mirror of
https://github.com/unixtensor/Roblox-Elevator-Game.git
synced 2025-12-13 22:31:55 +00:00
Doors now properly support close and open while moving
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@@ -64,7 +64,7 @@ local DoorsConfig: ElevatorTypes.DoorsConfig = {
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Cab = {
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Type = DoorEnums.Door.DoubleSpeed,
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Time = 4,
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Goal = Vector3.new(4.027,6.017)
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Goal = Vector3.new(4.027)
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},
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Landing = {
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Type = DoorEnums.Door.SingleSpeed,
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@@ -20,10 +20,10 @@ type Impl_Constructor = {
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__index: Impl_Constructor,
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constructor: Constructor_Fun,
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--Class functions
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OpenCabAsync: (self: ClassConstructor) -> (),
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CloseCabAsync: (self: ClassConstructor) -> (),
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OpenAtFloorAsync: (self: ClassConstructor, Floor: number) -> (),
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CloseAtFloorAsync: (self: ClassConstructor, Floor: number) -> (),
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OpenCabAsync: (self: ClassConstructor) -> boolean,
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CloseCabAsync: (self: ClassConstructor) -> boolean,
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OpenAtFloorAsync: (self: ClassConstructor, Floor: number) -> boolean,
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CloseAtFloorAsync: (self: ClassConstructor, Floor: number) -> boolean,
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}
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type Constructor_Fun = (
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@@ -109,47 +109,51 @@ local DoorAnimations = {
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@native
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function DoorAnimations.Cab.SingleSpeed(self, AnimationTime, Door1Position, OpenToVec1)
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local ElevatorY = Vector3.new(0, self.ElevatorBox.Position.Y, 0)
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local ElevatorDoor1_Goal = Vector3.new(OpenToVec1.X, 0, OpenToVec1.Z)
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local Door1XZ = Vector3.new(Door1Position.X, 0, Door1Position.Z)
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local Door1Y = Vector3.new(0, Door1Position.Y-self.ElevatorBox.Position.Y, 0)
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local OpenToVec1XZ = Vector3.new(OpenToVec1.X, 0, OpenToVec1.Z)
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local CabDoor1 = self.DoorsTree.Cab[1] :: BasePart
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CabDoor1.Position = ElevatorY+CabDoor1.Position:Lerp(OpenToVec1+ElevatorDoor1_Goal, Algebra.Easing.OutQuad(AnimationTime))
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CabDoor1.Position = ElevatorY+Door1Y+Door1XZ:Lerp(Door1XZ+OpenToVec1XZ, Algebra.Easing.OutQuad(AnimationTime))
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end
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-- local ElevatorBoxY = Vector3.new(0, self.ElevatorBox.Position.Y, 0)
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-- local Door1Vector = Vector3.new(ElevatorDoor1_P.X, 0, ElevatorDoor1_P.Z)
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-- local Door2Vector = Vector3.new(ElevatorDoor2_P.X, 0, ElevatorDoor2_P.Z)
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-- self.ElevatorDoor1.Position = ElevatorBoxY+Door1Vector:Lerp(Door1Vector-Doors.Door1Stopped_X, Ease)
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-- self.ElevatorDoor2.Position = ElevatorBoxY+Door2Vector:Lerp(Door2Vector-Doors.Door2Stopped_X, Ease)
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@native
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function DoorAnimations.Cab.DoubleSpeed(self, AnimationTime, Door1Position, Door2Position, OpenToVec1, OpenToVec2)
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local OutQuad = Algebra.Easing.OutQuad(AnimationTime)
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local AlgebraEasing = Algebra.Easing.OutQuad(AnimationTime)
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local ElevatorY = Vector3.new(0, self.ElevatorBox.Position.Y, 0)
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local Door1XZ = Vector3.new(Door1Position.X, 0, Door1Position.Z)
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local Door2XZ = Vector3.new(Door2Position.X, 0, Door2Position.Z)
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local Door1Y = Vector3.new(0, Door1Position.Y-self.ElevatorBox.Position.Y, 0)
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local Door2Y = Vector3.new(0, Door2Position.Y-self.ElevatorBox.Position.Y, 0)
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local OpenToVec1XZ = Vector3.new(OpenToVec1.X, 0, OpenToVec1.Z)
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local OpenToVec2XZ = Vector3.new(OpenToVec2.X, 0, OpenToVec2.Z)
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local CabDoor1 = self.DoorsTree.Cab[1] :: BasePart
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local CabDoor2 = self.DoorsTree.Cab[2] :: BasePart
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CabDoor1.Position = ElevatorY+Door1XZ:Lerp(Door1XZ+OpenToVec1XZ, OutQuad)
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CabDoor2.Position = ElevatorY+Door2XZ:Lerp(Door2XZ+OpenToVec2XZ, OutQuad)
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CabDoor1.Position = ElevatorY+Door1Y+Door1XZ:Lerp(Door1XZ+OpenToVec1XZ, AlgebraEasing)
