move lanterns directory into system

This commit is contained in:
2024-09-11 15:55:27 -04:00
parent 35fdaf56a9
commit 80b0edeca8
3 changed files with 1 additions and 1 deletions

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--!optimize 2
--!strict
local MainDir = script.Parent.Parent.Parent
local TagsModule = require(MainDir:WaitForChild("Map"):WaitForChild("Load"):WaitForChild("Tags"))
local ElevatorTypes = require(MainDir:WaitForChild("Types"):WaitForChild("Elevator"))
local TS = game:GetService("TweenService")
type ClassConstructor = typeof(setmetatable({} :: Constructor_Return_Props, {} :: Impl_Constructor))
type Impl_Constructor = {
__index: Impl_Constructor,
constructor: Constructor_Fun,
--Class functions
Toggle: (self: ClassConstructor, OnState: boolean, UpDirection: boolean) -> Tween?,
Off: (self: ClassConstructor) -> (Tween?, Tween?),
}
type Constructor_Fun = (Lanterns: TagsModule.Lanterns, ElevatorConfig: ElevatorTypes.ElevatorConfigurationTable) -> ClassConstructor
type Constructor_Return_Props = {
Lanterns: TagsModule.Lanterns,
ElevatorConfig: ElevatorTypes.ElevatorConfigurationTable
}
local ArrowLanterns = {} :: Impl_Constructor
ArrowLanterns.__index = ArrowLanterns
function ArrowLanterns.constructor(Lanterns, ElevatorConfig)
return setmetatable({
Lanterns = Lanterns,
ElevatorConfig = ElevatorConfig
}, ArrowLanterns)
end
function ArrowLanterns:Toggle(OnState, UpDirection)
local LanternType = UpDirection and self.Lanterns.Up or self.Lanterns.Down
if LanternType then
--mega boolean short circuit
local ConfigState = OnState and (UpDirection and self.ElevatorConfig.Lanterns.On.Up or self.ElevatorConfig.Lanterns.On.Down) or (UpDirection and self.ElevatorConfig.Lanterns.Off.Up or self.ElevatorConfig.Lanterns.Off.Down)
LanternType.Inst.Material = ConfigState.Material
local TweenTime = TweenInfo.new(ConfigState.Time)
local UpArrowTween = TS:Create(LanternType.Inst, TweenTime, {
Color = ConfigState.Color
})
UpArrowTween:Play()
TS:Create(LanternType.PointLight, TweenTime, {
Brightness = OnState and 1 or 0
}):Play()
return UpArrowTween
else
warn(`[{self.ElevatorConfig.Name}]: Could not toggle a direction lantern. UpDirection={UpDirection} OnState={OnState}, LaternType={LanternType}`)
end
return nil
end
function ArrowLanterns:Off()
return self:Toggle(false, true), self:Toggle(false, false)
end
return ArrowLanterns

