diff --git a/Assets/Scripts/Actions/ActionManager.cs b/Assets/Scripts/Actions/ActionManager.cs
index f6ee005..41202b8 100644
--- a/Assets/Scripts/Actions/ActionManager.cs
+++ b/Assets/Scripts/Actions/ActionManager.cs
@@ -3,6 +3,10 @@ using Assets.Scripts.Actions;
using UnityEngine;
namespace Actions {
+ ///
+ /// AcrionManagaer managing Actions.
+ /// ActionHandler implement either NextDayActionHandler or ClickActionHandler and have to be added to the matching list in the instatiationmethod
+ ///
public class ActionManager {
#region Singleton
private static ActionManager _instance;
@@ -27,10 +31,17 @@ namespace Actions {
instantiateNextDayActionHandlers();
}
+ ///
+ /// NextDayActionHandlers to be instatiated and added to the corresponding List
+ ///
private void instantiateNextDayActionHandlers() {
_nextDayActionHandlers.Add(new FarmlandTileNextDayActionHandler());
}
+
+ ///
+ /// ClickActionHandlers to be instatiated and added to the corresponding List
+ ///
private void instantiateClickActionHandlers() {
_clickActionHandlers.Add(new GrassTileClickHoeActionHandler());
_clickActionHandlers.Add(new GrassTileClickShovelActionHandler());
@@ -45,6 +56,12 @@ namespace Actions {
_clickActionHandlers.Add(new WaterTileClickFishingRodActionHandler());
}
+ ///
+ /// Used to Invoke ClickActions, all ClickActionHandlers in ClickActionHandlers list are iterated through,
+ /// only one will be invoked per method call
+ ///
+ /// The affected gameObject
+ /// the current tool
public void ClickAction(GameObject gameObject, UsableItem usableItem) {
foreach (ClickActionHandler actionHandler in _clickActionHandlers) {
if(actionHandler.Matches(gameObject, usableItem)) {
@@ -54,6 +71,12 @@ namespace Actions {
}
}
+ ///
+ /// Used to Invoke ClickActions, all ClickActionHandlers in ClickActionHandlers list are iterated through,
+ /// only one will be invoked per method call
+ ///
+ /// The affected gameObject
+ /// the current tool
public void NextDayAction(GameObject gameObject) {
Debug.Log("nextday action");
foreach (NextDayActionHandler actionHandler in _nextDayActionHandlers) {
diff --git a/Assets/Scripts/Actions/ClickActionHandler.cs b/Assets/Scripts/Actions/ClickActionHandler.cs
index 119fa9c..faeb655 100644
--- a/Assets/Scripts/Actions/ClickActionHandler.cs
+++ b/Assets/Scripts/Actions/ClickActionHandler.cs
@@ -3,6 +3,9 @@ using System.Transactions;
using UnityEngine;
namespace Actions {
+ ///
+ /// Implementing classes handle ClickActions
+ ///
public interface ClickActionHandler {
public void InvokeAction(GameObject gameObject);
public bool Matches(GameObject gameObject, UsableItem usableItem);
diff --git a/Assets/Scripts/Actions/ClickActionHandlers.cs b/Assets/Scripts/Actions/ClickActionHandlers.cs
index f6094ea..2e9a80b 100644
--- a/Assets/Scripts/Actions/ClickActionHandlers.cs
+++ b/Assets/Scripts/Actions/ClickActionHandlers.cs
@@ -2,6 +2,7 @@
using Tiles;
using UnityEngine;
+/// Definitions of ClickActionHandlers here
namespace Assets.Scripts.Actions {
public abstract class AbstractTileClickActionHandler : ClickActionHandler {
protected BaseTile _tile;
@@ -183,7 +184,7 @@ namespace Assets.Scripts.Actions {
public override void InvokeAction(GameObject gameObject) {
if(crop.FullyGrown) {
Inventory.instance.AddElement(ItemContainer.Instance.GetItemByName("Wheat Seeds"),
- (int)(Random.Range(1, 300)));
+ (int)(Random.Range(1, 3)));
Inventory.instance.AddElement(ItemContainer.Instance.GetItemByName("Wheat"), 1);
crop.ResetPlant();
updateFarmlandSprites(gameObject);
diff --git a/Assets/Scripts/Actions/NextDayActionHandler.cs b/Assets/Scripts/Actions/NextDayActionHandler.cs
index 7e54539..a7e0d17 100644
--- a/Assets/Scripts/Actions/NextDayActionHandler.cs
+++ b/Assets/Scripts/Actions/NextDayActionHandler.cs
@@ -1,6 +1,9 @@
using UnityEngine;
namespace Actions {
+ ///
+ /// Implementing classes handle nextDayAction
+ ///
public interface NextDayActionHandler {
public void InvokeAction(GameObject gameObject);
public bool Matches(GameObject gameObject);
