-
-
Notifications
You must be signed in to change notification settings - Fork 140
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Make airlocks move #1315
Make airlocks move #1315
Conversation
This comment was marked as outdated.
This comment was marked as outdated.
This comment was marked as outdated.
This comment was marked as outdated.
This comment was marked as outdated.
This comment was marked as outdated.
This comment was marked as outdated.
This comment was marked as outdated.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Add new functionality to the SecurityAirlock.prefab as well please, since it is now on the new map.
@cosmiccoincidence security airlocks updated |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I didn't test this since before the security door fix, but I'll take your word it's good.
Summary
Airlocks are back ! Airlocks open and close upon a player getting close to one. See the video below.
No sound for now, we need before a proper audio system to be set up. The one from outdated looks good to me, except turn the singleton into a "System"
credits to @DooblyNoobly for the original PR #137
doc : https://ss3d.gitbook.io/dev-guide/guides/working-with-animations
https://ss3d.gitbook.io/design/environment/tilemaps/tile-objects/airlocks
PR checklist
Pictures/Videos)
2023-11-12.11-01-33.mp4
Testing
Go close to a civilian airlock, see the magic.
Networking checklist
Changes
Compared to outdated, a major change is the removal of animation events, and using State machine behaviours to get events when the animator gets from one state to another. It won't break if we change the animations for the airlock. It should be a standard to use SMBs instead of animation events, it's just more solid and easier to debug too.
Made some changes on the airlock prefab, some renaming so the animations work properly. Let me know if it's an issue and if we should do new animations instead.
Known issues
I took the animations from outdated and had to rename right door to left door and left door to right door to make the animation works properly. Otherwise it was "inverted" (doors going inside each other when opening). Not sure how to deal with that properly.
in Editor, end of door closing up look not that great. It doesn't occur in build. Don't know how to solve that.
TODO
Related issues/PRs
close #1316