropAmmo)) mainMenu.Visible = !mainMenu.Visible; } #region Methods void LoadConfig() { string configFile = Function.Call<string>(Hash.LOAD_RESOURCE_FILE, "emotes", "config.ini"); Debug.WriteLine("{0}", configFile); string[] lines = configFile.Split('\n'); foreach (string line in lines) { string[] content = line.Split('='); if (content[0].ToLower() == "jsonfile") { config.JsonFile = content[1]; config.JsonFile = config.JsonFile.Replace("\n", ""); } } } void LoadJson() { string jsonString = string.Empty; string fileName = string.Empty; foreach (char c in config.JsonFile) { if ((int)c != 13) fileName += c; } jsonString = Function.Call<string>(Hash.LOAD_RESOURCE_FILE, "emotes", fileName); var jsonObject = (Dictionary<string, object>)jsonString.FromJson<object>(); var emoteList = (List<object>)jsonObject["emotes"]; foreach (Dictionary<string, object> emote in emoteList) { emotes.Add(new Emote() { EmoteType = (string)emote["hash"], Command = (string)emote["title"], Description = (string)emote["description"], Delay = (int)emote["delay"], PlayEnterAnim = (bool)emote["playEnterAnim"] }); } errors.Add((string)jsonObject["errorVehicle"]); errors.Add((string)jsonObject["errorUnexpected"]); errors.Add((string)jsonObject["errorPlayerID"]); } void PrintEmoteList() { TriggerEvent("chatMessage", "ALERT", new int[] { 255, 0, 0 } , emotesText); } void CancelEmote() { Function.Call(Hash.CLEAR_PED_TASKS, Game.PlayerPed); } void PlayEmote(Emote emote) { if (Game.PlayerPed != null) { bool isInVehicle = Function.Call<bool>(Hash.IS_PED_IN_ANY_VEHICLE, Game.PlayerPed, true); if (!isInVehicle) { Function.Call(Hash.TASK_START_SCENARIO_IN_PLACE, Game.PlayerPed, emote.EmoteType, emote.Delay, emote.PlayEnterAnim); Screen.ShowNotification(emote.Description); } else Screen.ShowNotification(errors.ElementAt(0)); } else Screen.ShowNotification(errors.ElementAt(2)); } #endregion #region Events void OnItemSelect(UIMenu sender, UIMenuItem item, int index) { Emote emote = emotes.FirstOrDefault(o => o.Description == item.Text); if (emote != null) PlayEmote(emote); else Screen.ShowNotification(errors.ElementAt(1)); mainMenu.Visible = false; } // TODO: Should check if player already loaded void OnPlayerJoining(dynamic arg1, dynamic arg2) { // Crée le menu menuPool = new MenuPool(); mainMenu = new UIMenu("Emotes", "Choose an emote"); mainMenu.MouseControlsEnabled = false; menuPool.Add(mainMenu); mainMenu.OnItemSelect += OnItemSelect; foreach (Emote emote in emotes) { mainMenu.AddItem(new UIMenuItem(emote.Description)); } menuPool.RefreshIndex(); } #endregion } }
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