windoors work #Dab

This commit is contained in:
Kara Dinyes
2021-07-25 20:21:02 -07:00
parent ecad9fc32d
commit c8f79fdcaf
46 changed files with 96 additions and 44 deletions

View File

@@ -110,7 +110,7 @@
fixtures:
- shape:
!type:PhysShapeRect
bounds: "0.49,-0.49,-0.49,-0.2" # don't want this colliding with walls or they won't close
bounds: "-0.2,-0.49,-0.49,0.49" # don't want this colliding with walls or they won't close
mask:
- MobImpassable
layer:

View File

@@ -1,45 +1,11 @@
- type: entity
id: WindoorLeft
id: Windoor
parent: BaseWindoor
name: windoor
description: It's a window and a sliding door. Wow!
suffix: Left
components:
- type: Sprite
state: left
- type: entity
id: WindoorRight
parent: BaseWindoor
name: windoor
description: It's a window and a sliding door. Wow! This one is flipped 180 degrees.
suffix: Right
components:
- type: Sprite
state: right
- type: entity
id: WindoorLeftSecure
id: WindoorSecure
parent: BaseSecureWindoor
name: secure windoor
description: It's a sturdy window and a sliding door. Wow!
suffix: Left
components:
- type: Sprite
netsync: false
drawdepth: Mobs
sprite: Structures/Doors/windoor.rsi
state: left_secure
- type: entity
id: WindoorRightSecure
parent: BaseSecureWindoor
name: secure windoor
description: It's a sturdy window and a sliding door. Wow! This one is flipped 180 degrees.
suffix: Right
components:
- type: Sprite
netsync: false
drawdepth: Mobs
sprite: Structures/Doors/windoor.rsi
state: right_secure

View File

@@ -6,24 +6,45 @@
mode: SnapgridCenter
components:
- type: InteractionOutline
- type: Airlock
- type: Door
- type: Wires
BoardName: "Windoor Control"
LayoutId: Airlock
- type: UserInterface
interfaces:
- key: enum.WiresUiKey.Key
type: WiresBoundUserInterface
- type: Physics
fixtures:
- shape:
!type:PhysShapeAabb
bounds: "-0.49,-0.49,0.49,0.49"
bounds: "-0.2,-0.49,-0.49,0.49"
mass: 50
mask:
- MobImpassable
layer:
- Opaque
- Impassable
- MobImpassable
- VaultImpassable
- SmallImpassable
mask:
- VaultImpassable
- type: Sprite
netsync: false
drawdepth: Mobs
sprite: Structures/Doors/windoor.rsi
drawdepth: FloorObjects
sprite: Structures/Doors/Windoors/glass.rsi
layers:
- state: closed
map: [ "enum.DoorVisualLayers.Base" ]
- state: closed_unlit
shader: unshaded
map: [ "enum.DoorVisualLayers.BaseUnlit" ]
- state: welded
map: [ "enum.DoorVisualLayers.BaseWelded" ]
- state: bolted_unlit
shader: unshaded
map: [ "enum.DoorVisualLayers.BaseBolted" ]
- state: panel_open
map: [ "enum.WiresVisualLayers.MaintenancePanel" ]
- type: ApcPowerReceiver
- type: Damageable
resistances: glassResistances
@@ -40,12 +61,28 @@
max: 2
- !type:DoActsBehavior
acts: [ "Destruction" ]
- type: Appearance
visuals:
- type: AirlockVisualizer
open_sound: /Audio/Machines/airlock_open.ogg
close_sound: /Audio/Machines/airlock_close.ogg
deny_sound: /Audio/Machines/airlock_deny.ogg
hasMaintenancePanel: false
openCloseUnlit: false
delay: 0.7
- type: entity
id: BaseSecureWindoor
parent: BaseWindoor
abstract: true
components:
- type: Airtight
fixVacuum: true
noAirWhenFullyAirBlocked: false
airBlockedDirection:
- South
- type: Sprite
sprite: Structures/Doors/Windoors/secure.rsi
- type: Destructible
thresholds:
- trigger:
@@ -64,3 +101,11 @@
max: 3
- !type:DoActsBehavior
acts: [ "Destruction" ]
# "0.49,-0.49,-0.49,-0.2"
# to:
# (-0.2, -0.49), (-0.2, 0.49), (-0.49, 0.49), (-0.49, -0.49)
# what i want is:
# (0.49, -0.49), (0.49, -0.2), (-0.49, -0.2), (-0.49, -0.49)
# which is:
# "-0.2,-0.49,-0.49,0.49"