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Class DoorComponent

Inheritance
System.Object
DoorComponent
Namespace: Content.Shared.Doors.Components
Assembly: Content.Shared.dll
Syntax
public sealed class DoorComponent : Component

Fields

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AnimationKey

The key used when playing door opening/closing/emagging/deny animations.

Declaration
public const string AnimationKey = null
Field Value
Type Description
System.String
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BumpOpen

Whether the door will open when it is bumped into.

Declaration
public bool BumpOpen
Field Value
Type Description
System.Boolean
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CanCrush

If false, this door is incapable of crushing entities. This just determines whether it will apply damage and stun, not whether it can close despite entities being in the way.

Declaration
public bool CanCrush
Field Value
Type Description
System.Boolean
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CanPry

Declaration
public bool CanPry
Field Value
Type Description
System.Boolean
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ChangeAirtight

Declaration
public bool ChangeAirtight
Field Value
Type Description
System.Boolean
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ClickOpen

Whether the door will open when it is activated or clicked.

Declaration
public bool ClickOpen
Field Value
Type Description
System.Boolean
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ClosedDrawDepth

Declaration
public int ClosedDrawDepth
Field Value
Type Description
System.Int32
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ClosedSpriteState

The sprite state used for the door when it's closed.

Declaration
public string ClosedSpriteState
Field Value
Type Description
System.String
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ClosedSpriteStates

The sprite states used for the door while it's closed.

Declaration
public List<(DoorVisualLayers, string)> ClosedSpriteStates
Field Value
Type Description
List<System.ValueTuple<DoorVisualLayers, System.String>>
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CloseSound

Sound to play when the door closes.

Declaration
public SoundSpecifier CloseSound
Field Value
Type Description
Robust.Shared.Audio.SoundSpecifier
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CloseTimeOne

Closing time until impassable. Total time is this plus CloseTimeTwo.

Declaration
public TimeSpan CloseTimeOne
Field Value
Type Description
TimeSpan
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CloseTimeTwo

Closing time until fully closed. Total time is this plus CloseTimeOne.

Declaration
public TimeSpan CloseTimeTwo
Field Value
Type Description
TimeSpan
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ClosingAnimation

The animation used when the door closes.

Declaration
public object ClosingAnimation
Field Value
Type Description
System.Object
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ClosingAnimationTime

The sprite state used for the door when it's open.

Declaration
public float ClosingAnimationTime
Field Value
Type Description
System.Single
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ClosingSpriteState

The sprite state used for the door when it's closing.

Declaration
public string ClosingSpriteState
Field Value
Type Description
System.String
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CrushDamage

Declaration
public DamageSpecifier CrushDamage
Field Value
Type Description
DamageSpecifier
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CurrentlyCrushing

List of EntityUids of entities we're currently crushing. Cleared in OnPartialOpen().

Declaration
public HashSet<EntityUid> CurrentlyCrushing
Field Value
Type Description
HashSet<EntityUid>
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DenyDuration

Declaration
public TimeSpan DenyDuration
Field Value
Type Description
TimeSpan
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DenyingAnimation

The animation used when the door denies access.

Declaration
public object DenyingAnimation
Field Value
Type Description
System.Object
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DenySound

Sound to play if the door is denied.

Declaration
public SoundSpecifier DenySound
Field Value
Type Description
Robust.Shared.Audio.SoundSpecifier
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DoorStunTime

This is how long a door-crush will stun you. This also determines how long it takes the door to open up again. Total stun time is actually given by this plus OpenTimeOne.

Declaration
public TimeSpan DoorStunTime
Field Value
Type Description
TimeSpan
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EmagDuration

Declaration
public TimeSpan EmagDuration
Field Value
Type Description
TimeSpan
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EmaggingAnimation

The animation used when the door is emagged.

Declaration
public object EmaggingAnimation
Field Value
Type Description
System.Object
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EmaggingAnimationTime

The sprite state used for the door when it's open.

Declaration
public float EmaggingAnimationTime
Field Value
Type Description
System.Single
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EmaggingSpriteState

The sprite state used for the door when it's being emagged.

Declaration
public string EmaggingSpriteState
Field Value
Type Description
System.String
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NextStateChange

When the door is active, this is the time when the state will next update.

Declaration
public TimeSpan? NextStateChange
Field Value
Type Description
System.Nullable<TimeSpan>
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Occludes

Whether the door blocks light.

Declaration
public bool Occludes
Field Value
Type Description
System.Boolean
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OpenDrawDepth

Declaration
public int OpenDrawDepth
Field Value
Type Description
System.Int32
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OpeningAnimation

The animation used when the door opens.

Declaration
public object OpeningAnimation
Field Value
Type Description
System.Object
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OpeningAnimationTime

The sprite state used for the door when it's open.

Declaration
public float OpeningAnimationTime
Field Value
Type Description
System.Single
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OpeningSpriteState

The sprite state used for the door when it's opening.

Declaration
public string OpeningSpriteState
Field Value
Type Description
System.String
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OpenSound

Sound to play when the door opens.

Declaration
public SoundSpecifier OpenSound
Field Value
Type Description
Robust.Shared.Audio.SoundSpecifier
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OpenSpriteState

The sprite state used for the door when it's open.

Declaration
public string OpenSpriteState
Field Value
Type Description
System.String
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OpenSpriteStates

The sprite states used for the door while it's open.

Declaration
public List<(DoorVisualLayers, string)> OpenSpriteStates
Field Value
Type Description
List<System.ValueTuple<DoorVisualLayers, System.String>>
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OpenTimeOne

Opening time until passable. Total time is this plus OpenTimeTwo.

Declaration
public TimeSpan OpenTimeOne
Field Value
Type Description
TimeSpan
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OpenTimeTwo

Opening time until fully open. Total time is this plus OpenTimeOne.

Declaration
public TimeSpan OpenTimeTwo
Field Value
Type Description
TimeSpan
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Partial

Whether the door is currently partially closed or open. I.e., when the door is "closing" and is already opaque, but not yet actually closed.

Declaration
public bool Partial
Field Value
Type Description
System.Boolean
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PerformCollisionCheck

Whether to check for colliding entities before closing. This may be overridden by other system by subscribing to BeforeDoorClosedEvent. For example, hacked airlocks will set this to false.

Declaration
public bool PerformCollisionCheck
Field Value
Type Description
System.Boolean
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PryingQuality

Declaration
public ProtoId<ToolQualityPrototype> PryingQuality
Field Value
Type Description
Robust.Shared.Prototypes.ProtoId<ToolQualityPrototype>
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PryTime

Default time that the door should take to pry open.

Declaration
public float PryTime
Field Value
Type Description
System.Single
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SparkSound

Sound to play when door has been emagged or possibly electrically tampered

Declaration
public SoundSpecifier SparkSound
Field Value
Type Description
Robust.Shared.Audio.SoundSpecifier
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State

The current state of the door -- whether it is open, closed, opening, or closing.

Declaration
public DoorState State
Field Value
Type Description
DoorState
Remarks

This should never be set directly, use SetState(EntityUid, DoorState, DoorComponent) instead.

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TryOpenDoorSound

Sound to play when a disarmed (hands comp with 0 hands) entity opens the door. What?

Declaration
public SoundSpecifier TryOpenDoorSound
Field Value
Type Description
Robust.Shared.Audio.SoundSpecifier
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