From fabef6ba82b03f0036ec1d1c61443a81fe692c3a Mon Sep 17 00:00:00 2001 From: Date: Sun, 18 Mar 2018 19:06:08 -0700 Subject: [PATCH] Started the great comment update. --- GeneralMods/CustomNPCFramework/Class1.cs | 1 + .../Framework/Enums/AnimationType.cs | 15 ++++++++ .../Framework/Enums/Direction.cs | 20 ++++++++++ .../Framework/Enums/Genders.cs | 10 +++++ .../Framework/Enums/PartType.cs | 37 ++++++++++++++++++- .../Framework/Enums/Seasons.cs | 20 ++++++++++ .../Graphics/TextureGroups/TextureGroup.cs | 30 +++++++++++++++ 7 files changed, 132 insertions(+), 1 deletion(-) diff --git a/GeneralMods/CustomNPCFramework/Class1.cs b/GeneralMods/CustomNPCFramework/Class1.cs index 906b9be0..c1755c9f 100644 --- a/GeneralMods/CustomNPCFramework/Class1.cs +++ b/GeneralMods/CustomNPCFramework/Class1.cs @@ -90,6 +90,7 @@ namespace CustomNPCFramework private void GameEvents_UpdateTick(object sender, EventArgs e) { if (Game1.player.currentLocation == null) return; + if (Game1.activeClickableMenu != null) return; foreach (var v in Game1.player.currentLocation.characters) { v.speed = 1; diff --git a/GeneralMods/CustomNPCFramework/Framework/Enums/AnimationType.cs b/GeneralMods/CustomNPCFramework/Framework/Enums/AnimationType.cs index 1440f1a4..15fa24b8 100644 --- a/GeneralMods/CustomNPCFramework/Framework/Enums/AnimationType.cs +++ b/GeneralMods/CustomNPCFramework/Framework/Enums/AnimationType.cs @@ -6,11 +6,26 @@ using System.Threading.Tasks; namespace CustomNPCFramework.Framework.Enums { + /// + /// A enum of different types of animations supported by the framework. + /// public enum AnimationType { + /// + /// A key to be used whenever an npc uses a standing animation. + /// standing, + /// + /// A key to be used wheneven an npc uses a walking/moving animation. + /// walking, + /// + /// A key to be used whenever an npc uses a swimming animation. + /// swimming, + /// + /// A key to be used whenever an npc uses a sitting animation. + /// sitting } } diff --git a/GeneralMods/CustomNPCFramework/Framework/Enums/Direction.cs b/GeneralMods/CustomNPCFramework/Framework/Enums/Direction.cs index bf31c6bc..e894f068 100644 --- a/GeneralMods/CustomNPCFramework/Framework/Enums/Direction.cs +++ b/GeneralMods/CustomNPCFramework/Framework/Enums/Direction.cs @@ -6,11 +6,31 @@ using System.Threading.Tasks; namespace CustomNPCFramework.Framework.Enums { + /// + /// An enum to be used to signify directions. + /// The enum order corresponds to the same order Stardew Valley uses for directions where + /// Up=0 + /// Right=1 + /// Down=2 + /// Left=3 + /// public enum Direction { + /// + /// Used to signify something to face/move up. + /// up, + /// + /// Used to signify something to face/move right. + /// right, + /// + /// Used to signify something to face/move down. + /// down, + /// + /// Used to signify something to face/move left. + /// left } } diff --git a/GeneralMods/CustomNPCFramework/Framework/Enums/Genders.cs b/GeneralMods/CustomNPCFramework/Framework/Enums/Genders.cs index acd8d46e..b1299af0 100644 --- a/GeneralMods/CustomNPCFramework/Framework/Enums/Genders.cs +++ b/GeneralMods/CustomNPCFramework/Framework/Enums/Genders.cs @@ -7,12 +7,22 @@ using System.Threading.Tasks; namespace CustomNPCFramework.Framework.Enums { /// + /// Gender enum to signify the different genders for npcs. /// Do what you want with this. For code simplicity anything that is non-binary is specified under other. /// public enum Genders { + /// + /// Used for npcs to signify that they are the male gender. + /// male, + /// + /// Used for npcs to signify that they are the female gender. + /// female, + /// + /// Used for npcs to signify that they are a non gender binary gender. + /// other } } diff --git a/GeneralMods/CustomNPCFramework/Framework/Enums/PartType.cs b/GeneralMods/CustomNPCFramework/Framework/Enums/PartType.cs index 5f20d719..aab5d3b7 100644 --- a/GeneralMods/CustomNPCFramework/Framework/Enums/PartType.cs +++ b/GeneralMods/CustomNPCFramework/Framework/Enums/PartType.cs @@ -6,15 +6,50 @@ using System.Threading.Tasks; namespace CustomNPCFramework.Framework.Enums { + /// + /// An enum used to signify the different asset types that can be used for npcs. + /// public enum PartType { + /// + /// Used to signify that the asset is of the body part category. Without this the npc is basically a ghost. + /// body, + /// + /// Used to signify that the asset