mirror of
https://github.com/unixtensor/Roblox-Elevator-Game.git
synced 2025-12-14 06:41:55 +00:00
Call button fallback
This commit is contained in:
@@ -14,6 +14,7 @@ local PromptModule = require(Main:WaitForChild("Map"):WaitForChild("Prompts"))
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local Tags = require(Load:WaitForChild("Tags"))
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type FloorButtonActivatedCallback = (ButtonFloor: number) -> ()
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type FloorButtonActivatedFallback = FloorButtonActivatedCallback
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type StopButtonActivatedCallback = (Toggled: SpecialButtonToggle) -> ()
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type ClassConstructor = typeof(setmetatable({} :: Constructor_Return_Props, {} :: Impl_Constructor))
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@@ -21,8 +22,8 @@ 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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CarButton: (self: ClassConstructor, ButtonID: string, ButtonTree: Tags.ButtonProperties, Callback: FloorButtonActivatedCallback) -> (),
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LandingButton: (self: ClassConstructor, ButtonID: string, ButtonTree: Tags.ButtonProperties, Callback: FloorButtonActivatedCallback) -> (),
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CarButton: (self: ClassConstructor, ButtonID: string, ButtonTree: Tags.ButtonProperties, Callback: FloorButtonActivatedCallback, Fallback: FloorButtonActivatedFallback) -> (),
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LandingButton: (self: ClassConstructor, ButtonID: string, ButtonTree: Tags.ButtonProperties, Callback: FloorButtonActivatedCallback, Fallback: FloorButtonActivatedFallback) -> (),
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SpecialButton: (self: ClassConstructor, ButtonName: Enums.SpecialButtonValues, ButtonID: string, ButtonTree: Tags.ButtonProperties, Callback: StopButtonActivatedCallback) -> (),
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AestheticActivateButton: (self: ClassConstructor, Button: BasePart, Glass: BasePart?) -> (),
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__DeactivateButton: (self: ClassConstructor, Button: BasePart, Glass: BasePart?) -> (),
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@@ -76,7 +77,7 @@ function ButtonFunctions.constructor(ElevatorAttributes, ElevatorEvents, Elevato
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}, ButtonFunctions)
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end
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function ButtonFunctions:CarButton(ButtonID, ButtonTree, Callback)
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function ButtonFunctions:CarButton(ButtonID, ButtonTree, Callback, Fallback)
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local DecodedCarFloorTag = Tags.Decoders.CarTag(ButtonID)
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if DecodedCarFloorTag then
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@@ -87,6 +88,8 @@ function ButtonFunctions:CarButton(ButtonID, ButtonTree, Callback)
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self:AestheticActivateButton(ButtonTree.Inst :: BasePart)
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if DecodedCarFloorTag == self.ElevatorAttributes.CurrentFloor.Value then
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Fallback(DecodedCarFloorTag)
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task.delay(ButtonFunctions.AestheticDeactivateTime, function()
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self:__DeactivateButton(ButtonTree.Inst :: BasePart, (ButtonTree.Inst :: Instance):FindFirstChild("Glass") :: BasePart?)
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end)
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@@ -97,7 +100,7 @@ function ButtonFunctions:CarButton(ButtonID, ButtonTree, Callback)
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end
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end
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function ButtonFunctions:LandingButton(ButtonID, ButtonTree, Callback)
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function ButtonFunctions:LandingButton(ButtonID, ButtonTree, Callback, Fallback)
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local DecodedHallFloorTag = Tags.Decoders.HallTag(ButtonID)
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if DecodedHallFloorTag then
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@@ -108,6 +111,8 @@ function ButtonFunctions:LandingButton(ButtonID, ButtonTree, Callback)
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self:AestheticActivateButton(ButtonTree.Inst :: BasePart)
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if DecodedHallFloorTag == self.ElevatorAttributes.CurrentFloor.Value then
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Fallback(DecodedHallFloorTag)
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task.delay(ButtonFunctions.AestheticDeactivateTime, function()
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self:__DeactivateButton(ButtonTree.Inst :: BasePart, (ButtonTree.Inst :: Instance):FindFirstChild("Glass") :: BasePart?)
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end)
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@@ -33,7 +33,7 @@ type Impl_Static_Props = {
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Door2Stopped_X: Vector3,
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ElevatorDoorTime: number,
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ElevatorDoorStyle: Enum.EasingStyle,
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__DontLeakMemory: RBXScriptConnection?,
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__DoorSensors: RBXScriptConnection?,
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Attributes: {} & RelayAttributes
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}
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@@ -114,7 +114,6 @@ local function DoorsAnimationFloor(FloorDoors: {Instance?}, Floor: number, openi
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local Door1Tween_Floor: Tween?
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local FloorDoor1 = FloorDoors[1] :: BasePart?
