Class DoorComponent
Inheritance
System.Object
DoorComponent
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
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
Field Value
Type |
Description |
System.Boolean |
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CanPry
Declaration
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
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
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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
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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
Field Value
Type |
Description |
System.Boolean |
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OpenDrawDepth
Declaration
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
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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
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
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PryTime
Default time that the door should take to pry open.
Declaration
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
Field Value
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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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