s&box docs
API ReferenceSandbox.Mapping

public sealed class Sandbox.Mapping.Door : Sandbox.Component

Constructors

Showing 1 constructors

Methods

Showing 3 methods

public void Close()

Closes the door. Does nothing if already closed or closing.

public void Open(Sandbox.GameObject presser = null)

Opens the door. Does nothing if already open or opening.

Parameters

  • presser: Default: null

public void Toggle(Sandbox.GameObject presser = null)

Toggles the door between open and closed states.

Parameters

  • presser: Default: null

Properties

Showing 30 properties

public Sandbox.Curve Sandbox.Mapping.Door.AnimationCurve { get; set; }

Animation curve to use, X is the time between 0-1 and Y is how much the door is open to its target angle from 0-1.

public bool Sandbox.Mapping.Door.AutoClose { get; set; }

Automatically close after opening.

public float Sandbox.Mapping.Door.AutoCloseDelay { get; set; }

Delay before automatically closing (in seconds). -1 means stay open.

public Sandbox.SoundEvent Sandbox.Mapping.Door.CloseFinishedSound { get; set; }

Sound to play when a door has finished closing.

public Sandbox.SoundEvent Sandbox.Mapping.Door.CloseSound { get; set; }

Sound to play when a door is closed.

public string Sandbox.Mapping.Door.CloseTooltipDescription { get; set; }

public string Sandbox.Mapping.Door.CloseTooltipIcon { get; set; }

public string Sandbox.Mapping.Door.CloseTooltipTitle { get; set; }

public bool Sandbox.Mapping.Door.IsLocked { get; set; }

Is this door locked?

public bool Sandbox.Mapping.Door.IsUsable { get; set; }

Can this door be opened by pressing it.

public Sandbox.Mapping.Door Sandbox.Mapping.Door.LinkedDoor { get; set; }

Optional linked door that opens when this door opens. Useful for double doors.

public Sandbox.SoundEvent Sandbox.Mapping.Door.LockedSound { get; set; }

Sound to play when a door is interacted with while locked.

public string Sandbox.Mapping.Door.LockedTooltipDescription { get; set; }

public string Sandbox.Mapping.Door.LockedTooltipIcon { get; set; }

public string Sandbox.Mapping.Door.LockedTooltipTitle { get; set; }

public Sandbox.Mapping.Door.DoorMode Sandbox.Mapping.Door.Mode { get; set; }

Whether this door rotates or slides.

public Sandbox.Doo Sandbox.Mapping.Door.OnClose { get; set; }

Called when the door is closed.

public Sandbox.Doo Sandbox.Mapping.Door.OnOpen { get; set; }

Called when the door is opened. Receives the GameObject that opened it.

public bool Sandbox.Mapping.Door.OpenAwayFromPlayer { get; set; }

Open away from the person who uses this door.

public Sandbox.SoundEvent Sandbox.Mapping.Door.OpenFinishedSound { get; set; }

Sound to play when a door is fully opened.

public Sandbox.SoundEvent Sandbox.Mapping.Door.OpenSound { get; set; }

Sound to play when a door is opened.

public string Sandbox.Mapping.Door.OpenTooltipDescription { get; set; }

public string Sandbox.Mapping.Door.OpenTooltipIcon { get; set; }

public string Sandbox.Mapping.Door.OpenTooltipTitle { get; set; }

public Sandbox.GameObject Sandbox.Mapping.Door.Pivot { get; set; }

Optional pivot point, origin will be used if not specified.

public Vector3 Sandbox.Mapping.Door.SlideOffset { get; set; }

Local-space offset the door slides to when fully open.

public float Sandbox.Mapping.Door.Speed { get; set; }

Speed. Degrees per second for rotating, units per second for sliding.

public bool Sandbox.Mapping.Door.StartOpen { get; set; }

Start in the open position.

public float Sandbox.Mapping.Door.TargetAngle { get; set; }

How far should the door rotate.

Metadata

FieldValue
NamespaceSandbox.Mapping
Typeclass
AssemblySandbox.Engine
Doc IDT:Sandbox.Mapping.Door

On this page

Constructorspublic Door()Methodspublic System.Void Close()public System.Void Open(Sandbox.GameObject presser = null)public System.Void Toggle(Sandbox.GameObject presser = null)Propertiespublic Sandbox.Curve Sandbox.Mapping.Door.AnimationCurve { get; set; }public System.Boolean Sandbox.Mapping.Door.AutoClose { get; set; }public System.Single Sandbox.Mapping.Door.AutoCloseDelay { get; set; }public Sandbox.SoundEvent Sandbox.Mapping.Door.CloseFinishedSound { get; set; }public Sandbox.SoundEvent Sandbox.Mapping.Door.CloseSound { get; set; }public System.String Sandbox.Mapping.Door.CloseTooltipDescription { get; set; }public System.String Sandbox.Mapping.Door.CloseTooltipIcon { get; set; }public System.String Sandbox.Mapping.Door.CloseTooltipTitle { get; set; }public System.Boolean Sandbox.Mapping.Door.IsLocked { get; set; }public System.Boolean Sandbox.Mapping.Door.IsUsable { get; set; }public Sandbox.Mapping.Door Sandbox.Mapping.Door.LinkedDoor { get; set; }public Sandbox.SoundEvent Sandbox.Mapping.Door.LockedSound { get; set; }public System.String Sandbox.Mapping.Door.LockedTooltipDescription { get; set; }public System.String Sandbox.Mapping.Door.LockedTooltipIcon { get; set; }public System.String Sandbox.Mapping.Door.LockedTooltipTitle { get; set; }public Sandbox.Mapping.Door.DoorMode Sandbox.Mapping.Door.Mode { get; set; }public Sandbox.Doo Sandbox.Mapping.Door.OnClose { get; set; }public Sandbox.Doo Sandbox.Mapping.Door.OnOpen { get; set; }public System.Boolean Sandbox.Mapping.Door.OpenAwayFromPlayer { get; set; }public Sandbox.SoundEvent Sandbox.Mapping.Door.OpenFinishedSound { get; set; }public Sandbox.SoundEvent Sandbox.Mapping.Door.OpenSound { get; set; }public System.String Sandbox.Mapping.Door.OpenTooltipDescription { get; set; }public System.String Sandbox.Mapping.Door.OpenTooltipIcon { get; set; }public System.String Sandbox.Mapping.Door.OpenTooltipTitle { get; set; }public Sandbox.GameObject Sandbox.Mapping.Door.Pivot { get; set; }public Vector3 Sandbox.Mapping.Door.SlideOffset { get; set; }public System.Single Sandbox.Mapping.Door.Speed { get; set; }public System.Boolean Sandbox.Mapping.Door.StartOpen { get; set; }public Sandbox.Mapping.Door.DoorState Sandbox.Mapping.Door.State { get; set; }public System.Single Sandbox.Mapping.Door.TargetAngle { get; set; }Metadata