work on lanterns, doors now properly open

This commit is contained in:
2024-05-05 19:11:50 -04:00
parent 835e1da3ec
commit a06ade478a
5 changed files with 118 additions and 64 deletions

View File

@@ -23,7 +23,9 @@ type Impl_Constructor = {
--Class functions
DecodeCarTag: (self: ClassConstructor, FloorTag: string) -> number?,
CreatePromptButtons: (self: ClassConstructor) -> Tags.ButtonsTree,
AestheticActivateButton: (self: ClassConstructor, Button: BasePart, ActivatedState: boolean, ActivatedColor: Color3) -> thread
AestheticActivateButton: (self: ClassConstructor, Button: BasePart, ActivatedColor: Color3) -> (),
DeactivateButton: (self: ClassConstructor, Button: BasePart, DeactivatedColor: Color3) -> (),
ActivateButton: (self: ClassConstructor, Button: BasePart, ActivatedColor: Color3) -> (),
} & Impl_Static_Props
type Impl_Static_Props = {
@@ -143,28 +145,38 @@ function ButtonsModule:CreatePromptButtons()
return self.Buttons
end
function ButtonsModule:AestheticActivateButton(Button, ActivatedState, ActivatedColor)
return task.spawn(function()
local Glass = Button:FindFirstChild("Glass") :: BasePart
local LookVec = Glass.CFrame.LookVector/50
if Glass then
Glass.Position+=LookVec
function ButtonsModule:DeactivateButton(Button, DeactivatedColor)
local Glass = Button:FindFirstChild("Glass") :: BasePart?
local Part = Glass and Glass or Button
if not ActivatedState then
Glass.Material = Enum.Material.Neon
Glass.Color = ActivatedColor
Glass.Transparency = 0
end
end
Button.Position+=LookVec
Part.Material = Enum.Material.Glass
Part.Color = DeactivatedColor
Part.Transparency = 0.3
end
task.wait(.30)
function ButtonsModule:ActivateButton(Button, ActivatedColor)
local Glass = Button:FindFirstChild("Glass") :: BasePart?
local Part = Glass and Glass or Button
if Glass then
Glass.Position-=LookVec
end
Button.Position-=LookVec
end)
Part.Material = Enum.Material.Neon
Part.Color = ActivatedColor
Part.Transparency = 0
end
function ButtonsModule:AestheticActivateButton(Button, ActivatedColor)
local Glass = Button:FindFirstChild("Glass") :: BasePart?
local LookVec = (Glass and Glass or Button).CFrame.LookVector/50
if Glass then
Glass.Position+=LookVec
self:ActivateButton(Glass, ActivatedColor)
end
Button.Position+=LookVec
task.wait(.30)
if Glass then
Glass.Position-=LookVec
end
Button.Position-=LookVec
end
return ButtonsModule

View File

@@ -20,11 +20,11 @@ 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: Lantern) -> (),
Activate: (self: ClassConstructor, EnabledState: boolean, IsDirectionLantern: boolean, Lantern: Tags.Lantern) -> (),
DirectionUp: (self: ClassConstructor, Enabled: boolean) -> (),
DirectionDown: (self: ClassConstructor, Enabled: boolean) -> (),
Toggle: (self: ClassConstructor, Enabled: boolean, Floor: number) -> (),
Reset: (self: ClassConstructor) -> ()
Reset: (self: ClassConstructor, ExcludeFloor: number?) -> ()
} & Impl_Static_Props
type Impl_Static_Props = {
@@ -40,12 +40,6 @@ type Constructor_Return_Props = {
Colors: Colors
}
type Lantern = {
Inst: BasePart,
Light: BasePart?,
Played: boolean
}
export type Colors = {
Active: Color3,
Off: Color3
@@ -93,10 +87,27 @@ function Lanterns:Activate(EnabledState, IsDirectionLantern, Lantern)
self.AudioChimeLanding:Play()
end)
end
if Lantern.PointLight then
Lantern.PointLight.Enabled = true
LanternLight:Start(Lantern.PointLight, {
Color = self.Colors.Active
})
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()
function Lanterns:Reset(ExcludeFloor)
if self.LanternsMap.Up then
self.LanternsMap.Up.Played = false
self:Activate(false, true, self.LanternsMap.Up)
@@ -107,8 +118,10 @@ function Lanterns:Reset()
end
for n: number = 1, #self.LanternsMap do
self:Activate(false, false, self.LanternsMap[n])
self.LanternsMap[n].Played = false
local Lantern = self.LanternsMap[n]
self:Activate(ExcludeFloor and n == ExcludeFloor or false, false, Lantern)
Lantern.Played = false
end
end

