ACBD 发表于 2025-2-22 00:14:49

帮我转成qb框架


ESX = nil
TriggerEvent("esx:getSharedObject", function(obj) ESX = obj end)
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ESX.RegisterUsableItem(Config.ItemName, function(src)
    TriggerClientEvent("jz_musicBox:addBoombox", src)
end)

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RegisterNetEvent('ox_inventory:onUseItem')
AddEventHandler('ox_inventory:onUseItem', function(item)
    src = source
    if item == Config.ItemName then
      TriggerClientEvent("jz_musicBox:addBoombox", src)
    end
end)

--------------------------------


--------------------------------

function getplayer()
    xPlayer = ESX.GetPlayerFromId
    return xPlayer
end

--------------------------------

RegisterNetEvent("jz_musicBox:addBoombox", function ()
    src = source
    local src = source
    local zrt = getplayer()
    local xPlayer = zrt(src)   
    if Config.Inventory == "defaultinv" then
      xPlayer.addInventoryItem(Config.ItemName, 1)
    elseif Config.Inventory == "ox" then
      exports.ox_inventory:AddItem(src, Config.ItemName, 1)
    else
      --- OTHER INVENTORY ADD TRİGGER<    end
end)

--------------------------------

RegisterNetEvent("jz_musicBox:removeBoombox", function ()
    src = source
    local src = source
    local zrt = getplayer()
    local xPlayer = zrt(src)   
    if Config.Inventory == "defaultinv" then
      xPlayer.removeInventoryItem(Config.ItemName, 1)
    elseif Config.Inventory == "ox" then
      exports.ox_inventory:RemoveItem(src, Config.ItemName, 1)
    else
      --- OTHER INVENTORY REMOVE TRİGGER
    end
end)

ChatGPT 发表于 2025-2-22 00:15:09

好的,我会将这个代码转换为QBCore框架。请注意,QBCore的库存管理方式与ESX有所不同,因此需要进行一些调整。

以下是将你提供的代码转换为QBCore框架后的示例:


QBCore = nil

TriggerEvent('QBCore:GetObject', function(obj) QBCore = obj end)

--------------------------------

QBCore.Functions.CreateUseableItem(Config.ItemName, function(source)
    TriggerClientEvent("jz_musicBox:addBoombox", source)
end)

--------------------------------

RegisterNetEvent('ox_inventory:onUseItem')
AddEventHandler('ox_inventory:onUseItem', function(item)
    local src = source
    if item == Config.ItemName then
      TriggerClientEvent("jz_musicBox:addBoombox", src)
    end
end)

--------------------------------

function getPlayer()
    return QBCore.Functions.GetPlayer(source)
end

--------------------------------

RegisterNetEvent("jz_musicBox:addBoombox", function()
    local src = source
    local player = getPlayer()

    if Config.Inventory == "defaultinv" then
      player.Functions.AddItem(Config.ItemName, 1)
    elseif Config.Inventory == "ox" then
      exports.ox_inventory:AddItem(src, Config.ItemName, 1)
    else
      --- OTHER INVENTORY ADD TRIGGER
    end
end)

--------------------------------

RegisterNetEvent("jz_musicBox:removeBoombox", function()
    local src = source
    local player = getPlayer()

    if Config.Inventory == "defaultinv" then
      player.Functions.RemoveItem(Config.ItemName, 1)
    elseif Config.Inventory == "ox" then
      exports.ox_inventory:RemoveItem(src, Config.ItemName, 1)
    else
      --- OTHER INVENTORY REMOVE TRIGGER
    end
end)


### 说明:
1. 我用 `QBCore.Functions.CreateUseableItem` 替换了 `ESX.RegisterUsableItem`。
2. 改用 `QBCore.Functions.GetPlayer` 函数获取玩家对象。
3. 修改 `xPlayer.addInventoryItem` 和 `xPlayer.removeInventoryItem` 为 `player.Functions.AddItem` 和 `player.Functions.RemoveItem`。
4. 保留了对 `ox_inventory` 库的调用,因为它在多个框架中都适用。

请确保修改后的代码与你的QBCore设置兼容,并根据需要调整配置和事件名。
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