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

@@ -49,8 +49,11 @@ type Impl_Static_Props = {
FloorLevelingDistance: number,
DoorOpeningDistance: number,
LeveledDistance: number,
__Moving: boolean,
__CurrentFloor: number
Attributes: {
PassingFloor: IntValue,
Moving: BoolValue,
CurrentFloor: IntValue
},
}
type Constructor_Fun = (TagsConstructor: TagsConstructor, ButtonsTags: Tags.ElevatorButtons, LanternsTags: Tags.Lanterns, LandingDoors: Tags.LandingTags) -> ClassConstructor
@@ -96,9 +99,18 @@ Otis1960.LanternDisplayColorOn = Color3.fromRGB(255,114,71)
Otis1960.LanternDisplayColorOff = Color3.fromRGB(55,55,55)
Otis1960.LanternChimeDirection = "rbxassetid://16990287228"
Otis1960.LanternChimeLanding = "rbxassetid://16990290265"
--*read-only*
Otis1960.__Moving = false
Otis1960.__CurrentFloor = 1
Otis1960.Attributes = {
PassingFloor = Instance.new("IntValue") :: IntValue,
Moving = Instance.new("BoolValue") :: BoolValue,
CurrentFloor = Instance.new("IntValue") :: IntValue
}
Otis1960.Attributes.PassingFloor.Value = 1
Otis1960.Attributes.Moving.Value = false
Otis1960.Attributes.CurrentFloor.Value = 1
local Attributes = Otis1960.Attributes
local ButtonFunctions: ButtonFunctions = {
[Enums.ButtonTree.Landing] = function(self, ButtonName, ButtonsConstructor, ButtonTree)
@@ -116,12 +128,12 @@ local ButtonFunctions: ButtonFunctions = {
task.spawn(function()
ButtonsConstructor:AestheticActivateButton(ButtonTree.Inst :: BasePart, Otis1960.ButtonActivatedColor)
if DecodedFloor == Otis1960.__CurrentFloor then
if DecodedFloor == Attributes.CurrentFloor.Value then
ButtonsConstructor:DeactivateButton(ButtonTree.Inst :: BasePart, Otis1960.ButtonDeactivatedColor)
end
end)
if DecodedFloor ~= Otis1960.__CurrentFloor then
if DecodedFloor ~= Attributes.CurrentFloor.Value then
self:GoToLevel(DecodedFloor)
end
end
@@ -214,51 +226,74 @@ end
local function FloorLeveled(self: ClassConstructor, RequestedLevel: number)
(self.__MovingConnection :: RBXScriptConnection):Disconnect()
Otis1960.__Moving = false
Otis1960.__CurrentFloor = RequestedLevel
Attributes.Moving.Value = false
Attributes.CurrentFloor.Value = RequestedLevel
self.BoxAlignPosition.MaxVelocity = Otis1960.MaxVelocity
self.LanternsConstructor:Reset(Otis1960.__CurrentFloor)
self.LanternsConstructor:Reset(Attributes.CurrentFloor.Value)
end
local FloorPassingLookAhead = Attributes.CurrentFloor.Value+1
local function FloorPassingUp(self: ClassConstructor, ElevatorPositionY: number, RequestedLevel: number)
if ElevatorPositionY>=Leveling[FloorPassingLookAhead] then
FloorPassingLookAhead+=1
Attributes.CurrentFloor.Value+=1
if Attributes.CurrentFloor.Value ~= RequestedLevel then
self.LanternsConstructor:Toggle(true, Attributes.CurrentFloor.Value)
self.LanternsConstructor:Toggle(false, Attributes.CurrentFloor.Value-1)
end
end
end
local function FloorPassingDown(self: ClassConstructor, ElevatorPositionY: number, RequestedLevel: number)
--Attributes.CurrentFloor.Value -= 1
end
function Otis1960:__MoveFloors(GoalLevelVEC, RequestedLevel, GoingUp)
self.ElevatorDoors:ToggleElevatorDoors(false, Otis1960.__CurrentFloor)
local Delta = 0
local DoorsOpeningEvent = false
local ElevatorBoxCurrentPos = self.ElevatorBox_1960.Position
