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。 |