diff --git a/Assets/Scripts/Actions/NextDayActionHandlers.cs b/Assets/Scripts/Actions/NextDayActionHandlers.cs
index a2fa4ba..152778c 100644
--- a/Assets/Scripts/Actions/NextDayActionHandlers.cs
+++ b/Assets/Scripts/Actions/NextDayActionHandlers.cs
@@ -2,6 +2,7 @@
using Tiles;
using UnityEngine;
+/// Definitions of NextDayActionHandlers here
namespace Actions {
public abstract class AbstractTileNextDayActionHandler : NextDayActionHandler {
protected BaseTile _tile;
diff --git a/Assets/Scripts/Crop.cs b/Assets/Scripts/Crop.cs
index c83387f..609a812 100644
--- a/Assets/Scripts/Crop.cs
+++ b/Assets/Scripts/Crop.cs
@@ -5,6 +5,9 @@ using UnityEngine;
using Random = UnityEngine.Random;
+///
+/// Controlling logic of crop on FarmlandTiles
+///
public class Crop {
private const int FinalGrowthStage = 4;
diff --git a/Assets/Scripts/TileBehaviour.cs b/Assets/Scripts/TileBehaviour.cs
index 92736a0..0e52b50 100644
--- a/Assets/Scripts/TileBehaviour.cs
+++ b/Assets/Scripts/TileBehaviour.cs
@@ -4,6 +4,9 @@ using DefaultNamespace;
using Tiles;
using UnityEngine;
+///
+/// Defining the behaviour of tiles
+///
public class TileBehaviour : MonoBehaviour {
private BaseTile _tile;
public virtual BaseTile Tile {
@@ -17,7 +20,7 @@ public class TileBehaviour : MonoBehaviour {
private SpriteRenderer _hoverIndicatorSpriteRenderer;
private static Color _hoverIndicatorColor;
- // Start is called before the first frame update
+ /// Start is called before the first frame update
void Start() {
Tile = new GrassTile();
@@ -36,10 +39,16 @@ public class TileBehaviour : MonoBehaviour {
HouseController.NewDayEvent.AddListener(NextDay);
}
+ ///
+ /// is called when a NewDayEvent is dispersed
+ ///
private void NextDay() {
ActionManager.Instance.NextDayAction(gameObject);
}
+ ///
+ /// Used to invoke Click Actions
+ ///
void OnMouseDown() {
UsableItem usableItem = PlayerController.instance.SelectedItem;
if(usableItem != null) {
@@ -47,6 +56,9 @@ public class TileBehaviour : MonoBehaviour {
}
}
+ ///
+ /// used to set hover indicator
+ ///
private void OnMouseEnter() {
SetHoverIndicatorVisibility(true);
}
@@ -55,6 +67,10 @@ public class TileBehaviour : MonoBehaviour {
SetHoverIndicatorVisibility(false);
}
+ ///
+ /// Sets the visibility of hover indicator
+ ///
+ ///
private void SetHoverIndicatorVisibility(bool visible) {
if(visible) {
_hoverIndicatorSpriteRenderer.color = _hoverIndicatorColor;
diff --git a/Assets/Scripts/TileController.cs b/Assets/Scripts/TileController.cs
index 20e87ae..8a409fb 100644
--- a/Assets/Scripts/TileController.cs
+++ b/Assets/Scripts/TileController.cs
@@ -3,6 +3,9 @@ using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Tilemaps;
+///
+/// Instatiates Tiles at beginning of the game
+///
public class TileController : MonoBehaviour {
public GameObject tile;
diff --git a/Assets/Scripts/Tiles/BaseTile.cs b/Assets/Scripts/Tiles/BaseTile.cs
index 4d5b667..27722de 100644
--- a/Assets/Scripts/Tiles/BaseTile.cs
+++ b/Assets/Scripts/Tiles/BaseTile.cs
@@ -2,7 +2,11 @@ using System;
using System.IO;
using UnityEngine;
+
namespace Tiles {
+ ///
+ /// Base class of all Tile types
+ ///
public abstract class BaseTile {
protected Sprite _sprite;
public virtual Sprite Sprite => _sprite;
@@ -14,6 +18,11 @@ namespace Tiles {
public virtual void DayLightStep() { }
+ ///
+ /// Used to generate Sprites from files
+ ///
+ /// Path to the Image file to be Converted to the Sprite
+ /// the created Sprite
static public Sprite GenerateSpriteFromFile(String pathToImageFile) {
byte[] data = File.ReadAllBytes(pathToImageFile);
Texture2D texture = new Texture2D(32, 32, TextureFormat.ARGB32, false);
diff --git a/Assets/Scripts/Tiles/GrassTile.cs b/Assets/Scripts/Tiles/GrassTile.cs
index 6c6861d..dae99e5 100644
--- a/Assets/Scripts/Tiles/GrassTile.cs
+++ b/Assets/Scripts/Tiles/GrassTile.cs
@@ -4,6 +4,9 @@ namespace Tiles
{
public class GrassTile : BaseTile {
private Sprite[] _sprites;
+ ///
+ /// Overridden Property to randomize tiles between the 3 different sprites
+ ///
public override Sprite Sprite
{
get