self.ElevatorDoors:ToggleElevatorDoors(false, Attributes.CurrentFloor.Value)
if self.__MovingConnection and self.__MovingConnection.Connected then
self.__MovingConnection:Disconnect()
end
self.MOConstructor:UpdateCFrame()
if GoingUp then
self.LanternsConstructor:DirectionUp(true)
else
self.LanternsConstructor:DirectionDown(true)
end
self.MOConstructor:UpdateCFrame()
local Delta = 0
local DoorsOpeningEvent = false
local ElevatorBoxCurrentPos = self.ElevatorBox_1960.Position
FloorPassingLookAhead = Attributes.CurrentFloor.Value
--Otis1960_ShaftGovernor
self.__MovingConnection = RS.Heartbeat:Connect(function(_dt) --Not safe for parallel
self.__MovingConnection = RS.Heartbeat:Connect(function(_dt)
Delta+=1
Otis1960.__Moving = true
Attributes.Moving.Value = true
local ElevatorPosition: Vector3 = self.ElevatorBox_1960.Position
local ElevatorPositionY: number = ElevatorPosition.Y
local BoxAlignY: number = self.BoxAlignPosition.Position.Y
local ElevatorVelocityY: number = self.ElevatorBox_1960:GetVelocityAtPosition(ElevatorPosition).Y
self.TractionRopes:Move(27, self.ElevatorBox_1960.Position)
self.MOConstructor:Frame_Pullies(Delta, ElevatorVelocityY)
self.TractionRopes:Move(27, ElevatorPosition)
--Kill the connection
if GoingUp then
FloorPassingUp(self, ElevatorPositionY, RequestedLevel)
if ElevatorPositionY>=BoxAlignY-Otis1960.FloorLevelingDistance then
FloorLeveling(self, RequestedLevel)
if ElevatorPositionY>=BoxAlignY-Otis1960.DoorOpeningDistance and not DoorsOpeningEvent then
if not DoorsOpeningEvent and ElevatorPositionY>=BoxAlignY-Otis1960.DoorOpeningDistance then
DoorsOpeningEvent = true
self.ElevatorDoors:ToggleElevatorDoors(true, RequestedLevel)
end
@@ -268,10 +303,12 @@ function Otis1960:__MoveFloors(GoalLevelVEC, RequestedLevel, GoingUp)
FloorLeveled(self, RequestedLevel)
end
else
FloorPassingDown(self, ElevatorPositionY, RequestedLevel)
if ElevatorPositionY<=BoxAlignY+Otis1960.FloorLevelingDistance then
FloorLeveling(self, RequestedLevel)
if ElevatorPositionY>=BoxAlignY-Otis1960.DoorOpeningDistance and not DoorsOpeningEvent then
if not DoorsOpeningEvent and ElevatorPositionY>=BoxAlignY-Otis1960.DoorOpeningDistance then
DoorsOpeningEvent = true
self.ElevatorDoors:ToggleElevatorDoors(true, RequestedLevel)
end
@@ -289,12 +326,12 @@ end
function Otis1960:GoToLevel(RequestedLevel)
local GoalLevelVEC: number = Leveling[RequestedLevel]
if GoalLevelVEC and GoalLevelVEC ~= 0 and GoalLevelVEC ~= Otis1960.__CurrentFloor then
local GoingUp: boolean = -(Otis1960.__CurrentFloor-RequestedLevel)>0 --My clever math function for determining if the elevator goal is to move upwards or not
if GoalLevelVEC and GoalLevelVEC ~= Attributes.CurrentFloor.Value then
local GoingUp: boolean = -(Attributes.CurrentFloor.Value-RequestedLevel)>0 --My clever math function for determining if the elevator goal is to move upwards or not
self:__MoveFloors(GoalLevelVEC, RequestedLevel, GoingUp)
else
warn(`[{Enums.Elevator.Otis1960}]: landing out of range or equals the same range as goal! requested landing: {tostring(RequestedLevel)}`)
warn(`[{Enums.Elevator.Otis1960}]: landing out of range or equals the same range as the goal, requested landing: {tostring(RequestedLevel)}`)
end
end