Doors now properly support close and open while moving

This commit is contained in:
2024-09-10 15:17:57 -04:00
parent e0a9dd1178
commit 3180b31928
2 changed files with 32 additions and 27 deletions

View File

@@ -64,7 +64,7 @@ local DoorsConfig: ElevatorTypes.DoorsConfig = {
Cab = {
Type = DoorEnums.Door.DoubleSpeed,
Time = 4,
Goal = Vector3.new(4.027,6.017)
Goal = Vector3.new(4.027)
},
Landing = {
Type = DoorEnums.Door.SingleSpeed,

View File

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