CogitoDoor Improvements #215
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Hey, thanks for these suggestions. The Cogito Door was one of the first things I made, so there's quite a few areas it can be improved. Will look into it and play around a bit. The 4th point is already doable: simply don't add the Cogito Door to the 2nd collision layer and it won't get picked up by the player interaction. There's examples of those in the Legacy demo scene (the drawbridge) and the Lobby demo scene (hidden door). |
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Here's some ideas for improvements to the CogitoDoor node.
@tool
script and use_validate_property
to hide properties that aren't relevant in the current context. For example,is_sliding
being true meansopen_rotation_deg
,closed_rotation_deg
,bidirectional_swing
, anduse_z_axis
can be hidden.use_z_axis
, use the pattern set incogito_turnwheel.gd
where you define a rotation axis. This would allow doors to rotate on any axis or even multiple axes.open_rotation_deg
andclosed_rotation_deg
properties to radians and use the@export_range
flag with theradians_as_degrees
hint. This will avoid calls todeg_to_rad
.is_disabled
property that disables movement and has nointeraction_text
. This will allow for things like doors that are only controlled programmatically or doors that initially don't indicate they're doors (think hidden doors).Beta Was this translation helpful? Give feedback.
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