I’m trying to make a custom hotbar. My game is entirely based off tools and it will be gamebreaking to have any errors with the custom toolbar. My aim is to just make a working toolbar with no possible errors like the roblox one.
Script: (localscript)
local backgroundColor = Color3.fromRGB(63,63,63)
local maxOnHotbar = 10
local Players = game:GetService("Players")
local StarterGui = game:GetService("StarterGui")
local UserInputService = game:GetService("UserInputService")
local TweenService = game:GetService("TweenService")
local p = Players.LocalPlayer
local Backpack = p.Backpack
local Character = p.Character
local Frame = script.Parent.Frame
local Template = Frame.Contents.objTemplate
local COLOR_DARKER = 0.65
local KEY_DICTIONARY = { Zero = 10, One = 1, Two = 2, Three = 3, Four = 4, Five = 5, Six = 6, Seven = 7, Eight = 8, Nine = 9 }
local EQUIP_TWEENINFO = TweenInfo.new(0.25, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out)
local items = {}
local tweens = {}
local function handleEquip(tool)
if tool.Parent ~= Character then
Character.Humanoid:EquipTool(tool)
else
Character.Humanoid:UnequipTools()
end
end
local function checkHotbar(removeIndex)
if removeIndex then
for _, toolCircle in pairs(Frame.Contents:GetChildren()) do
if toolCircle:IsA("GuiObject") then
if tonumber(toolCircle.Name) >= removeIndex then
local newIndex = (tonumber(toolCircle.Name) == 11) and 0 or tonumber(toolCircle.Name) - 1
local isVisible = (maxOnHotbar == 10) and (newIndex <= 9 and true or false) or ((newIndex ~= 0 and newIndex <= maxOnHotbar) and true or false)
toolCircle.LayoutOrder -= 1
toolCircle.Name -= 1
toolCircle.Visible = isVisible
toolCircle.Index.Text = newIndex
end
end
end
end
local additionalIndex = Frame.AdditionalIndex
additionalIndex.Size = UDim2.new(0, Frame.Contents.UIListLayout.AbsoluteContentSize.X + Frame.Contents.AbsoluteSize.Y + 15, 0, 25)
additionalIndex.Text = "+" .. (#items - maxOnHotbar)
additionalIndex.Visible = (#items > maxOnHotbar)
for index, tool in ipairs(items) do
local toolCircle = Frame.Contents:FindFirstChild(index)
local isEquipped = (tool.Parent == Character)
if not toolCircle then
return
end
if tweens[toolCircle] then
tweens[toolCircle]:Cancel()
tweens[toolCircle] = nil
end
tweens[toolCircle] = TweenService:Create(toolCircle.Background.In, EQUIP_TWEENINFO, {
BackgroundTransparency = isEquipped and 0.25 or 0.5
})
tweens[toolCircle]:Play()
end
end
local function create(tool)
local nextIndex = (#items == 10) and 0 or #items
local isVisible = (maxOnHotbar == 10) and (nextIndex <= 9 and true or false) or ((nextIndex ~= 0 and nextIndex <= maxOnHotbar) and true or false)
local toolCircle = Template:Clone()
toolCircle.LayoutOrder = #items
toolCircle.Name = #items
toolCircle.Size = UDim2.new(0, Frame.Contents.AbsoluteSize.Y, 0, Frame.Contents.AbsoluteSize.Y)
toolCircle.Visible = isVisible
toolCircle.Image.Image = tool.TextureId
toolCircle.Index.Text = nextIndex
toolCircle.FixedName.Text = tool.TextureId == "" and tool.Name or ""
toolCircle.Parent = Frame.Contents
toolCircle.Image.MouseButton1Click:Connect(function()
handleEquip(tool)
end)
checkHotbar()
end
local function updateAdd(tool)
if not tool:IsA("Tool") then
return
end
checkHotbar()
if table.find(items, tool) then
return
end
table.insert(items, tool)
create(tool)
end
local function updateRemove(tool)
if not tool:IsA("Tool") then
return
end
if tool.Parent == Character or tool.Parent == Backpack then
return
end
if table.find(items, tool) then
local index = table.find(items, tool)
local toolCircle = Frame.Contents:FindFirstChild(index)
if toolCircle then
toolCircle:Destroy()
end
table.remove(items, index)
checkHotbar(index)
end
end
while true do
local success, err = pcall(function()
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false)
end)
if success then
break
end
wait()
end
if maxOnHotbar > 10 then
maxOnHotbar = 10
end
Template.Background.Out.UIGradient.Color = ColorSequence.new(backgroundColor, Color3.new(backgroundColor.R * COLOR_DARKER, backgroundColor.G * COLOR_DARKER, backgroundColor.B * COLOR_DARKER))
Template.Visible = true
Template.Parent = nil
for _, tool in pairs(Backpack:GetChildren()) do
updateAdd(tool)
end
Backpack.ChildAdded:Connect(updateAdd)
Backpack.ChildRemoved:Connect(updateRemove)
Character.ChildAdded:Connect(updateAdd)
Character.ChildRemoved:Connect(updateRemove)
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if gameProcessed then
return
end
if KEY_DICTIONARY[input.KeyCode.Name] then
local index = KEY_DICTIONARY[input.KeyCode.Name]
if items[index] then
handleEquip(items[index])
end
end
end)
Any help appreciated!
(By the way the issue is when tools are removed, it is not removing the ui)