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Assets/AnimDoorClose.asset
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@@ -1,38 +1,44 @@
|
|||||||
-- ============================================================================
|
-- ============================================================================
|
||||||
-- door.lua - Interactable door that plays an open cutscene
|
-- door.lua - Interactable door that opens/closes via animation
|
||||||
-- ============================================================================
|
-- ============================================================================
|
||||||
-- Tests: onInteract, Cutscene.Play with onComplete, Entity.Find,
|
-- Tests: onInteract, Animation.Play with onComplete, Animation.IsPlaying,
|
||||||
-- Entity.SetActive, Controls, Audio
|
-- Interact.SetEnabled, self.position, self.rotation, Audio
|
||||||
|
|
||||||
local isOpen = false
|
local isOpen = false
|
||||||
|
|
||||||
function onCreate(self)
|
function onCreate(self)
|
||||||
isOpen = false
|
isOpen = false
|
||||||
Debug.Log("Door created")
|
Debug.Log("Door created at " .. self.position.x .. "," .. self.position.y .. "," .. self.position.z)
|
||||||
end
|
end
|
||||||
|
|
||||||
function onInteract(self)
|
function onInteract(self)
|
||||||
if isOpen then
|
if Animation.IsPlaying("door_open") or Animation.IsPlaying("door_close") then
|
||||||
setStatus("Door is already open")
|
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
if Cutscene.IsPlaying() then return end
|
|
||||||
|
|
||||||
isOpen = true
|
if isOpen then
|
||||||
Audio.Play("door_open", 100, 64)
|
isOpen = false
|
||||||
Controls.SetEnabled(false)
|
Interact.SetEnabled(self, false)
|
||||||
setStatus("Opening door...")
|
Audio.Play("door_close", 100, 64)
|
||||||
|
setStatus("Closing door...")
|
||||||
|
|
||||||
Cutscene.Play("door_open", {
|
Animation.Play("door_close", {
|
||||||
onComplete = function()
|
onComplete = function()
|
||||||
Controls.SetEnabled(true)
|
Interact.SetEnabled(self, true)
|
||||||
setStatus("Door opened! Path is clear.")
|
setStatus("Door closed.")
|
||||||
|
|
||||||
-- Disable the door blocker object
|
|
||||||
local blocker = Entity.Find("DoorBlocker")
|
|
||||||
if blocker then
|
|
||||||
Entity.SetActive(blocker, false)
|
|
||||||
end
|
|
||||||
end
|
end
|
||||||
})
|
})
|
||||||
|
else
|
||||||
|
isOpen = true
|
||||||
|
Interact.SetEnabled(self, false)
|
||||||
|
Audio.Play("door_open", 100, 64)
|
||||||
|
setStatus("Opening door...")
|
||||||
|
|
||||||
|
Animation.Play("door_open", {
|
||||||
|
onComplete = function()
|
||||||
|
Interact.SetEnabled(self, true)
|
||||||
|
setStatus("Door opened!")
|
||||||
|
end
|
||||||
|
})
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
BIN
Assets/lua/luaScripts.zip
Normal file
BIN
Assets/lua/luaScripts.zip
Normal file
Binary file not shown.
7
Assets/lua/luaScripts.zip.meta
Normal file
7
Assets/lua/luaScripts.zip.meta
Normal file
@@ -0,0 +1,7 @@
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@@ -13,8 +13,12 @@ end
|
|||||||
function onInteract(self)
|
function onInteract(self)
|
||||||
selected = not selected
|
selected = not selected
|
||||||
if selected then
|
if selected then
|
||||||
|
Controls.SetEnabled(false)
|
||||||
|
Interact.SetEnabled(self, false)
|
||||||
setStatus("Object selected! D-pad to move, Triangle to deselect.")
|
setStatus("Object selected! D-pad to move, Triangle to deselect.")
|
||||||
else
|
else
|
||||||
|
Controls.SetEnabled(true)
|
||||||
|
Interact.SetEnabled(self, true)
|
||||||
setStatus("Object deselected.")
|
setStatus("Object deselected.")
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@@ -23,7 +27,8 @@ function onButtonPress(self, button)
|
|||||||
if not selected then return end
|
if not selected then return end
|
||||||
|
|
||||||
local pos = self.position
|
local pos = self.position
|
||||||
local step = 1
|
local one = FixedPoint.new(1)
|
||||||
|
local step = one / 64
|
||||||
|
|
||||||
if button == Input.UP then
|
if button == Input.UP then
|
||||||
Entity.SetPosition(self, Vec3.new(pos.x, pos.y, pos.z + step))
|
Entity.SetPosition(self, Vec3.new(pos.x, pos.y, pos.z + step))
|
||||||
@@ -39,6 +44,8 @@ function onButtonPress(self, button)
|
|||||||
Entity.SetPosition(self, Vec3.new(pos.x, pos.y - step, pos.z))
|
Entity.SetPosition(self, Vec3.new(pos.x, pos.y - step, pos.z))
|
||||||
elseif button == Input.TRIANGLE then
|
elseif button == Input.TRIANGLE then
|
||||||
selected = false
|
selected = false
|
||||||
|
Controls.SetEnabled(true)
|
||||||
|
Interact.SetEnabled(self, true)
|
||||||
setStatus("Object deselected.")