is of the eyes part category. The window to the soul. + /// eyes, + /// + /// Used to signify that the asset is of the hair part category. Volume looks good in 2D. + /// hair, + /// + /// Used to signify that the asset is of the shirt part category.No shirt = no service. + /// shirt, + /// + /// Used to signify that the asset is of the pants/bottoms part category. Also known as bottoms, skirts, shorts, etc. + /// pants, + /// + /// Used to signify that the asset is of the shoes part category. Lace up those kicks. + /// shoes, + /// + /// Used to signify that the asset is of the accessort part category. Got to wear that bling. + /// accessory, - other + /// + /// Used to signify that the asset is of the other part category. Who knows what this really is... + /// + other, + /// + /// Used to signify that the asset is of the swimsuit part category. Got to be decent when taking a dip. + /// + swimsuit, + /// + /// Used to signify that the asset is of the amrs part category. Arms need to be rendered above a shirt on npcs otherwise they get covered. + /// + arms } } diff --git a/GeneralMods/CustomNPCFramework/Framework/Enums/Seasons.cs b/GeneralMods/CustomNPCFramework/Framework/Enums/Seasons.cs index 97404edd..e8e6cd7f 100644 --- a/GeneralMods/CustomNPCFramework/Framework/Enums/Seasons.cs +++ b/GeneralMods/CustomNPCFramework/Framework/Enums/Seasons.cs @@ -4,13 +4,33 @@ using System.Linq; using System.Text; using System.Threading.Tasks; + namespace CustomNPCFramework.Framework.Enums { + /// + /// An enum signifying the different seasons that are supported when chosing npc graphics. + /// public enum Seasons { + /// + /// The spring season. This ensures that a corresponding graphic with this enum in it's seasons list can be chosen in the spring time. + /// Also used for functionality to check seasons. + /// spring, + /// + /// The summer season. This ensures that a corresponding graphic with this enum in it's seasons list can be chosen in the summer time. + /// Also used for functionality to check seasons. + /// summer, + /// + /// The fall season. This ensures that a corresponding graphic with this enum in it's seasons list can be chosen in the fall time. + /// Also used for functionality to check seasons. + /// fall, + /// + /// The winter season. This ensures that a corresponding graphic with this enum in it's seasons list can be chosen in the winter time. + /// Also used for functionality to check seasons. + /// winter } } diff --git a/GeneralMods/CustomNPCFramework/Framework/Graphics/TextureGroups/TextureGroup.cs b/GeneralMods/CustomNPCFramework/Framework/Graphics/TextureGroups/TextureGroup.cs index b46103cf..b1da295a 100644 --- a/GeneralMods/CustomNPCFramework/Framework/Graphics/TextureGroups/TextureGroup.cs +++ b/GeneralMods/CustomNPCFramework/Framework/Graphics/TextureGroups/TextureGroup.cs @@ -8,18 +8,48 @@ using System.Threading.Tasks; namespace CustomNPCFramework.Framework.Graphics.TextureGroups { + /// + /// A group of a textures used to hold all of the textures associated with a single asset such as a hair style or a shirt. + /// public class TextureGroup { + /// + /// The directional (Left, Right, Up, Down) textures to be used when the NPC is standing. + /// public DirectionalTexture standingTexture; + /// + /// The directional (Left, Right, Up, Down) textures to be used when the NPC is sitting. + /// public DirectionalTexture sittingTexture; + /// + /// The directional (Left, Right, Up, Down) textures to be used when the NPC is swimming. + /// public DirectionalTexture swimmingTexture; + /// + /// The directional (Left, Right, Up, Down) textures to be used when the NPC is moving. + /// public DirectionalTexture movingTexture; + /// + /// The current directional texture to be used by the npc. Can be things such as the standing, swimming, moving, or sitting texture. + /// public DirectionalTexture currentTexture; + /// + /// Asset info loaded in from the corresponding .json file. + /// private AssetInfo info; + /// + /// The path to the .json file. + /// private string path; + /// + /// The current direction of the texture group. See Direction.cs + /// private Direction dir; + /// + /// The type of asset this is. Body, hair, eyes, shirt,etc... + /// private AnimationType type; public TextureGroup(AssetInfo info, string path,Direction direction ,AnimationType animationType=AnimationType.standing)