+Source|> Posted June 10, 2019 Share Posted June 10, 2019 وش المشكله هنا local R, G, B = 255, 255, 255 local R2, G2, B2 = guiScrollBarGetScrollPosition( GUIEditor.scrollbar[1] ), guiScrollBarGetScrollPosition( GUIEditor.scrollbar[2] ), guiScrollBarGetScrollPosition( GUIEditor.scrollbar[3] ) addEventHandler( "onClientGUIScroll", root, function( Scrolled ) if Scrolled == GUIEditor.scrollbar[1] then if R2 <= 1.0 then R = 255 elseif R2 == R2 + 2.0 then R = R - 5 end end end ) Link to comment
MrKAREEM Posted June 10, 2019 Share Posted June 10, 2019 مش شايف مشكلة اعرض لنا الديبق Link to comment
+Source|> Posted June 10, 2019 Author Share Posted June 10, 2019 7 minutes ago, MrKAREEM said: مش شايف مشكلة اعرض لنا الديبق مافي ديبق Link to comment
Simple. Posted June 10, 2019 Share Posted June 10, 2019 (edited) 7 hours ago, +Source|> said: وش المشكله هنا local R, G, B = 255, 255, 255 local R2, G2, B2 = guiScrollBarGetScrollPosition( GUIEditor.scrollbar[1] ), guiScrollBarGetScrollPosition( GUIEditor.scrollbar[2] ), guiScrollBarGetScrollPosition( GUIEditor.scrollbar[3] ) addEventHandler( "onClientGUIScroll", root, function( Scrolled ) if Scrolled == GUIEditor.scrollbar[1] then if R2 <= 1.0 then R = 255 elseif R2 == R2 + 2.0 then R = R - 5 end end end ) وش تبي تسوي بالضبط؟ Edited June 10, 2019 by Simple. Link to comment
+Source|> Posted June 10, 2019 Author Share Posted June 10, 2019 (edited) 1 hour ago, Simple. said: وش تبي تسوي بالضبط؟ ابي اسوي لوحه فيها 3 سكرول واتحكم بها في الألوان R G B ولون الليبل يتغير على حسب السكرول Simple. Edited June 10, 2019 by +Source|> Link to comment
Mr.Mostafa Posted June 10, 2019 Share Posted June 10, 2019 سويتلك مثال بسيط , وجربته وشغال local R, G, B = 255, 255, 255 GUIEditor = { scrollbar = {}, window = {} } addEventHandler("onClientResourceStart", resourceRoot, function() local screenW, screenH = guiGetScreenSize() GUIEditor.window[1] = guiCreateWindow(screenW - 320 - 10, (screenH - 197) / 2, 320, 197, "", false) guiWindowSetSizable(GUIEditor.window[1], false) guiSetAlpha(GUIEditor.window[1], 1.00) GUIEditor.scrollbar[1] = guiCreateScrollBar(65, 90, 197, 18, true, false, GUIEditor.window[1]) end ) addEventHandler("onClientRender", root, function() local screenW, screenH = guiGetScreenSize() dxDrawText("change colour", (screenW - 191) / 2, (screenH - 41) / 2, ((screenW - 191) / 2) + 191, ( (screenH - 41) / 2) + 41, tocolor(R, G, B, 255), 1.00, "pricedown", "left", "top", false, false, false, false, false) end ) addEventHandler( "onClientGUIScroll", resourceRoot, function( ) if ( source == GUIEditor.scrollbar[1] ) then local ScrollPosition_ = guiScrollBarGetScrollPosition ( GUIEditor.scrollbar[1] ) ScrollPosition_2 = ScrollPosition_ R = R - ScrollPosition_ end end ) 1 Link to comment
nxFairlywell Posted June 11, 2019 Share Posted June 11, 2019 (edited) استخدم الداله اللي تحت بالنسبة المئوية RGBA راح تعطيك الـ function getRGBAByPercentage(rPercentage,gPercentage,bPercentage,aPercentage) -- ارقمنت إجبارية --> rPercentage : نسبة الأحمر --> gPercentage : نسبة الأخضر --> bPercentage : نسبة الأزرق -- ارقمنت اختيارية --> aPercentage : نسبة الشفافية if rPercentage and gPercentage and bPercentage then if type(rPercentage)=="number" and type(gPercentage)=="number" and type(bPercentage)=="number" then local aR,aG,aB,aA; aR=(255/100)*rPercentage;aG=(255/100)*gPercentage;aB=(255/100)*bPercentage; if aPercentage and type(aPercentage)=="number" then aA=(255/100)*aPercentage; end return aR,aG,aB,aA else return print("the values must be numbers"); end else return print("invalid!"); end return false end -- تجربه print(getRGBAByPercentage(100,40,98)) -- 255.0 102.0 249.9 false local r,g,b,a=getRGBAPercentage(100,100,100,100); r: 255.0 g: 255.0 b: 255.0 a: 255.0 لا تنسى تستخدم guiScrollBarGetScrollPosition عشان تجيب النسبة المئوية للسكرول بار Edited June 11, 2019 by NX_CI 1 Link to comment