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local FloorDoor2 = FloorDoors[2] :: BasePart?
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local FloorDoor1_P = FloorDoor1 and FloorDoor1.Position
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local FloorDoor2_P = FloorDoor2 and FloorDoor2.Position
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@@ -173,7 +172,7 @@ local function DoorsAnimationFloor(FloorDoors: {Instance?}, Floor: number, openi
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return Door1Tween_Floor, Door2Tween_Floor
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end
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local function ElevatorDoorsAnimation(self: ClassConstructor, opening: boolean?, activated_via_censor: boolean?): (Tween?, Tween?)
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local function ElevatorDoorsAnimationAsync(self: ClassConstructor, opening: boolean?, activated_via_censor: boolean?): (Tween?, Tween?)
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--Roblox physics will freak out
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self.ElevatorDoor1.CanCollide = false
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self.ElevatorDoor2.CanCollide = false
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@@ -217,10 +216,10 @@ local function ElevatorDoorsAnimation(self: ClassConstructor, opening: boolean?,
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Enum.EasingDirection.Out
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))
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if Doors.__DontLeakMemory and Doors.__DontLeakMemory.Connected then
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Doors.__DontLeakMemory:Disconnect()
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if Doors.__DoorSensors and Doors.__DoorSensors.Connected then
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Doors.__DoorSensors:Disconnect()
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end
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Doors.__DontLeakMemory = self:__DetectSensorHit(Door1Tween, Door2Tween)
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Doors.__DoorSensors = self:__DetectSensorHit(Door1Tween, Door2Tween)
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--Door clicking noise
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task.delay(Doors.ElevatorDoorTime-.90, function()
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@@ -230,6 +229,12 @@ local function ElevatorDoorsAnimation(self: ClassConstructor, opening: boolean?,
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end
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end)
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if Door2Tween then
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Door2Tween.Completed:Wait()
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elseif Door1Tween then
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Door1Tween.Completed:Wait()
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end
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return Door1Tween, Door2Tween
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end
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@@ -263,7 +268,7 @@ function Doors:__DetectSensorHit(DoorTween1, DoorTween2)
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DoorTween1:Pause()
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DoorTween2:Pause()
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task.wait(1) --elevators irl have this delay
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ElevatorDoorsAnimation(self, true, true)
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ElevatorDoorsAnimationAsync(self, true, true)
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end
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end)
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end
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@@ -290,21 +295,15 @@ function Doors:ToggleElevatorDoorsAsync(opening, floor)
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DoorsAnimationFloor(FloorDoorsObjects, floor, opening)
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end
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local Door2Tween, Door1Tween = ElevatorDoorsAnimation(self, opening)
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local _Door2Tween, _Door1Tween = ElevatorDoorsAnimationAsync(self, opening)
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if Door2Tween then
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Door2Tween.Completed:Wait()
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Attributes.Relay.Open.Value = opening ~= nil and opening or false
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elseif Door1Tween then
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Door1Tween.Completed:Wait()
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Attributes.Relay.Open.Value = opening ~= nil and opening or false
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end
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Attributes.Relay.Open.Value = opening ~= nil and opening
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self.ElevatorDoor1.CanCollide = true
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self.ElevatorDoor2.CanCollide = true
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if Doors.__DontLeakMemory and Doors.__DontLeakMemory.Connected then
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Doors.__DontLeakMemory:Disconnect()
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if Doors.__DoorSensors and Doors.__DoorSensors.Connected then
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Doors.__DoorSensors:Disconnect()
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end
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end
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@@ -77,7 +77,7 @@ function Relay:__Ready()
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if self.ElevatorAttributes.Relay.Ready.Value then
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self.BoxAlignPosition.Position = Vector3.new(
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self.ElevatorBox.Position.X,
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self.LevelingModule.Leveling[self.RelayAlgorthm.__FloorQueue[1]],
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self.ElevatorAttributes.Relay.GoalYLevel.Value,
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self.ElevatorBox.Position.Z
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)
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end
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@@ -173,6 +173,7 @@ Elevator.Attributes.Moving.Value = false
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Elevator.Attributes.GoingUp.Value = false
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Elevator.Attributes.Relay.Goal.Value = 1
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Elevator.Attributes.Relay.GoalYLevel.Value = LevelingModule.Leveling[Elevator.Attributes.CurrentFloor.Value]
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Elevator.Attributes.Relay.Ready.Value = false
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local Attributes = Elevator.Attributes
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@@ -183,16 +184,6 @@ local function ElevatorGoingUpDirection(Floor: number, RequestedFloor: number):
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return -Floor+RequestedFloor>0 --Simplified equation for less computation
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end
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local function OpenElevatorDoorsSafe(self: ClassConstructor)
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print("Relay.Open=",Doors.Attributes.Relay.Open.Value,"Relay.Ready=",Attributes.Relay.Ready.Value)
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if not Doors.Attributes.Relay.Open.Value and not Attributes.Relay.Ready.Value then
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task.spawn(function()
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self.ElevatorDoorsConstructor:ToggleElevatorDoorsAsync(true, Attributes.CurrentFloor.Value)
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end)
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end
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end
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local function _ActivatedFloorButton(self: ClassConstructor, ButtonFloor: number, ButtonTree: Tags.ButtonPropertiesSafe)
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ButtonTree.Prompt.Enabled = false
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local Some = self:RequestLevel(ButtonFloor)
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@@ -204,10 +195,6 @@ local function _ActivatedFloorButton(self: ClassConstructor, ButtonFloor: number
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if Attributes.CurrentFloor.Value == ButtonFloor and Attributes.Relay.Goal.Value == ButtonFloor then
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FloorTracker:Disconnect()
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--If the elevator is fully stopped at the floor and the hall button or the same cab button for the same floor is pressed,
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--then open the doors
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OpenElevatorDoorsSafe(self)
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self.ButtonsConstructor:__DeactivateButton(ButtonTree.Inst :: BasePart, (ButtonTree.Inst :: BasePart):FindFirstChild("Glass") :: BasePart?)