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CabDoor2.Position = ElevatorY+Door2Y+Door2XZ:Lerp(Door2XZ+OpenToVec2XZ, AlgebraEasing)
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end
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@native
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function DoorAnimations.Cab.TripleSpeed(self, AnimationTime, Door1Position, Door2Position, Door3Position, OpenToVec1, OpenToVec2, OpenToVec3)
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local OutQuad = Algebra.Easing.OutQuad(AnimationTime)
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local AlgebraEasing = Algebra.Easing.OutQuad(AnimationTime)
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local ElevatorY = Vector3.new(0, self.ElevatorBox.Position.Y, 0)
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local ElevatorDoor1_Goal = Vector3.new(OpenToVec1.X, 0, OpenToVec1.Z)
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local ElevatorDoor2_Goal = Vector3.new(OpenToVec2.X, 0, OpenToVec2.Z)
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local ElevatorDoor3_Goal = Vector3.new(OpenToVec3.X, 0, OpenToVec3.Z)
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local Door1XZ = Vector3.new(Door1Position.X, 0, Door1Position.Z)
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local Door2XZ = Vector3.new(Door2Position.X, 0, Door2Position.Z)
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local Door3XZ = Vector3.new(Door3Position.X, 0, Door3Position.Z)
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local Door1Y = Vector3.new(0, Door1Position.Y-self.ElevatorBox.Position.Y, 0)
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local Door2Y = Vector3.new(0, Door2Position.Y-self.ElevatorBox.Position.Y, 0)
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local Door3Y = Vector3.new(0, Door3Position.Y-self.ElevatorBox.Position.Y, 0)
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local OpenToVec1XZ = Vector3.new(OpenToVec1.X, 0, OpenToVec1.Z)
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local OpenToVec2XZ = Vector3.new(OpenToVec2.X, 0, OpenToVec2.Z)
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local OpenToVec3XZ = Vector3.new(OpenToVec3.X, 0, OpenToVec3.Z)
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local CabDoor1 = self.DoorsTree.Cab[1] :: BasePart
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local CabDoor2 = self.DoorsTree.Cab[2] :: BasePart
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local CabDoor3 = self.DoorsTree.Cab[3] :: BasePart
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CabDoor1.Position = ElevatorY+CabDoor1.Position:Lerp(ElevatorDoor1_Goal, OutQuad)
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CabDoor2.Position = ElevatorY+CabDoor2.Position:Lerp(ElevatorDoor2_Goal, OutQuad)
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CabDoor3.Position = ElevatorY+CabDoor3.Position:Lerp(ElevatorDoor3_Goal, OutQuad)
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CabDoor1.Position = ElevatorY+Door1Y+Door1XZ:Lerp(Door1XZ+OpenToVec1XZ, AlgebraEasing)
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CabDoor2.Position = ElevatorY+Door2Y+Door2XZ:Lerp(Door2XZ+OpenToVec2XZ, AlgebraEasing)
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CabDoor3.Position = ElevatorY+Door3Y+Door3XZ:Lerp(Door3XZ+OpenToVec3XZ, AlgebraEasing)
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end
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----
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@@ -166,6 +170,7 @@ local function OpenVecTuple(self: ClassConstructor, Opening: boolean, Type: Door
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warn("Hall/landing doors were called but no HallFloor number was received")
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return nil
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end
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local DoorsType: {Instance} = Type == DoorEnums.DoorLocation.Cab and self.DoorsTree.Cab or self.DoorsTree.Hall[HallFloor :: number]
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local ConfType = Type == DoorEnums.DoorLocation.Cab and self.DoorConfig.Cab or self.DoorConfig.Landing
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@@ -217,19 +222,19 @@ local function ToggleDoors(self: ClassConstructor, Type: DoorEnums.DoorLocationV
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DoorAnimationRuntime(self, Config.Time, function(self, AnimationTime)
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DoorAnimations.Cab[Config.Type](self, AnimationTime, P1, P2, P3, P4, P5, P6)
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end)
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else
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return true
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elseif Type == DoorEnums.DoorLocation.Landing then
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DoorAnimationRuntime(self, Config.Time, function(self, AnimationTime)
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DoorAnimations.Landing[Config.Type](self, Floor, AnimationTime, P1, P2, P3, P4, P5, P6)
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end)
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return true
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end
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else
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return false
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end
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else
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warn("Could not open the elevator doors", debug.traceback())
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return false
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end
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return true
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return false
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end
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function Doors:OpenCabAsync()
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