mirror of
https://github.com/unixtensor/Roblox-Elevator-Game.git
synced 2025-12-16 06:01:54 +00:00
Proximity prompt and work on elevator
This commit is contained in:
@@ -2,36 +2,62 @@
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--!native
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--!strict
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local Doors = {
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Closed = true,
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Sensors = true,
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Door1Stopped_X = Vector3.xAxis*2.9,
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Door2Stopped_X = Vector3.xAxis*5.8,
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ElevatorDoorTime = 5,
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ElevatorDoorStyle = Enum.EasingStyle.Quad,
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__DontLeakMemory = nil
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}
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Doors.__index = Doors
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local RS = game:GetService("RunService")
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local Storage = game:GetService("ReplicatedStorage")
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local RS: RunService = game:GetService("RunService")
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local Storage: ReplicatedStorage = game:GetService("ReplicatedStorage")
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local Tween = require(Storage:WaitForChild("Tween"))
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local Tags = require(Storage:WaitForChild("Tags"))
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local Floor10_Door1 = Tags.ElevatorDoor_1960_Floor10_1
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local Floor10_Door2 = Tags.ElevatorDoor_1960_Floor10_2
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type DoorSensors = {
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[string]: Instance
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[string]: BasePart
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}
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type CustomTween = Tween.TweenClass
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type ClassConstructor = typeof(setmetatable({} :: Constructor_Return_Props, {} :: Impl_Constructor))
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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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DetectSensorHit: (self: ClassConstructor, DoorTween1: Tween, DoorTween2: Tween) -> RBXScriptConnection,
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Opening: (self: ClassConstructor, opening: boolean?) -> ()
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} & Impl_Static_Props
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type Constructor_Fun = (ElevatorBox: BasePart, ElevatorDoor1: BasePart, ElevatorDoor2: BasePart, ElevatorDoorSensor: Folder) -> ClassConstructor
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type Impl_Static_Props = {
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Closed: boolean,
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Sensors: boolean,
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Door1Stopped_X: Vector3,
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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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}
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type Constructor_Return_Props = {
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DoorTween1: CustomTween,
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DoorTween2: CustomTween,
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DoorSensor: DoorSensors,
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ElevatorBox: BasePart,
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ElevatorDoor1: BasePart,
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ElevatorDoor2: BasePart,
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DoorClosingClick: Sound
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}
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function Doors.constructor(ElevatorBox: BasePart, ElevatorDoor1: BasePart, ElevatorDoor2: BasePart, ElevatorDoorSensor: Folder)
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local Doors = {} :: Impl_Constructor
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Doors.__index = Doors
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Doors.Closed = true
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Doors.Sensors = true
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Doors.Door1Stopped_X = Vector3.xAxis*2.9
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Doors.Door2Stopped_X = Vector3.xAxis*5.8
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Doors.ElevatorDoorTime = 5
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Doors.ElevatorDoorStyle = Enum.EasingStyle.Quad
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Doors.__DontLeakMemory = nil
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function Doors.constructor(ElevatorBox, ElevatorDoor1, ElevatorDoor2, ElevatorDoorSensor)
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local DoorTween1 = Tween.constructor(nil, ElevatorDoor1)
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local DoorTween2 = Tween.constructor(nil, ElevatorDoor2)
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local DoorSensor: DoorSensors = {
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Start = ElevatorDoorSensor:WaitForChild("Start"),
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End = ElevatorDoorSensor:WaitForChild("End")
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Start = ElevatorDoorSensor:WaitForChild("Start") :: BasePart,
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End = ElevatorDoorSensor:WaitForChild("End") :: BasePart
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}
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local DoorClosingClick = Instance.new("Sound") :: Sound
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@@ -40,12 +66,12 @@ function Doors.constructor(ElevatorBox: BasePart, ElevatorDoor1: BasePart, Eleva
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DoorClosingClick.Parent = ElevatorDoor2
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return setmetatable({
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DoorTween1 = DoorTween1,
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DoorTween2 = DoorTween2,
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DoorSensor = DoorSensor,
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ElevatorBox = ElevatorBox,
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ElevatorDoor1 = ElevatorDoor1,
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ElevatorDoor2 = ElevatorDoor2,
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DoorTween1 = DoorTween1,
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DoorTween2 = DoorTween2,
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DoorSensor = DoorSensor,
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ElevatorBox = ElevatorBox,
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ElevatorDoor1 = ElevatorDoor1,
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ElevatorDoor2 = ElevatorDoor2,
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DoorClosingClick = DoorClosingClick
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}, Doors)
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end
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@@ -81,7 +107,7 @@ local function DoorsAnimationFloor(floor: number, opening: boolean?, activated_v
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return Door1Tween_Floor, Door2Tween_Floor
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end
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local function DoorsAnimation(self, opening: boolean?, activated_via_censor: boolean?)
