Trim comments and use implicit null checks for Unity objects
Reduce comments to non-obvious "why" notes and convert UnityEngine.Object null checks to implicit bool (if (obj) / if (!obj)). Input System devices (Mouse.current, Keyboard.current) and plain arrays keep explicit != null. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
1 parent
3da613e1a1
commit
f758c96dc5
8 files changed
+220
-427
No files matched your search
@@ -5,33 +5,21 @@ using UnityEngine.InputSystem;
|
||||
#endif
|
||||
|
||||
/// <summary>
|
||||
/// Central state manager that switches the game between high-level modes.
|
||||
/// Currently two modes exist:
|
||||
/// 0. Player Control - WASD movement, camera orbits freely with the mouse.
|
||||
/// 1. Paint - player stands still, left mouse paints the mesh, the
|
||||
/// camera orbits only while the right mouse button is held.
|
||||
///
|
||||
/// Pressing the switch key (Tab) cycles to the next registered mode, so adding
|
||||
/// more modes later automatically extends the cycle.
|
||||
///
|
||||
/// The manager owns references to the systems a mode may toggle (player
|
||||
/// controller, orbit camera input, mesh painter) and exposes them to the modes.
|
||||
/// Modes are plain C# classes derived from <see cref="GameMode"/>; register
|
||||
/// additional ones in <see cref="BuildModes"/>.
|
||||
///
|
||||
/// Attach this to a single, persistent GameObject in the scene.
|
||||
/// Switches the game between high-level modes (Player Control, Paint). The switch
|
||||
/// key (Tab) cycles to the next registered mode. Register additional modes in
|
||||
/// <see cref="BuildModes"/>. Attach to a single, persistent scene GameObject.
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
public class GameModeManager : MonoBehaviour
|
||||
{
|
||||
[Header("Controlled Systems")]
|
||||
[Tooltip("Player movement controller. Empty = found automatically in the scene.")]
|
||||
[Tooltip("Player movement controller. Empty = found automatically.")]
|
||||
public PlayerCharacterController player;
|
||||
|
||||
[Tooltip("Third-person orbit camera input. Empty = found automatically in the scene.")]
|
||||
[Tooltip("Third-person orbit camera input. Empty = found automatically.")]
|
||||
public ThirdPersonOrbitInput cameraInput;
|
||||
|
||||
[Tooltip("Mesh painter. Empty = found automatically in the scene.")]
|
||||
[Tooltip("Mesh painter. Empty = found automatically.")]
|
||||
public MeshPainter painter;
|
||||
|
||||
[Header("Switching")]
|
||||
@@ -42,10 +30,9 @@ public class GameModeManager : MonoBehaviour
|
||||
public KeyCode switchKey = KeyCode.Tab;
|
||||
#endif
|
||||
|
||||
[Tooltip("Index of the mode that is active at startup (0 = Player Control).")]
|
||||
[Tooltip("Mode active at startup (0 = Player Control).")]
|
||||
public int startModeIndex = 0;
|
||||
|
||||
// --- accessors used by the modes ---
|
||||
public PlayerCharacterController Player => player;
|
||||
public ThirdPersonOrbitInput CameraInput => cameraInput;
|
||||
public MeshPainter Painter => painter;
|
||||
@@ -59,10 +46,9 @@ public class GameModeManager : MonoBehaviour
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// Auto-resolve references so the manager works with minimal wiring.
|
||||
if (player == null) player = FindFirstObjectByType<PlayerCharacterController>();
|
||||
if (cameraInput == null) cameraInput = FindFirstObjectByType<ThirdPersonOrbitInput>();
|
||||
if (painter == null) painter = FindFirstObjectByType<MeshPainter>();
|
||||
if (!player) player = FindFirstObjectByType<PlayerCharacterController>();
|
||||
if (!cameraInput) cameraInput = FindFirstObjectByType<ThirdPersonOrbitInput>();
|
||||
if (!painter) painter = FindFirstObjectByType<MeshPainter>();
|
||||
|
||||
BuildModes();
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user