Added comments to everything

This commit is contained in:
djkellerman
2025-04-18 15:54:50 -04:00
parent a0305ea0e9
commit 213bb2d14b
39 changed files with 3166 additions and 1796 deletions

View File

@@ -1,58 +1,108 @@
using System.Collections;
using UnityEngine; using Game; using Music; using Player;
using UnityEngine;
using Game;
using Music;
using Player;
namespace Game
{
public class FallPlatform : MonoBehaviour
{
public float fallDelay = 2f; // Delay before the platform falls
public float resetDelay = 4f; // Delay before the platform resets
bool falling;
Rigidbody2D rb;
Vector3 defposition;
void Start()
/// <summary>
/// This class controls platforms that fall when touched by a player or another platform.
/// The platform will fall after a delay and then reset to its original position.
/// </summary>
public class FallPlatform : MonoBehaviour
{
defposition = transform.parent.position;
rb = transform.parent.GetComponent<Rigidbody2D>();
}
private void OnTriggerEnter2D(Collider2D collision) // Makes platform fall when player or another platform touch it
{
try
/// <summary>
/// The time (in seconds) before the platform starts falling after being triggered.
/// </summary>
public float fallDelay = 2f;
/// <summary>
/// The time (in seconds) before the platform resets to its original position after falling.
/// </summary>
public float resetDelay = 4f;
/// <summary>
/// Indicates whether the platform is currently falling.
/// </summary>
private bool falling;
/// <summary>
/// Reference to the Rigidbody2D component of the platform's parent object.
/// </summary>
private Rigidbody2D rb;
/// <summary>
/// The original position of the platform's parent object.
/// </summary>
private Vector3 defposition;
/// <summary>
/// Initializes the platform's Rigidbody2D and stores its original position.
/// </summary>
private void Start()
{
if (collision.transform.childCount != 0 && !falling && (collision.gameObject.CompareTag("Player") || collision.transform.GetChild(0).TryGetComponent(out FallPlatform _)))
defposition = transform.parent.position;
rb = transform.parent.GetComponent<Rigidbody2D>();
}
/// <summary>
/// Triggers the platform to fall when a player or another platform touches it.
/// </summary>
/// <param name="collision">The object that collided with the platform.</param>
private void OnTriggerEnter2D(Collider2D collision)
{
try
{
StartCoroutine(FallAfterDelay());
// Check if the collision is caused by a player or another falling platform
if (collision.transform.childCount != 0 && !falling &&
(collision.gameObject.CompareTag("Player") || collision.transform.GetChild(0).TryGetComponent(out FallPlatform _)))
{
StartCoroutine(FallAfterDelay());
}
}
catch (System.Exception e)
{
Debug.LogError("Error in FallPlatform: " + e.Message);
}
}
catch (System.Exception e)
/// <summary>
/// Makes the platform fall after a delay and resets it after another delay.
/// </summary>
/// <returns>An IEnumerator for coroutine execution.</returns>
private IEnumerator FallAfterDelay()
{
Debug.LogError("Error in FallPlatform: " + e.Message);
falling = true;
// Wait for the fall delay before making the platform fall
yield return new WaitForSeconds(fallDelay);
rb.bodyType = RigidbodyType2D.Dynamic;
// Wait for the reset delay before resetting the platform
yield return new WaitForSeconds(resetDelay);
transform.parent.GetComponent<Animator>().SetTrigger("respawn");
// Wait briefly before resetting the platform
yield return new WaitForSeconds(0.5f);
Respawn();
}
}
private IEnumerator FallAfterDelay() // Sets platform to fall and respawn
{
falling = true;
yield return new WaitForSeconds(fallDelay);
rb.bodyType = RigidbodyType2D.Dynamic;
yield return new WaitForSeconds(resetDelay);
transform.parent.GetComponent<Animator>().SetTrigger("respawn");
yield return new WaitForSeconds(0.5f);
Respawn();
}
/// <summary>
/// Resets the platform to its original position and state.
/// </summary>
private void Respawn()
{
falling = false;
//only resets the object script is attached to, need to fix so platform will reset with fall trigger object
// Use transform.parent to get the object it's attatched to
private void Respawn() // Resets the platform position
{
falling = false;
rb.bodyType = RigidbodyType2D.Static;
transform.parent.position = defposition;
transform.parent.rotation = Quaternion.identity;
// Set the platform back to a static state
rb.bodyType = RigidbodyType2D.Static;
// Reset the platform's position and rotation
transform.parent.position = defposition;
transform.parent.rotation = Quaternion.identity;
}
}
}
}