LUA and trait documentation fixes
- Typo in documentation ("proximitry").
- Add spaces between sentences.
- Remove most occurrences of " " (two spaces) unless clearly used as indendation
- Punctuation (although no fullstop after filenames like "notifications.yaml").
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@@ -49,7 +49,7 @@ namespace OpenRA.Mods.Common.Scripting
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}
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[ScriptActorPropertyActivity]
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[Desc("Patrol along a set of given waypoints. The action is repeated by default, " +
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[Desc("Patrol along a set of given waypoints. The action is repeated by default, " +
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"and the actor will wait for `wait` ticks at each waypoint.")]
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public void Patrol(CPos[] waypoints, bool loop = true, int wait = 0)
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{
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@@ -108,7 +108,7 @@ namespace OpenRA.Mods.Common.Scripting
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}
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[ScriptActorPropertyActivity]
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[Desc("Returns true if this player has lost all units/actors that have" +
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[Desc("Returns true if this player has lost all units/actors that have " +
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"the MustBeDestroyed trait (according to the short game option).")]
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public bool HasNoRequiredUnits()
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{
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@@ -42,7 +42,7 @@ namespace OpenRA.Mods.Common.Scripting
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}
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[ScriptActorPropertyActivity]
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[Desc("Moves from outside the world into the cell grid")]
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[Desc("Moves from outside the world into the cell grid.")]
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public void MoveIntoWorld(CPos cell)
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{
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Self.QueueActivity(mobile.MoveIntoWorld(Self, cell, mobile.ToSubCell));
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@@ -60,7 +60,7 @@ namespace OpenRA.Mods.Common.Scripting
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.ToArray();
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}
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[Desc("Returns all living actors of the specified type of this player")]
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[Desc("Returns all living actors of the specified type of this player.")]
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public Actor[] GetActorsByType(string type)
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{
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var result = new List<Actor>();
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@@ -54,7 +54,7 @@ namespace OpenRA.Mods.Common.Scripting
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rp = self.Trait<RallyPoint>();
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}
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[Desc("Query or set a factory's rally point")]
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[Desc("Query or set a factory's rally point.")]
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public CPos RallyPoint
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{
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get { return rp.Location; }
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@@ -73,7 +73,7 @@ namespace OpenRA.Mods.Common.Scripting
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pb = self.Trait<PrimaryBuilding>();
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}
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[Desc("Query or set the factory's primary building status")]
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[Desc("Query or set the factory's primary building status.")]
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public bool IsPrimaryBuilding
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{
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get { return pb.IsPrimary; }
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@@ -146,7 +146,7 @@ namespace OpenRA.Mods.Common.Scripting
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return true;
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}
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[Desc("Check whether the factory's production queue that builds this type of actor is currently busy." +
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[Desc("Check whether the factory's production queue that builds this type of actor is currently busy. " +
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"Note: it does not check whether this particular type of actor is being produced.")]
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public bool IsProducing(string actorType)
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{
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@@ -202,9 +202,9 @@ namespace OpenRA.Mods.Common.Scripting
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[Desc("Build the specified set of actors using classic (RA-style) production queues. " +
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"The function will return true if production could be started, false otherwise. " +
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"If an actionFunc is given, it will be called as actionFunc(Actor[] actors) once " +
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"production of all actors has been completed. The actors array is guaranteed to " +
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"production of all actors has been completed. The actors array is guaranteed to " +
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"only contain alive actors. Note: This function will fail to work when called " +
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"during the first tick")]
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"during the first tick.")]
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public bool Build(string[] actorTypes, LuaFunction actionFunc = null)
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{
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var typeToQueueMap = new Dictionary<string, string>();
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@@ -252,7 +252,7 @@ namespace OpenRA.Mods.Common.Scripting
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return true;
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}
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[Desc("Check whether the production queue that builds this type of actor is currently busy." +
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[Desc("Check whether the production queue that builds this type of actor is currently busy. " +
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"Note: it does not check whether this particular type of actor is being produced.")]
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public bool IsProducing(string actorType)
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{
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