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local function DoorsAnimation(self: ClassConstructor, opening: boolean?, activated_via_censor: boolean?)
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self.ElevatorBox.Anchored = true
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local ElevatorDoor1_P: Vector3 = self.ElevatorDoor1.Position
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@@ -101,14 +127,14 @@ local function DoorsAnimation(self, opening: boolean?, activated_via_censor: boo
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end
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end
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local Door1Tween: Tween = self.DoorTween1:Start(nil, {
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local Door1Tween = self.DoorTween1:Start(nil, {
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Position = opening and init_closed_door1 or init_opened_door1
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}, TweenInfo.new(
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TweenTime,
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activated_via_censor and Enum.EasingStyle.Linear or Doors.ElevatorDoorStyle,
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Enum.EasingDirection.InOut
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))
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local Door2Tween: Tween = self.DoorTween2:Start(nil, {
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local Door2Tween = self.DoorTween2:Start(nil, {
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Position = opening and init_closed_door2 or init_opened_door2
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}, TweenInfo.new(
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TweenTime,
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@@ -145,15 +171,12 @@ for n: number = 1, #workspace_items do
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end
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end
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type this = any --yeah,
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type PossibleStepConnection = any
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function Doors:DetectSensorHit(DoorTween1, DoorTween2): RBXScriptSignal
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local Step: PossibleStepConnection = nil
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function Doors:DetectSensorHit(DoorTween1, DoorTween2)
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local Step = nil
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if Doors.Sensors and Doors.Closed then
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raycastParams.FilterDescendantsInstances = {self.ElevatorBox, table.unpack(RayIgnoring)}
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Step = (RS :: RunService).Stepped:Connect(function(_delta, _dt)
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Step = RS.Heartbeat:ConnectParallel(function(_dt)
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local DoorSensor = workspace:Raycast(self.DoorSensor.Start.Position, self.DoorSensor.End.Position, raycastParams)
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if DoorSensor and DoorSensor.Instance and DoorSensor.Instance:IsA("BasePart") then
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@@ -161,7 +184,7 @@ function Doors:DetectSensorHit(DoorTween1, DoorTween2): RBXScriptSignal
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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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DoorsAnimation((self :: this), true, true)
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DoorsAnimation(self, true, true)
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-- DoorTween1:Destroy()
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-- DoorTween2:Destroy()
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end
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@@ -170,7 +193,7 @@ function Doors:DetectSensorHit(DoorTween1, DoorTween2): RBXScriptSignal
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return Step
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end
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function Doors:Opening(opening: boolean?)
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function Doors:Opening(opening)
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--short circuiting central
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if opening then
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if Doors.Closed then
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18
src/server/main/Elevators/Otis1960/Leveling.lua
Normal file
18
src/server/main/Elevators/Otis1960/Leveling.lua
Normal file
@@ -0,0 +1,18 @@
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--!optimize 2
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--!native
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--!strict
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local Leveling: {[number]: number} = {
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[1] = 13.031,
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[2] = 0,
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[3] = 0,
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[4] = 0,
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[5] = 0,
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[6] = 0,
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[7] = 0,
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[8] = 0,
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[9] = 0,
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[10] = 239.245
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}
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return Leveling
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87
src/server/main/Elevators/Otis1960/init.lua
Normal file
87
src/server/main/Elevators/Otis1960/init.lua
Normal file
@@ -0,0 +1,87 @@
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--!optimize 2
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--!native
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--!strict
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local Elevators = script.Parent
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local RS: ReplicatedStorage = game:GetService("ReplicatedStorage")
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local TagsModule = require(RS:WaitForChild("Tags"))
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local Leveling = require(script:WaitForChild("Leveling"))
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local Doors = require(script:WaitForChild("Doors"))
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local ElevatorMover = require(Elevators:WaitForChild("Mover"))
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type Tags = TagsModule.ExportedTags
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type ClassConstructor = typeof(setmetatable({} :: Constructor_Return_Props, {} :: Impl_Constructor))
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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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MoveFloors: (self: ClassConstructor, Level: number) -> (),
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GoToLevel: (self: ClassConstructor, RequestedLevel: number) -> ()
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}
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type Constructor_Fun = (Tags: Tags) -> ClassConstructor
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type Constructor_Return_Props = {
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ElevatorBox_1960: BasePart,
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ElevatorBox: BasePart,
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ElevatorDoor1: BasePart,
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ElevatorDoor2: BasePart,
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ElevatorDoorSensor: Folder,
