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

@@ -1,14 +1,17 @@
using System.Collections;
using TMPro;
using Unity.IO.LowLevel.Unsafe;
using UnityEngine;
using Game;
using Music;
using Player;
using UnityEngine.InputSystem;
namespace Player
{
/// <summary>
/// This class handles the player's movement, including walking, jumping, and animations.
/// It also manages input, physics, and interactions with the ground.
/// </summary>
[RequireComponent(typeof(Rigidbody2D))]
[RequireComponent(typeof(BoxCollider2D))]
[RequireComponent(typeof(PlayerInput))]
@@ -16,6 +19,7 @@ namespace Player
[RequireComponent(typeof(Punch))]
public class PlayerMovement : MonoBehaviour
{
// --- Public Fields ---
/// <summary>
/// Layers considered as ground for the player.
@@ -28,10 +32,11 @@ namespace Player
/// </summary>
public TextMeshProUGUI playerText;
[Header("Movement")]
/// <summary>
/// Base walk speed of the player.
/// </summary>
[Header("Movement")]
public float walkSpeed;
/// <summary>
@@ -109,6 +114,8 @@ namespace Player
/// </summary>
public float groundCheckDistance;
// --- Private Fields ---
/// <summary>
/// Reference to the Rigidbody2D component.
/// </summary>
@@ -174,6 +181,8 @@ namespace Player
/// </summary>
private Vector3 positionLastFrame;
// --- Unity Methods ---
/// <summary>
/// Initializes player components and sets up initial values.
/// </summary>
@@ -221,6 +230,8 @@ namespace Player
Animate();
}
// --- Movement Methods ---
/// <summary>
/// Updates the player's animation state based on movement and grounded status.
/// </summary>
@@ -236,20 +247,10 @@ namespace Player
animationPlayer.SetState(AnimationPlayer.AnimationState.Idle);
}
if (true)
{
if (virtualAxisX < -0.01f)
animationPlayer.backwards = true;
else if (virtualAxisX > 0.01f)
animationPlayer.backwards = false;
}
else
{
if (body.linearVelocityX < -0.1f)
animationPlayer.backwards = true;
else if (body.linearVelocityX > 0.1f)
animationPlayer.backwards = false;
}
if (virtualAxisX < -0.01f)
animationPlayer.backwards = true;
else if (virtualAxisX > 0.01f)
animationPlayer.backwards = false;
}
/// <summary>
@@ -427,6 +428,5 @@ namespace Player
{
if (IsPhysicallyGrounded()) body.linearVelocity = Vector2.zero;
}
}
}
}