View File

@@ -116,10 +116,10 @@ local function DoorsAnimationFloor(FloorDoors: {Instance?}, Floor: number, openi
if not (init_floors_closed[Floor] :: {})[1] and not (init_floors_closed[Floor] :: {})[2] then
if FloorDoor1_P then
(init_floors_closed[Floor] :: {})[1] = FloorDoor1_P+Doors.Door1Stopped_X
(init_floors_closed[Floor] :: {})[1] = FloorDoor1_P-Doors.Door1Stopped_X
end
if FloorDoor2_P then
(init_floors_closed[Floor] :: {})[2] = FloorDoor2_P+Doors.Door2Stopped_X
(init_floors_closed[Floor] :: {})[2] = FloorDoor2_P-Doors.Door2Stopped_X
end
end
else
@@ -175,7 +175,7 @@ local function ElevatorDoorsAnimation(self: ClassConstructor, opening: boolean?,
if opening then
--This is mega cringe but the doors can open while the elevator is moving now
local StartTime = os.clock()
local Timing = 2
local Timing = Doors.ElevatorDoorTime-1
while task.wait() do
local Time = math.clamp((os.clock()-StartTime)/Timing, 0, 1)
@@ -184,19 +184,18 @@ local function ElevatorDoorsAnimation(self: ClassConstructor, opening: boolean?,
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+ElevatorDoor1_P:Lerp(Door1Vector+Doors.Door1Stopped_X, Time)
self.ElevatorDoor2.Position = ElevatorBoxY+ElevatorDoor2_P:Lerp(Door2Vector+Doors.Door2Stopped_X, Time)
self.ElevatorDoor1.Position = ElevatorBoxY+Door1Vector:Lerp(Door1Vector-Doors.Door1Stopped_X, Time)
self.ElevatorDoor2.Position = ElevatorBoxY+Door2Vector:Lerp(Door2Vector-Doors.Door2Stopped_X, Time)
if Time>=1 then
break
end
end
else
local TweenTime = activated_via_censor and sensor_opening_speed or opening and opening_speed or Doors.ElevatorDoorTime
local Door1Tween = self.DoorTween1:Start(nil, {
Position = ElevatorDoor1_P-Doors.Door1Stopped_X
Position = ElevatorDoor1_P+Doors.Door1Stopped_X
}, TweenInfo.new(
TweenTime,
activated_via_censor and Enum.EasingStyle.Linear or Doors.ElevatorDoorStyle,
@@ -204,7 +203,7 @@ local function ElevatorDoorsAnimation(self: ClassConstructor, opening: boolean?,
))
local Door2Tween = self.DoorTween2:Start(nil, {
Position = ElevatorDoor2_P-Doors.Door2Stopped_X
Position = ElevatorDoor2_P+Doors.Door2Stopped_X
}, TweenInfo.new(
TweenTime,
activated_via_censor and Enum.EasingStyle.Linear or Doors.ElevatorDoorStyle,
@@ -216,15 +215,13 @@ local function ElevatorDoorsAnimation(self: ClassConstructor, opening: boolean?,
end
Doors.__DontLeakMemory = self:__DetectSensorHit(Door1Tween, Door2Tween)
if not opening then
--Door clicking noise
task.delay(Doors.ElevatorDoorTime-.90, function()
--is the door close enough to closing?
if (ElevatorDoor2_P+Doors.Door2Stopped_X).X-self.ElevatorDoor2.Position.X>5 then
self.DoorClosingClick:Play()
end
end)
end
--Door clicking noise
task.delay(Doors.ElevatorDoorTime-.90, function()
--is the door close enough to closing?
if (Doors.Door2Stopped_X-ElevatorDoor2_P).X-self.ElevatorDoor2.Position.X>10 then
self.DoorClosingClick:Play()
end
end)
return Door2Tween
end
@@ -285,7 +282,10 @@ function Doors:ToggleElevatorDoors(opening, floor)
end
end
local FloorDoors = DoorsAnimationFloor(self.FloorDoorsTags[floor], floor, opening)
local FloorDoorsObjects = self.FloorDoorsTags[floor]
if FloorDoorsObjects then
DoorsAnimationFloor(FloorDoorsObjects, floor, opening)
end
local Door2Tween = ElevatorDoorsAnimation(self, opening)
if Door2Tween then
@@ -294,7 +294,7 @@ function Doors:ToggleElevatorDoors(opening, floor)
self.ElevatorDoor1.CanCollide = true
self.ElevatorDoor2.CanCollide = true
if Doors.__DontLeakMemory then
if Doors.__DontLeakMemory and Doors.__DontLeakMemory.Connected then
Doors.__DontLeakMemory:Disconnect()
end
end