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ProximityButtons: {Instance},
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BoxAttachment: Attachment,
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BoxAlignPosition: AlignPosition,
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BoxAlignOrientation: AlignOrientation,
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ElevatorDoors: BasePart,
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}
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local Otis1960 = {} :: Impl_Constructor
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Otis1960.__index = Otis1960
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local function PromptButtons(self: Constructor_Return_Props)
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for i: number = 1, #self.ProximityButtons do
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local Button = self.ProximityButtons[i]
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local Attachment = Instance.new("Attachment") :: Attachment
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Attachment.Parent = Button
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local Prompt = Instance.new("ProximityPrompt") :: ProximityPrompt
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Prompt.MaxActivationDistance = 3
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Prompt.Parent = Attachment
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print(`Created a ProximityPrompt @ "{Button:GetFullName()}"`)
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end
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end
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function Otis1960.constructor(Tags)
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local self = {} :: Constructor_Return_Props
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self.ElevatorBox_1960 = Tags.ElevatorMover_1960 :: BasePart
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self.ElevatorBox = Tags.ElevatorMover_1960 :: BasePart
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self.ElevatorDoor1 = Tags.ElevatorDoor_1960_1 :: BasePart
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self.ElevatorDoor2 = Tags.ElevatorDoor_1960_2 :: BasePart
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self.ElevatorDoorSensor = Tags.ElevatorDoor_Sensor_1960 :: Folder
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self.ProximityButtons = Tags.ProximityElevatorButton :: {Instance}
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self.BoxAttachment, self.BoxAlignPosition, self.BoxAlignOrientation = ElevatorMover(self.ElevatorBox_1960, self.ElevatorBox_1960.Position)
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self.ElevatorDoors = Doors.constructor(self.ElevatorBox, self.ElevatorDoor1, self.ElevatorDoor2, self.ElevatorDoorSensor)
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PromptButtons(self)
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print("Otis1960 initialized and ready")
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return setmetatable(self, Otis1960)
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end
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function Otis1960:MoveFloors(Level)
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local ElevatorBoxCurrentPos = self.ElevatorBox.Position
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--Its gonna use raycasting inside of the shaft to detect when its near and when to stop
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self.BoxAlignPosition.Position = Vector3.new(ElevatorBoxCurrentPos.X, Level, ElevatorBoxCurrentPos.Z)
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end
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function Otis1960:GoToLevel(RequestedLevel)
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local level: number = Leveling[RequestedLevel]
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if level then
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self:MoveFloors(level)
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end
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end
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return Otis1960
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@@ -1,54 +0,0 @@
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--!optimize 2
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--!native
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--!strict
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local Otis1960_main = {}
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Otis1960_main.__index = Otis1960_main
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local Elevator = script.Parent
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local Elevators = Elevator.Parent
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local RS = game:GetService("ReplicatedStorage")
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local TagsModule = require(RS:WaitForChild("Tags"))
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local Leveling = require(Elevators:WaitForChild("Leveling"))
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local Doors = require(Elevator:WaitForChild("Doors"))
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local ElevatorMover = require(Elevators:WaitForChild("Mover"))
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local Tags = TagsModule.constructor().Exports
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local ElevatorBox_1960 = Tags.ElevatorMover_1960
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local ElevatorBox = Tags.ElevatorMover_1960 :: BasePart
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local ElevatorDoor1 = Tags.ElevatorDoor_1960_1 :: BasePart
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local ElevatorDoor2 = Tags.ElevatorDoor_1960_2 :: BasePart
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local ElevatorDoorSensor = Tags.ElevatorDoor_Sensor_1960 :: Folder
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local ElevatorBoxStartPos = ElevatorBox_1960.Position
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local _BoxAttachment, BoxAlignPosition, _BoxAlignOrientation = ElevatorMover(ElevatorBox_1960, ElevatorBoxStartPos)
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local ElevatorDoors = Doors.constructor(ElevatorBox, ElevatorDoor1, ElevatorDoor2, ElevatorDoorSensor)
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local function MoveFloors(level: number)
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local ElevatorBoxCurrentPos = ElevatorBox.Position
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--Its gonna use raycasting inside of the shaft to detect when its near and when to stop
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BoxAlignPosition.Position = Vector3.new(ElevatorBoxCurrentPos.X, level, ElevatorBoxCurrentPos.Z)
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end
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local function GoTo_Level(requested_level: number)
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local level: number = Leveling[requested_level]
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if level then
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MoveFloors(level)
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end
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end
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print("[DEBUG]: Tags:",Tags)
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-- while true do
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-- task.wait(2)
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-- ElevatorDoors:Opening(true)
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-- task.wait(2)
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-- ElevatorDoors:Opening(false)
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-- end
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return Otis1960_main
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