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ButtonTree.Prompt.Enabled = true
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end
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@@ -218,15 +205,31 @@ local function _ActivatedFloorButton(self: ClassConstructor, ButtonFloor: number
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end
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end
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--If the elevator is fully stopped at the floor and the hall button or the same cab button for the same floor is pressed,
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--then open the doors
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local function OpenElevatorDoorsSafe(self: ClassConstructor)
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print("Relay.Open=",Doors.Attributes.Relay.Open.Value,"Relay.Ready=",Attributes.Relay.Ready.Value)
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if not Doors.Attributes.Relay.Open.Value and not Attributes.Relay.Ready.Value then
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task.spawn(function()
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self.ElevatorDoorsConstructor:ToggleElevatorDoorsAsync(true, Attributes.CurrentFloor.Value)
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end)
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end
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end
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--Special cases inbound
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local function HookButtons(self: ClassConstructor, ButtonNameType: Enums.ButtonTreeValues, ButtonID: string, ButtonTree: Tags.ButtonPropertiesSafe)
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if ButtonNameType == Enums.ButtonTree.Car then
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self.ButtonsConstructor:CarButton(ButtonID, ButtonTree, function(ButtonFloor: number)
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_ActivatedFloorButton(self, ButtonFloor, ButtonTree)
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end, function(_ButtonFloor: number)
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OpenElevatorDoorsSafe(self)
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end)
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elseif ButtonNameType == Enums.ButtonTree.Landing then
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self.ButtonsConstructor:LandingButton(ButtonID, ButtonTree, function(ButtonFloor: number)
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_ActivatedFloorButton(self, ButtonFloor, ButtonTree)
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end, function(_ButtonFloor: number)
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OpenElevatorDoorsSafe(self)
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end)
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elseif ButtonNameType == Enums.ButtonTree.Special then
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if Elevator.Name == Enums.Elevator.Otis1960 then
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@@ -250,7 +253,7 @@ local function HookButtons(self: ClassConstructor, ButtonNameType: Enums.ButtonT
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(ButtonTree.Inst :: BasePart).Position-=Vector3.new(0,0,.05)
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self.LanternsConstructor:Reset()
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self:__MoveTo(ElevatorGoingUpDirection(Attributes.CurrentFloor.Value, Attributes.Relay.Goal.Value), LevelingModule.Leveling[self.RelayAlgorithmConstructor.__FloorQueue[1]])
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self:__MoveTo(ElevatorGoingUpDirection(Attributes.CurrentFloor.Value, Attributes.Relay.Goal.Value), Attributes.Relay.GoalYLevel.Value)
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self.BoxAlignPosition.MaxVelocity = Elevator.MaxVelocity
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end
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end)
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@@ -284,10 +287,8 @@ local function ElevatorInit(self: ClassConstructor)
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--Open the elevator doors on server start
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self.ElevatorDoorsConstructor:ToggleElevatorDoorsAsync(true, Attributes.CurrentFloor.Value)
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--Some hacks
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Doors.Attributes.Relay.Open.Value = true
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self:RequestLevel(1)
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end)
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end
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@@ -333,7 +334,7 @@ function Elevator.constructor(TagsConstructor, ButtonsTags, LanternsTags, Landin
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self.BoxAlignPosition,
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self.BoxAlignOrientation = ElevatorMover(
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self.ElevatorBox_1960,
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Vector3.new(self.ElevatorBox_1960.Position.X, LevelingModule.Leveling[1], self.ElevatorBox_1960.Position.Z),
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Vector3.new(self.ElevatorBox_1960.Position.X, Elevator.Attributes.Relay.GoalYLevel.Value, self.ElevatorBox_1960.Position.Z),
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Elevator.Responsiveness,
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Elevator.MaxVelocity
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)
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@@ -364,8 +365,8 @@ function Elevator:Leveled(RequestedLevel)
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Attributes.Moving.Value = false
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Attributes.CurrentFloor.Value = RequestedLevel
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self.BoxAlignPosition.MaxVelocity = 0