|
setStatus("Object deselected.")
|
||||||
elseif button == Input.SQUARE then
|
elseif button == Input.SQUARE then
|
||||||
local rot = Entity.GetRotationY(self)
|
local rot = Entity.GetRotationY(self)
|
||||||
|
|||||||
@@ -4,17 +4,16 @@
|
|||||||
|
|
||||||
function onCreate(self)
|
function onCreate(self)
|
||||||
Debug.Log("Spinner created, initial rotY: " .. self.rotationY)
|
Debug.Log("Spinner created, initial rotY: " .. self.rotationY)
|
||||||
Cutscene.Play("spin_loop", {loop = true})
|
|
||||||
end
|
end
|
||||||
|
|
||||||
function onInteract(self)
|
function onInteract(self)
|
||||||
if Cutscene.IsPlaying() then
|
if Animation.IsPlaying("anim_spinner") then
|
||||||
Cutscene.Stop()
|
Animation.Stop("anim_spinner")
|
||||||
setStatus("Spinner stopped!")
|
setStatus("Spinner stopped!")
|
||||||
Debug.Log("Spinner stopped at rotY=" .. Entity.GetRotationY(self)
|
Debug.Log("Spinner stopped at rotY=" .. Entity.GetRotationY(self)
|
||||||
.. " frame=" .. Timer.GetFrameCount())
|
.. " frame=" .. Timer.GetFrameCount())
|
||||||
else
|
else
|
||||||
Cutscene.Play("spin_loop", {loop = true})
|
Animation.Play("anim_spinner", {loop = true})
|
||||||
setStatus("Spinner started!")
|
setStatus("Spinner started!")
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|||||||
@@ -121,6 +121,9 @@
|
|||||||
<Compile Include="E:\Code\psxsplashfix\splashedit\Editor\Core\PSXConsoleWindow.cs">
|
<Compile Include="E:\Code\psxsplashfix\splashedit\Editor\Core\PSXConsoleWindow.cs">
|
||||||
<Link>Editor\Core\PSXConsoleWindow.cs</Link>
|
<Link>Editor\Core\PSXConsoleWindow.cs</Link>
|
||||||
</Compile>
|
</Compile>
|
||||||
|
<Compile Include="E:\Code\psxsplashfix\splashedit\Editor\PSXAnimationEditor.cs">
|
||||||
|
<Link>Editor\PSXAnimationEditor.cs</Link>
|
||||||
|
</Compile>
|
||||||
<Compile Include="E:\Code\psxsplashfix\splashedit\Editor\ToolchainChecker.cs">
|
<Compile Include="E:\Code\psxsplashfix\splashedit\Editor\ToolchainChecker.cs">
|
||||||
<Link>Editor\ToolchainChecker.cs</Link>
|
<Link>Editor\ToolchainChecker.cs</Link>
|
||||||
</Compile>
|
</Compile>
|
||||||
|
|||||||
@@ -160,9 +160,15 @@
|
|||||||
<Compile Include="E:\Code\psxsplashfix\splashedit\Runtime\PSXInteractable.cs">
|
<Compile Include="E:\Code\psxsplashfix\splashedit\Runtime\PSXInteractable.cs">
|
||||||
<Link>Runtime\PSXInteractable.cs</Link>
|
<Link>Runtime\PSXInteractable.cs</Link>
|
||||||
</Compile>
|
</Compile>
|
||||||
|
<Compile Include="E:\Code\psxsplashfix\splashedit\Runtime\PSXAnimationExporter.cs">
|
||||||
|
<Link>Runtime\PSXAnimationExporter.cs</Link>
|
||||||
|
</Compile>
|
||||||
<Compile Include="E:\Code\psxsplashfix\splashedit\Runtime\PSXTriggerBox.cs">
|
<Compile Include="E:\Code\psxsplashfix\splashedit\Runtime\PSXTriggerBox.cs">
|
||||||
<Link>Runtime\PSXTriggerBox.cs</Link>
|
<Link>Runtime\PSXTriggerBox.cs</Link>
|
||||||
</Compile>
|
</Compile>
|
||||||
|
<Compile Include="E:\Code\psxsplashfix\splashedit\Runtime\PSXAnimationClip.cs">
|
||||||
|
<Link>Runtime\PSXAnimationClip.cs</Link>
|
||||||
|
</Compile>
|
||||||
<Compile Include="E:\Code\psxsplashfix\splashedit\Runtime\IPSXBinaryWritable.cs">
|
<Compile Include="E:\Code\psxsplashfix\splashedit\Runtime\IPSXBinaryWritable.cs">
|
||||||
<Link>Runtime\IPSXBinaryWritable.cs</Link>
|
<Link>Runtime\IPSXBinaryWritable.cs</Link>
|
||||||
</Compile>
|
</Compile>
|
||||||
|
|||||||
Reference in New Issue
Block a user