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").
This commit is contained in:
clemty
2015-08-24 19:41:15 +02:00
parent 64bbfe4121
commit 2bbc1fcda4
28 changed files with 51 additions and 51 deletions

View File

@@ -49,7 +49,7 @@ namespace OpenRA.Mods.Common.Scripting
}
[ScriptActorPropertyActivity]
[Desc("Patrol along a set of given waypoints. The action is repeated by default, " +
[Desc("Patrol along a set of given waypoints. The action is repeated by default, " +
"and the actor will wait for `wait` ticks at each waypoint.")]
public void Patrol(CPos[] waypoints, bool loop = true, int wait = 0)
{

View File

@@ -108,7 +108,7 @@ namespace OpenRA.Mods.Common.Scripting
}
[ScriptActorPropertyActivity]
[Desc("Returns true if this player has lost all units/actors that have" +
[Desc("Returns true if this player has lost all units/actors that have " +
"the MustBeDestroyed trait (according to the short game option).")]
public bool HasNoRequiredUnits()
{

View File

@@ -42,7 +42,7 @@ namespace OpenRA.Mods.Common.Scripting
}
[ScriptActorPropertyActivity]
[Desc("Moves from outside the world into the cell grid")]
[Desc("Moves from outside the world into the cell grid.")]
public void MoveIntoWorld(CPos cell)
{
Self.QueueActivity(mobile.MoveIntoWorld(Self, cell, mobile.ToSubCell));

View File

@@ -60,7 +60,7 @@ namespace OpenRA.Mods.Common.Scripting
.ToArray();
}
[Desc("Returns all living actors of the specified type of this player")]
[Desc("Returns all living actors of the specified type of this player.")]
public Actor[] GetActorsByType(string type)
{
var result = new List<Actor>();

View File

@@ -54,7 +54,7 @@ namespace OpenRA.Mods.Common.Scripting
rp = self.Trait<RallyPoint>();
}
[Desc("Query or set a factory's rally point")]
[Desc("Query or set a factory's rally point.")]
public CPos RallyPoint
{
get { return rp.Location; }
@@ -73,7 +73,7 @@ namespace OpenRA.Mods.Common.Scripting
pb = self.Trait<PrimaryBuilding>();
}
[Desc("Query or set the factory's primary building status")]
[Desc("Query or set the factory's primary building status.")]
public bool IsPrimaryBuilding
{
get { return pb.IsPrimary; }
@@ -146,7 +146,7 @@ namespace OpenRA.Mods.Common.Scripting
return true;
}
[Desc("Check whether the factory's production queue that builds this type of actor is currently busy." +
[Desc("Check whether the factory's production queue that builds this type of actor is currently busy. " +
"Note: it does not check whether this particular type of actor is being produced.")]
public bool IsProducing(string actorType)
{
@@ -202,9 +202,9 @@ namespace OpenRA.Mods.Common.Scripting
[Desc("Build the specified set of actors using classic (RA-style) production queues. " +
"The function will return true if production could be started, false otherwise. " +
"If an actionFunc is given, it will be called as actionFunc(Actor[] actors) once " +
"production of all actors has been completed. The actors array is guaranteed to " +
"production of all actors has been completed. The actors array is guaranteed to " +
"only contain alive actors. Note: This function will fail to work when called " +
"during the first tick")]
"during the first tick.")]
public bool Build(string[] actorTypes, LuaFunction actionFunc = null)
{
var typeToQueueMap = new Dictionary<string, string>();
@@ -252,7 +252,7 @@ namespace OpenRA.Mods.Common.Scripting
return true;
}
[Desc("Check whether the production queue that builds this type of actor is currently busy." +
[Desc("Check whether the production queue that builds this type of actor is currently busy. " +
"Note: it does not check whether this particular type of actor is being produced.")]
public bool IsProducing(string actorType)
{