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Commit 5f1b3dc3 authored by baletiballo's avatar baletiballo
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moved comments into XML-Doc

All of those ints should be enums, but at least now Intellisense can tell you, what a specific value represents.
parent b1cb1543
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......@@ -4,20 +4,36 @@
public static class UIconfig
{
public static int FrameITUIversion = 2; // 1= FrameITUI; 2= FrameITUI_mobil
/// <summary>
/// 1= FrameITUI; 2= FrameITUI_mobil
/// </summary>
public static int FrameITUIversion = 1;
public static ScrollViewVersion scrollViewVersion = ScrollViewVersion.ScrollShow;
public enum ScrollViewVersion
{
ScrollShow = 1,
ScrollWebView = 2,
}
public static int InputManagerVersion = 1; // 1= InputManager, 2=InputSystemPackage ; 3=overConfigfile
public static int EventSystemModule = 2;// 1= InputManager, 2=InputSystemPackage ; 3=overConfigfile
public static int GameplayMode = 5; //5=First Person, 4=third, 3=third+, 2=Escaperoom, 1=Sidescroller, 0=Sidescroller+
public static bool InputDisable = false; //deactivate all Objects with access to the input system, so Bindings can be rebinded.
public static int autoSettingsAdaption = 0; //0=Aus, 1=OnlyInput, 2=Input&UIV
/// <summary>
/// 1= InputManager, 2=InputSystemPackage ; 3=overConfigfile
/// </summary>
public static int InputManagerVersion = 1;
/// <summary>
/// 1= InputManager, 2=InputSystemPackage ; 3=overConfigfile
/// </summary>
public static int EventSystemModule = 2;
/// <summary>
/// 5=First Person, 4=third, 3=third+, 2=Escaperoom, 1=Sidescroller, 0=Sidescroller+
/// </summary>
public static int GameplayMode = 5;
/// <summary>
/// deactivate all Objects with access to the input system, so Bindings can be rebinded
/// </summary>
public static bool InputDisable = false;
/// <summary>
/// 0=Aus, 1=OnlyInput, 2=Input&UIV
/// </summary>
public static int autoSettingsAdaption = 0;
public static float cursorMaxRange_fromFirstPersonView = 10f; //used in World cursor
public static float cursorMaxRange_fromObeserverView = float.MaxValue; //used in World cursor
......@@ -30,8 +46,10 @@ public enum InteractingRangeMode
}
public static int nextDialogPlease = 0; //WorldCursor to CharacterDialog
public static int MainCameraID = 0; //0=Camera.main; 1=Cam1, 2=Cam2
/// <summary>
/// 0=Camera.main; 1=Cam1, 2=Cam2
/// </summary>
public static int MainCameraID = 0;
public static float[,] DPAD = new float[2, 4] { { 0, 0, 0, 0 }, { 0, 0, 0, 0 } }; //Movement, Camera //Up, Down, Left, Right//
......@@ -39,8 +57,12 @@ public enum InteractingRangeMode
//How to handle the waitTime to start ToolModeSelector
public static int ToolModeSelector_HandlerMode = 1; //set 1. At moment no other options available
//
/// <summary>
/// How to handle the waitTime to start ToolModeSelector
/// set to 1. At moment no other options available
/// </summary>
public static int ToolModeSelector_HandlerMode = 1;
public static int GadgetFirstUse = 0;
......@@ -60,26 +82,30 @@ public enum InteractingRangeMode
public static int Andr_Start_menu_counter = 1;
//public static int Andr_Start_menu_counter = 1;
public static ControlMode controlMode = ControlMode.Keyboard; //1=keyboard 2=mobile
public enum ControlMode
{
Keyboard = 1,
Mobile = 2,
}
public static ControlMode controlMode = ControlMode.Keyboard;
public static int numberOfTalkingTargets =0;
public static int numberOfTalkingTargets =0;
public static int touchControlMode = 1; //1=buttons, 2, 3
/// <summary>
/// 1=buttons, 2, 3
/// </summary>
public static int touchControlMode = 1;
public static float TAvisibility = 1;
public static bool MouseKeepingInWindow = true;
public static int scrolldirection = -1; //-1: Up==Left, 1: Up==Right
/// <summary>
/// -1: Up==Left, 1: Up==Right
/// </summary>
public static int scrolldirection = -1;
//public static List<Tuple<int, Texture2D>> CursorTexture_List_01 = new List<Tuple<int, Texture2D>>();
......@@ -187,8 +213,14 @@ public class NetworkJSONonlyString
public static string InputManager_KeyBinding_MouseScrollWheel_1 = "MouseScrollWheel";
// 11=TouchUI_onoff // TODO: setter/getter event?
public static int[] CanvasOnOff_Array = new int[30]; //1= ON 0=off, 2=on_withoutStartdefault , 3=off_withoutStartdefault
// // TODO: setter/getter event?
/// <summary>
/// Which UI gameobjects, that have a canvas, should be on/off<br/>
/// index 11=TouchUI_onoff
/// </summary>
/// <remarks>The whole UI needs a refactoring, so I'll leave it as I found it</remarks>
/// <value>0= OFF, 1= ON, 2=on_withoutStartdefault , 3=off_withoutStartdefault</value>
public static int[] CanvasOnOff_Array = new int[30];
//Which UI to activate after "ContinueGame" from "PauseMenu"
public static int[] CanvasOn_afterPM = new int[10] { 10, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
......
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