From 5f1b3dc35d421c56e5bb5b3dbab872aaf5a8ea03 Mon Sep 17 00:00:00 2001
From: baletiballo <75846481+baletiballo@users.noreply.github.com>
Date: Wed, 15 Jan 2025 16:41:21 +0100
Subject: [PATCH] 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.
---
 Assets/Scripts/UI/UIconfig.cs | 72 +++++++++++++++++++++++++----------
 1 file changed, 52 insertions(+), 20 deletions(-)

diff --git a/Assets/Scripts/UI/UIconfig.cs b/Assets/Scripts/UI/UIconfig.cs
index a9fe37ca..953b5796 100644
--- a/Assets/Scripts/UI/UIconfig.cs
+++ b/Assets/Scripts/UI/UIconfig.cs
@@ -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 };
-- 
GitLab