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

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@@ -1,19 +1,71 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine; using Game; using Music; using Player;
using UnityEngine;
using Game;
using Music;
using Player;
using UnityEngine.Audio;
namespace Music
{
/// <summary>
/// Represents a single layer of a music track.
/// Each layer can be triggered and controlled independently based on game events or conditions.
/// </summary>
[System.Serializable]
public class TrackLayer
{
/// <summary>
/// The name of the music layer.
/// </summary>
public string layerName;
[System.Serializable]
public class TrackLayer
{
public string layerName;
public AudioClip layerTrack;
public enum EnableTrigger { Scene, Magnetism, Goal, Button, Toggle, Movement, ConstantForce, EndOfLevel, ElectromagneticPulse, Collectible };
public EnableTrigger enableTrigger = EnableTrigger.Scene;
/// <summary>
/// The audio clip associated with this music layer.
/// </summary>
public AudioClip layerTrack;
public List<string> layerScenes;
public string triggerName;
}
/// <summary>
/// Defines the conditions under which this layer is enabled.
/// </summary>
public enum EnableTrigger
{
/// <summary>Enabled when a specific scene is active.</summary>
Scene,
/// <summary>Enabled when the player is magnetized.</summary>
Magnetism,
/// <summary>Enabled when a goal is activated.</summary>
Goal,
/// <summary>Enabled when a button is pressed.</summary>
Button,
/// <summary>Enabled when a toggle is active.</summary>
Toggle,
/// <summary>Enabled when the player is moving.</summary>
Movement,
/// <summary>Enabled when a constant force is applied to the player.</summary>
ConstantForce,
/// <summary>Enabled at the end of a level.</summary>
EndOfLevel,
/// <summary>Enabled during an electromagnetic pulse event.</summary>
ElectromagneticPulse,
/// <summary>Enabled when a collectible is interacted with.</summary>
Collectible
}
/// <summary>
/// The trigger condition for enabling this layer.
/// </summary>
public EnableTrigger enableTrigger = EnableTrigger.Scene;
/// <summary>
/// A list of scenes where this layer is active.
/// If empty, the layer is active in all scenes.
/// </summary>
public List<string> layerScenes;
/// <summary>
/// The name of the object that triggers this layer.
/// </summary>
public string triggerName;
}
}