Simple. Posted June 11, 2019 Share Posted June 11, 2019 local screenWidth, screenHeight = guiGetScreenSize ( ) local scroll = guiCreateScrollBar(15,81,24,245,false,false) local scroll2 = guiCreateScrollBar(45,81,24,245,false,false) local scroll3 = guiCreateScrollBar(75,81,24,245,false,false) local R, G, B = 0, 0, 0 addEventHandler( "onClientGUIScroll", root, function() local ScrollValue = guiScrollBarGetScrollPosition ( source ) if source == scroll then R = (255/100) * ScrollValue elseif source == scroll2 then G = (255/100) * ScrollValue elseif source == scroll3 then B = (255/100) * ScrollValue end end) function createText ( ) local playerX, playerY, playerZ = getElementPosition ( localPlayer ) -- Get our player's coordinates. local playerZoneName = getZoneName ( playerX, playerY, playerZ ) -- Get name of the zone the player is in. -- Draw zone name text's shadow. dxDrawText ( playerZoneName, 44, screenHeight - 41, screenWidth, screenHeight, tocolor ( 0, 0, 0, 255 ), 1.02, "pricedown" ) -- Draw zone name text. dxDrawText ( playerZoneName, 44, screenHeight - 43, screenWidth, screenHeight, tocolor ( R, G, B, 255 ), 1, "pricedown" ) end function HandleTheRendering ( ) addEventHandler ( "onClientRender", root, createText ) -- keep the text visible with onClientRender. end addEventHandler ( "onClientResourceStart", resourceRoot, HandleTheRendering ) @+Source|> 1 Link to comment
+Source|> Posted June 11, 2019 Author Share Posted June 11, 2019 15 hours ago, Simple. said: local screenWidth, screenHeight = guiGetScreenSize ( ) local scroll = guiCreateScrollBar(15,81,24,245,false,false) local scroll2 = guiCreateScrollBar(45,81,24,245,false,false) local scroll3 = guiCreateScrollBar(75,81,24,245,false,false) local R, G, B = 0, 0, 0 addEventHandler( "onClientGUIScroll", root, function() local ScrollValue = guiScrollBarGetScrollPosition ( source ) if source == scroll then R = (255/100) * ScrollValue elseif source == scroll2 then G = (255/100) * ScrollValue elseif source == scroll3 then B = (255/100) * ScrollValue end end) function createText ( ) local playerX, playerY, playerZ = getElementPosition ( localPlayer ) -- Get our player's coordinates. local playerZoneName = getZoneName ( playerX, playerY, playerZ ) -- Get name of the zone the player is in. -- Draw zone name text's shadow. dxDrawText ( playerZoneName, 44, screenHeight - 41, screenWidth, screenHeight, tocolor ( 0, 0, 0, 255 ), 1.02, "pricedown" ) -- Draw zone name text. dxDrawText ( playerZoneName, 44, screenHeight - 43, screenWidth, screenHeight, tocolor ( R, G, B, 255 ), 1, "pricedown" ) end function HandleTheRendering ( ) addEventHandler ( "onClientRender", root, createText ) -- keep the text visible with onClientRender. end addEventHandler ( "onClientResourceStart", resourceRoot, HandleTheRendering ) @+Source|> تسلم Link to comment
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