Working lanterns as floors pass by, need to work on going down, start working on hall displays

This commit is contained in:
2024-05-06 22:11:23 -04:00
parent a06ade478a
commit 81941420d8
7 changed files with 139 additions and 51 deletions

View File

@@ -20,7 +20,7 @@ type 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) -> (),
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) -> (),
@@ -74,18 +74,20 @@ end
local LanternLight = Tween.constructor(TweenInfo.new(Lanterns.LightTweenTime))
function Lanterns:Activate(EnabledState, IsDirectionLantern, Lantern)
function Lanterns:Activate(EnabledState, IsDirectionLantern, Lantern, Chime)
local Tween = LanternLight:Start(Lantern.Light, {
Color = EnabledState and self.Colors.Active or self.Colors.Off
})
if EnabledState then
if IsDirectionLantern then
self.AudioChimeDirection:Play()
else
Tween.Completed:Once(function()
self.AudioChimeLanding:Play()
end)
if Chime then
if IsDirectionLantern then
self.AudioChimeDirection:Play()
else
Tween.Completed:Once(function()
self.AudioChimeLanding:Play()
end)
end
end
if Lantern.PointLight then
@@ -110,17 +112,17 @@ end
function Lanterns:Reset(ExcludeFloor)
if self.LanternsMap.Up then
self.LanternsMap.Up.Played = false
self:Activate(false, true, self.LanternsMap.Up)
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)
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)
self:Activate(ExcludeFloor and n == ExcludeFloor or false, false, Lantern, false)
Lantern.Played = false
end
end
@@ -128,22 +130,26 @@ 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)
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)
self:Activate(Enabled, true, self.LanternsMap.Down, true)
end
end
function Lanterns:Toggle(Enabled, Floor)
local f = self.LanternsMap[Floor]
if not Enabled then
f.Played = false
end
if not f.Played then
f.Played = true
self:Activate(Enabled, false, f)
self:Activate(Enabled, false, f, true)
end
end