From 54cb3b0159776383d1cd90d39e8e5ce394a06338 Mon Sep 17 00:00:00 2001 From: Arlo Date: Tue, 30 Apr 2024 14:26:58 +0100 Subject: [PATCH] Refactor: Changes to comments and variable names Changed: - Comments - Variable names Added: - Better Comments to the list of recommended extensions --- .vscode/extensions.json | 3 +- Assets/Scripts/PickUpObject.cs | 92 +++++++++++++++------------------- 2 files changed, 42 insertions(+), 53 deletions(-) diff --git a/.vscode/extensions.json b/.vscode/extensions.json index ddb6ff8..1eb21de 100644 --- a/.vscode/extensions.json +++ b/.vscode/extensions.json @@ -1,5 +1,6 @@ { "recommendations": [ - "visualstudiotoolsforunity.vstuc" + "visualstudiotoolsforunity.vstuc", + "aaron-bond.better-comments" ] } diff --git a/Assets/Scripts/PickUpObject.cs b/Assets/Scripts/PickUpObject.cs index 0860203..259a8f8 100644 --- a/Assets/Scripts/PickUpObject.cs +++ b/Assets/Scripts/PickUpObject.cs @@ -10,101 +10,89 @@ public class PickUpObject : MonoBehaviour { public GameObject carryPosition; // blank object, position declares where the object will be teleported to/carried public bool insideTrigger = false; // checks if player is inside the trigger of a pickup object - public bool carrying = false; // checks if player is carrying an object - public GameObject carriableObject; // object newest object that player can carry + public bool playerIsCarrying = false; // checks if player is carrying an object + public GameObject nearestCarriableObject; public GameObject previousObject; // previous object that player was carrying public GameObject heldObject; // object that player is currently holding - public float throwForce; // force that player throws object with - public float cooldown; // time between picking up objects - public bool cooldownActive; // checks if cooldown is active + public float throwForce; + /// + /// Cooldown time between picking up objects in seconds + /// + public float cooldownSeconds = 1; + public bool cooldownActive = true; + public KeyCode interactKey = KeyCode.F; // Start is called before the first frame update void Start() { - cooldown = 1; - cooldownActive = true; + } // Update is called once per frame void Update() { - // Checks if timer is below 0, if so, turns cooldownActive off, if not, activates cooldown - cooldown -= Time.deltaTime; - if(cooldown <= 0) + // * Cubes are quite hot so need time to cool off + cooldownSeconds -= Time.deltaTime; + cooldownActive = cooldownSeconds > 0 + + // * Old objects deserve gravity too + if(previousObject != null && previousObject.GetComponent().useGravity == false) { - cooldownActive = false; - } - else - { - cooldownActive = true; + previousObject.GetComponent().useGravity = true; } - // If previous object is not held object or null, applies gravity to it - if(previousObject != null) - { - if(previousObject.GetComponent().useGravity == false) - { - previousObject.GetComponent().useGravity = true; - } - } - - // If player is inside trigger and presses F, pick up object if(insideTrigger && Input.GetKeyDown(KeyCode.F) && !cooldownActive) { - // Disables gravity on object and sets carrying to true - carriableObject.GetComponent().useGravity = false; - carrying = true; - // Sets held object to carriable object and sets cooldown to 1 - heldObject = carriableObject; - cooldown = 1; + // * Who needs gravity + nearestCarriableObject.GetComponent().useGravity = false; + playerIsCarrying = true; + heldObject = nearestCarriableObject; + cooldownSeconds = 1; } - // If player is carrying object and presses F, drop object - else if(carrying && Input.GetKeyDown(KeyCode.F)) + // * YEET + else if(playerIsCarrying && Input.GetKeyDown(KeyCode.F)) { - // Re-enables gravity on object and sets carrying to false and assigns held object to previous object heldObject.GetComponent().useGravity = true; previousObject = heldObject; - carrying = false; - // Drop the object in the direction the player is moving and add a force to it depending on speed + playerIsCarrying = false; previousObject.GetComponent().AddForce(transform.forward * throwForce, ForceMode.Impulse); + Debug.Log("Yoted!") } - // If player is carrying object, teleport object to carry position - if(carrying) + // * Cubes not stored above heads are highly dangerous + if(playerIsCarrying) { - carriableObject.transform.position = carryPosition.transform.position; - carriableObject.transform.rotation = carryPosition.transform.rotation; + nearestCarriableObject.transform.position = carryPosition.transform.position; + nearestCarriableObject.transform.rotation = carryPosition.transform.rotation; } } - // If player is inside trigger tagged as PickupObject, set carriable object to object inside trigger - void OnTriggerStay(Collider other) + // Called when the player is inside a trigger tagged as PickupObject + void OnTriggerStay(Collider otherObject) { - if(other.gameObject.tag == "PickupObject" && !cooldownActive) + if(otherObject.gameObject.tag == "PickupObject" && !cooldownActive) { - carriableObject = other.gameObject; - // If player is inside trigger, set inside trigger to true + nearestCarriableObject = otherObject.gameObject; insideTrigger = true; - // If player is holding an object and it is not the carriable object, set previous object to held object and set cooldown to 1 - if(heldObject != carriableObject && heldObject != null && carrying) + // * old cube is boring + if(heldObject != null && heldObject != nearestCarriableObject && playerIsCarrying) { previousObject = heldObject; - cooldown = 1; + cooldownSeconds = 1; } } } - // If player is not inside trigger, set inside trigger to false - void OnTriggerExit(Collider other) + // If player is not inside trigger, then they probably aren't inside it + void OnTriggerExit(Collider otherObject) { - if(other.gameObject.tag == "PickupObject") + if(otherObject.gameObject.tag == "PickupObject") { insideTrigger = false; } } } - //! To make player launch self: //! add public GameObject player; and place player in it fron inspector //! in if(insiderTrigger && Input.GetKeyDown(KeyCode.F))