View File

@@ -41,6 +41,7 @@ type Impl_Static_Props = {
Responsiveness: number,
MaxVelocity: number,
ButtonActivatedColor: Color3,
ButtonDeactivatedColor: Color3,
LanternDisplayColorOn: Color3,
LanternDisplayColorOff: Color3,
LanternChimeDirection: rbxassetid,
@@ -90,6 +91,7 @@ Otis1960.LeveledDistance = 0.5
Otis1960.Responsiveness = 50
Otis1960.MaxVelocity = 10
Otis1960.ButtonActivatedColor = Color3.fromRGB(180,0,0)
Otis1960.ButtonDeactivatedColor = Color3.fromRGB(139,139,139)
Otis1960.LanternDisplayColorOn = Color3.fromRGB(255,114,71)
Otis1960.LanternDisplayColorOff = Color3.fromRGB(55,55,55)
Otis1960.LanternChimeDirection = "rbxassetid://16990287228"
@@ -111,10 +113,21 @@ local ButtonFunctions: ButtonFunctions = {
Prompt:AddHookTriggered(function(Player: Player)
if DecodedFloor then
local _ButtonThread = ButtonsConstructor:AestheticActivateButton(ButtonTree.Inst :: BasePart, false, Otis1960.ButtonActivatedColor)
self:GoToLevel(DecodedFloor)
task.spawn(function()
ButtonsConstructor:AestheticActivateButton(ButtonTree.Inst :: BasePart, Otis1960.ButtonActivatedColor)
if DecodedFloor == Otis1960.__CurrentFloor then
ButtonsConstructor:DeactivateButton(ButtonTree.Inst :: BasePart, Otis1960.ButtonDeactivatedColor)
end
end)
if DecodedFloor ~= Otis1960.__CurrentFloor then
self:GoToLevel(DecodedFloor)
end
end
end)
else
warn(`Otis1960: Failed to decode car button, ButtonName={ButtonName}`)
end
end,
@@ -205,7 +218,7 @@ local function FloorLeveled(self: ClassConstructor, RequestedLevel: number)
Otis1960.__CurrentFloor = RequestedLevel
self.BoxAlignPosition.MaxVelocity = Otis1960.MaxVelocity
self.LanternsConstructor:Reset()
self.LanternsConstructor:Reset(Otis1960.__CurrentFloor)
end
function Otis1960:__MoveFloors(GoalLevelVEC, RequestedLevel, GoingUp)
@@ -238,7 +251,7 @@ function Otis1960:__MoveFloors(GoalLevelVEC, RequestedLevel, GoingUp)
local ElevatorVelocityY: number = self.ElevatorBox_1960:GetVelocityAtPosition(ElevatorPosition).Y
self.MOConstructor:Frame_Pullies(Delta, ElevatorVelocityY)
self.TractionRopes:Move(26.3, ElevatorPosition)
self.TractionRopes:Move(27, ElevatorPosition)
--Kill the connection
if GoingUp then
@@ -257,6 +270,11 @@ function Otis1960:__MoveFloors(GoalLevelVEC, RequestedLevel, GoingUp)
else
if ElevatorPositionY<=BoxAlignY+Otis1960.FloorLevelingDistance then
FloorLeveling(self, RequestedLevel)
if ElevatorPositionY>=BoxAlignY-Otis1960.DoorOpeningDistance and not DoorsOpeningEvent then
DoorsOpeningEvent = true
self.ElevatorDoors:ToggleElevatorDoors(true, RequestedLevel)
end
end
if ElevatorPositionY<=BoxAlignY+Otis1960.LeveledDistance then
@@ -273,6 +291,7 @@ function Otis1960:GoToLevel(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
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)}`)

View File

@@ -34,9 +34,10 @@ type Constructor_Return_Props = {
__export: ExportedTags
}
type Lantern = {
export type Lantern = {
Inst: BasePart,
Light: BasePart?,
PointLight: PointLight?,
Played: boolean
}
@@ -183,26 +184,35 @@ function Tags:__ElevatorLanterns()
if Floor then
if not Lanterns[EnumValue :: Enums.ElevatorValues][Floor] then
local Light = ((Inst :: BasePart).Parent :: Instance):FindFirstChild("Light") :: BasePart?
Lanterns[EnumValue :: Enums.ElevatorValues][Floor] = {
Inst = Inst :: BasePart,
Light = ((Inst :: BasePart).Parent :: Instance):FindFirstChild("Light") :: BasePart?,
Played = false
Inst = Inst :: BasePart,
Light = Light,
PointLight = Light and Light:FindFirstChildOfClass("PointLight") :: PointLight?,
Played = false
}
else
warn(`Lanterns: Floor "{tostring(Floor)}" was already wrote while parsing`)
end
else
if FloorHint == "Up" then
local Light = ((Inst :: BasePart).Parent :: Instance):FindFirstChild("Light") :: BasePart?
Lanterns[EnumValue :: Enums.ElevatorValues].Up = {
Inst = Inst :: BasePart,
Light = ((Inst :: BasePart).Parent :: Instance):FindFirstChild("Light") :: BasePart?,
Played = false
Inst = Inst :: BasePart,
Light = Light,
PointLight = Light and Light:FindFirstChildOfClass("PointLight") :: PointLight?,
Played = false
}
elseif FloorHint == "Down" then
local Light = ((Inst :: BasePart).Parent :: Instance):FindFirstChild("Light") :: BasePart?
Lanterns[EnumValue :: Enums.ElevatorValues].Down = {
Inst = Inst :: BasePart,
Light = ((Inst :: BasePart).Parent :: Instance):FindFirstChild("Light") :: BasePart?,
Played = false
Inst = Inst :: BasePart,
Light = Light,
PointLight = Light and Light:FindFirstChildOfClass("PointLight") :: PointLight?,
Played = false
}
else
warn(`Lanterns: Unknown type paired with "DirectionIndicator", {FloorHint}`)