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BaseDoor

Source

Properties (17)

NameType
_canBeHeldAccessor
bool
protected · override
CanBeHeld
bool
override
State
ReadOnly
ModelRenderer
ReadOnly
Collider
ReadOnly
Rigidbody
ReadOnly
Hinge
HingeJoint
ReadOnly
HingeObj
ReadOnly
HandleObj
ReadOnly
ArcAngle
float
The angle of the full arc for this door
Range
IsMoving
bool
CanInteract
bool
override
DebugDoorForce
bool
IsLocked
bool
Is this door locked and requires external machinations to be able to be opened or you live in the 1950s where no one locked their doors
virtual
IsSilent
bool
Is the door producing no sounds when interacting
virtual
IsClosed
bool
Is the door currently closed?
ReadOnly

Methods (14)

NameType
GetEditorVis()
string
protected · override
Press(IPressable.Event press)
bool
override
OnEnabled()
void
protected · override
OnFixedUpdate()
void
protected · override
Latch()
void
Start "teleporting" door to the closed position, play sounds etc
protected · virtual
Open(Vector3 rot = default)
void
This is one of the two only actual player input thats possible, every other action is physics based (walk next to the door to close it, etc)
virtual
Close(Vector3 rot = default)
void
The other only possible action, except without a separate state so it can be interrupted
virtual
Sleep()
void
Send the door to sleep state where nothing happens and nothing is checked
protected · virtual
Ajar()
void
protected · virtual
MoveSound()
void
protected
GetOpeningAngle(Vector3 rot, float targetAngle)
float
protected
GetClosingAngle()
float
protected
Unlock(bool force = false)
void
Unlock the door, so it can be opened
virtual
Lock(bool force = false)
void
Lock the door, preventing it to be open
virtual