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

@@ -1,38 +1,117 @@
using UnityEngine; using Game; using Music; using Player;
using UnityEngine;
using Game;
using Music;
using Player;
namespace Player
{
[RequireComponent(typeof(Animator))]
public class AnimationPlayer : MonoBehaviour
{
public enum AnimationState { Idle, Run, Jump, Walk };
public AnimationState state;
public bool backwards;
public bool block = false;
public AnimationClip clip;
private Animator animator;
private void Start() // Plays the specified animation clip
/// <summary>
/// This class manages the player's animations, including setting animation states,
/// handling directional changes, and triggering specific animations like punching.
/// </summary>
[RequireComponent(typeof(Animator))]
public class AnimationPlayer : MonoBehaviour
{
animator = GetComponent<Animator>();
animator.Play(clip.name);
}
/// <summary>
/// Represents the different animation states the player can be in.
/// </summary>
public enum AnimationState
{
/// <summary>
/// The idle state, when the player is not moving.
/// </summary>
Idle,
private void LateUpdate() // Updates the animation state
{
animator.SetInteger("state", (int)state);
transform.localScale = new Vector3(Mathf.Sign(backwards ? -1 : 1) * Mathf.Abs(transform.localScale.x), transform.localScale.y, transform.localScale.z);
animator.SetBool("block", block);
}
/// <summary>
/// The running state, when the player is moving quickly.
/// </summary>
Run,
public void SetState(AnimationState state) // Sets the animation state
{
this.state = state;
}
/// <summary>
/// The jumping state, when the player is in the air.
/// </summary>
Jump,
public void Punch() // Triggers punch animation
{
animator.SetTrigger("punch");
/// <summary>
/// The walking state, when the player is moving slowly.
/// </summary>
Walk
}
/// <summary>
/// The current animation state of the player.
/// </summary>
public AnimationState state;
/// <summary>
/// Indicates whether the player is facing backwards.
/// </summary>
public bool backwards;
/// <summary>
/// Indicates whether the player is currently blocking.
/// </summary>
public bool block = false;
/// <summary>
/// The animation clip to play when the script starts.
/// </summary>
public AnimationClip clip;
/// <summary>
/// Reference to the Animator component that controls the player's animations.
/// </summary>
private Animator animator;
/// <summary>
/// Initializes the Animator component and plays the specified animation clip.
/// </summary>
private void Start()
{
animator = GetComponent<Animator>();
// Play the initial animation clip
if (clip != null)
{
animator.Play(clip.name);
}
}
/// <summary>
/// Updates the player's animation state and direction every frame.
/// </summary>
private void LateUpdate()
{
// Set the animation state in the Animator
animator.SetInteger("state", (int)state);
// Adjust the player's scale to reflect their facing direction
transform.localScale = new Vector3(
Mathf.Sign(backwards ? -1 : 1) * Mathf.Abs(transform.localScale.x),
transform.localScale.y,
transform.localScale.z
);
// Update the blocking state in the Animator
animator.SetBool("block", block);
}
/// <summary>
/// Sets the player's animation state.
/// </summary>
/// <param name="state">The new animation state to set.</param>
public void SetState(AnimationState state)
{
this.state = state;
}
/// <summary>
/// Triggers the punch animation.
/// </summary>
public void Punch()
{
animator.SetTrigger("punch");
}
}
}
}