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--!optimize 2
--!strict
local ElevatorDir = script.Parent
local MainDir = ElevatorDir.Parent
local LoadDir = MainDir:WaitForChild("Load")
local Storage: ReplicatedStorage = game:GetService("ReplicatedStorage")
local Tween = require(Storage:WaitForChild("Tween"))
local Tags = require(LoadDir:WaitForChild("Tags"))
local Enums = require(Storage:WaitForChild("Enums"))
local SoundEnums = require(MainDir:WaitForChild("Enums"):WaitForChild("Sounds"))
type rbxassetid = string
type TagProduct = Tags.TagProduct
type ClassConstructor = typeof(setmetatable({} :: Constructor_Return_Props, {} :: Impl_Constructor))
type Impl_Constructor = {
__index: Impl_Constructor,
constructor: Constructor_Fun,
Get: (Tags: Tags.TagsConstructor, Model: Enums.ElevatorValues) -> Tags.Lanterns,
--Class functions
Activate: (self: ClassConstructor, EnabledState: boolean, IsDirectionLantern: boolean, Lantern: Tags.Lantern, Chime: boolean) -> (),
DirectionUp: (self: ClassConstructor, Enabled: boolean) -> (),
DirectionDown: (self: ClassConstructor, Enabled: boolean) -> (),
Toggle: (self: ClassConstructor, Enabled: boolean, Floor: number) -> (),
Reset: (self: ClassConstructor, ExcludeFloor: number?) -> ()
} & Impl_Static_Props
type Impl_Static_Props = {
Volume: number,
LightTweenTime: number
}
type Constructor_Fun = (MainDisplay: UnionOperation, LanternsMap: Tags.Lanterns, ElevatorSounds: ElevatorSounds, Colors: ElevatorButtonColors) -> ClassConstructor
type Constructor_Return_Props = {
LanternsMap: Tags.Lanterns,
AudioChimeDirection: Sound,
AudioChimeLanding: Sound,
Colors: ElevatorButtonColors
}
type ElevatorAttributes = {
PassingFloor: IntValue,
Moving: BoolValue,
CurrentFloor: IntValue
}
type ElevatorEvents = {
ButtonActivated: BindableEvent
}
type ElevatorButtonColors = {
ButtonActivated: Color3,
ButtonDeactivated: Color3,
LanternDisplayOn: Color3,
LanternDisplayOff: Color3,
}
type ElevatorSounds = {
LanternChimeDirection: SoundEnums.Otis1960LanternChimeDirection,
LanternChimeLanding: SoundEnums.Otis1960LanternChimeLanding,
}
export type LanternsConstructor = ClassConstructor
local Lanterns = {} :: Impl_Constructor
Lanterns.__index = Lanterns
Lanterns.Volume = .5
Lanterns.LightTweenTime = 1
function Lanterns.constructor(MainDisplay, LanternsMap, ElevatorSounds, Colors)
local AudioChimeDirection = Instance.new("Sound") :: Sound
AudioChimeDirection.SoundId = ElevatorSounds.LanternChimeDirection
AudioChimeDirection.Volume = Lanterns.Volume
local AudioChimeLanding = Instance.new("Sound") :: Sound
AudioChimeLanding.SoundId = ElevatorSounds.LanternChimeLanding
AudioChimeLanding.Volume = Lanterns.Volume
AudioChimeDirection.Parent = MainDisplay
AudioChimeLanding.Parent = MainDisplay
return setmetatable({
LanternsMap = LanternsMap,
AudioChimeDirection = AudioChimeDirection,
AudioChimeLanding = AudioChimeLanding,
Colors = Colors
}, Lanterns)
end
local LanternLight = Tween.constructor(TweenInfo.new(Lanterns.LightTweenTime))
function Lanterns:Activate(EnabledState, IsDirectionLantern, Lantern, Chime)
local Tween = LanternLight:Start(Lantern.Light, {
Color = EnabledState and self.Colors.LanternDisplayOn or self.Colors.LanternDisplayOff
})
if EnabledState then
if Chime then
if IsDirectionLantern then
self.AudioChimeDirection:Play()
else
Tween.Completed:Once(function()
self.AudioChimeLanding:Play()
end)
end
end
if Lantern.PointLight then
Lantern.PointLight.Enabled = true
LanternLight:Start(Lantern.PointLight, {
Color = self.Colors.LanternDisplayOn
})
end
else
if Lantern.PointLight then
local LightTween = LanternLight:Start(Lantern.PointLight, {
Color = Color3.new(0,0,0)
})
LightTween.Completed:Once(function()
Lantern.PointLight.Enabled = false
end)
end
end
end
function Lanterns:Reset(ExcludeFloor)
if self.LanternsMap.Up then
self.LanternsMap.Up.Played = false
self:Activate(false, true, self.LanternsMap.Up, true)
end
if self.LanternsMap.Down then
self.LanternsMap.Down.Played = false
self:Activate(false, true, self.LanternsMap.Down, true)
end
for n: number = 1, #self.LanternsMap do
local Lantern = self.LanternsMap[n]
self:Activate(ExcludeFloor and n == ExcludeFloor or false, false, Lantern, false)
Lantern.Played = false
end
end
function Lanterns:DirectionUp(Enabled)
if self.LanternsMap.Up and not self.LanternsMap.Up.Played then
self.LanternsMap.Up.Played = true
self:Activate(Enabled, true, self.LanternsMap.Up, true)
end
end
function Lanterns:DirectionDown(Enabled)
if self.LanternsMap.Down and not self.LanternsMap.Down.Played then
self.LanternsMap.Down.Played = true
self:Activate(Enabled, true, self.LanternsMap.Down, true)
end
end
function Lanterns:Toggle(Enabled, Floor)
local FloorLantern = self.LanternsMap[Floor]
if FloorLantern then
if not Enabled then
FloorLantern.Played = false
end
if not FloorLantern.Played then
FloorLantern.Played = true
self:Activate(Enabled, false, FloorLantern, true)
end
else
warn(`Floor Lantern does not exist for floor: {Floor}`, debug.traceback())
end
end
return Lanterns