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self.LanternsConstructor:Reset(Attributes.CurrentFloor.Value)
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self.LanternsConstructor:Reset(Attributes.CurrentFloor.Value)
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task.wait(Elevator.QueueWaitTime)
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local ElevatorGoingUp = ElevatorGoingUpDirection(Attributes.CurrentFloor.Value, RequestedLevel)
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@@ -393,7 +394,9 @@ function Elevator:FloorPassingUp(ElevatorPositionY, RequestedLevel)
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end
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function Elevator:FloorPassingDown(ElevatorPositionY, RequestedLevel)
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if ElevatorPositionY<=LevelingModule.LevelingBetween[Attributes.CurrentFloor.Value-1] then
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local NextLevelBetweenFloors: number? = LevelingModule.LevelingBetween[Attributes.CurrentFloor.Value-1]
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if NextLevelBetweenFloors and ElevatorPositionY<=NextLevelBetweenFloors then
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Attributes.CurrentFloor.Value-=1
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self.LanternsConstructor:Toggle(true, Attributes.CurrentFloor.Value)
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@@ -412,7 +415,7 @@ function Elevator:__MovingHeartbeat(GoingUp, GoalFloor_Y)
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self.BoxAlignPosition.MaxVelocity = Elevator.MaxVelocity
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local Delta = 0
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local DoorsOpeningEvent = false
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local DoorsOpeningDebounce = false
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self.__MovingConnection = RS.Heartbeat:Connect(function(_dt)
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Delta+=1
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@@ -430,14 +433,14 @@ function Elevator:__MovingHeartbeat(GoingUp, GoalFloor_Y)
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self.MOConstructor:Frame_Pullies(Delta, ElevatorVelocityY)
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--Kill the connection
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if GoingUp then
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if Attributes.GoingUp.Value then
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self:FloorPassingUp(ElevatorPositionY, FloorGoal)
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if ElevatorPositionY>=BoxAlignY-Elevator.FloorLevelingDistance then
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self:Leveling(FloorGoal)
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if not DoorsOpeningEvent and ElevatorPositionY>=BoxAlignY-Elevator.DoorOpeningDistance then
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DoorsOpeningEvent = true
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if not DoorsOpeningDebounce and ElevatorPositionY>=BoxAlignY-Elevator.DoorOpeningDistance then
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DoorsOpeningDebounce = true
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self.ElevatorDoorsConstructor:ToggleElevatorDoorsAsync(true, FloorGoal)
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end
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end
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@@ -451,8 +454,8 @@ function Elevator:__MovingHeartbeat(GoingUp, GoalFloor_Y)
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if ElevatorPositionY<=BoxAlignY+Elevator.FloorLevelingDistance then
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self:Leveling(FloorGoal)
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if not DoorsOpeningEvent and ElevatorPositionY>=BoxAlignY-Elevator.DoorOpeningDistance then
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DoorsOpeningEvent = true
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if not DoorsOpeningDebounce and ElevatorPositionY>=BoxAlignY-Elevator.DoorOpeningDistance then
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DoorsOpeningDebounce = true
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self.ElevatorDoorsConstructor:ToggleElevatorDoorsAsync(true, FloorGoal)
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end
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end
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@@ -480,18 +483,18 @@ end
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function Elevator:RequestLevel(RequestedLevel)
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local GoalFloor_Y: number? = LevelingModule.Leveling[RequestedLevel]
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if GoalFloor_Y --[[and RequestedLevel ~= Attributes.CurrentFloor.Value]] then
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if GoalFloor_Y and RequestedLevel ~= Attributes.CurrentFloor.Value then
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local ElevatorGoingUp = ElevatorGoingUpDirection(Attributes.CurrentFloor.Value, RequestedLevel)
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local Proceeding = self.RelayAlgorithmConstructor:AddFloor(ElevatorGoingUp, RequestedLevel)
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if Proceeding then
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self:__MoveTo(ElevatorGoingUp, GoalFloor_Y)
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end
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return true
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else
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warn(`[{Elevator.Name}]: landing out of range or equals the same range as the goal, requested landing: {tostring(RequestedLevel)}`)
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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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return Elevator
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Reference in New Issue
Block a user