Whitespace fixes
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@@ -62,10 +62,10 @@ namespace OpenRA.Mods.RA.Scripting
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}
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[Desc("Send reinforcements consisting of multiple units. Supports ground-based, naval and air units. " +
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"The first member of the entryPath array will be the units' spawnpoint, " +
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"while the last one will be their destination. If actionFunc is given, " +
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"it will be executed once a unit has reached its destination. actionFunc " +
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"will be called as actionFunc(Actor actor)")]
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"The first member of the entryPath array will be the units' spawnpoint, " +
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"while the last one will be their destination. If actionFunc is given, " +
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"it will be executed once a unit has reached its destination. actionFunc " +
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"will be called as actionFunc(Actor actor)")]
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public Actor[] Reinforce(Player owner, string[] actorTypes, CPos[] entryPath, int interval = 25, LuaFunction actionFunc = null)
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{
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var actors = new List<Actor>();
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@@ -99,13 +99,13 @@ namespace OpenRA.Mods.RA.Scripting
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}
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[Desc("Send reinforcements in a transport. A transport can be a ground unit (APC etc.), ships and aircraft. " +
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"The first member of the entryPath array will be the spawnpoint for the transport, " +
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"while the last one will be its destination. The last member of the exitPath array " +
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"is be the place where the transport will be removed from the game. When the transport " +
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"has reached the destination, it will unload its cargo unless a custom actionFunc has " +
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"been supplied. Afterwards, the transport will follow the exitPath and leave the map, " +
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"unless a custom exitFunc has been supplied. actionFunc will be called as " +
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"actionFunc(Actor transport, Actor[] cargo). exitFunc will be called as exitFunc(Actor transport).")]
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"The first member of the entryPath array will be the spawnpoint for the transport, " +
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"while the last one will be its destination. The last member of the exitPath array " +
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"is be the place where the transport will be removed from the game. When the transport " +
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"has reached the destination, it will unload its cargo unless a custom actionFunc has " +
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"been supplied. Afterwards, the transport will follow the exitPath and leave the map, " +
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"unless a custom exitFunc has been supplied. actionFunc will be called as " +
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"actionFunc(Actor transport, Actor[] cargo). exitFunc will be called as exitFunc(Actor transport).")]
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public LuaTable ReinforceWithTransport(Player owner, string actorType, string[] cargoTypes, CPos[] entryPath, CPos[] exitPath = null,
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LuaFunction actionFunc = null, LuaFunction exitFunc = null)
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{
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@@ -172,14 +172,14 @@ namespace OpenRA.Mods.RA.Scripting
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}
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[Desc("Call a function when this actor is added to the world. " +
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"The callback function will be called as func(Actor self).")]
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"The callback function will be called as func(Actor self).")]
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public void OnAddedToWorld(Actor a, LuaFunction func)
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{
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GetScriptTriggers(a).RegisterCallback(Trigger.OnAddedToWorld, func, context);
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}
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[Desc("Call a function when this actor is removed from the world. " +
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"The callback function will be called as func(Actor self).")]
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"The callback function will be called as func(Actor self).")]
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public void OnRemovedFromWorld(Actor a, LuaFunction func)
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{
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GetScriptTriggers(a).RegisterCallback(Trigger.OnRemovedFromWorld, func, context);
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@@ -214,7 +214,7 @@ namespace OpenRA.Mods.RA.Scripting
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}
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[Desc("Call a function when this actor is captured. The callback function " +
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"will be called as func(Actor self, Actor captor, Player oldOwner, Player newOwner).")]
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"will be called as func(Actor self, Actor captor, Player oldOwner, Player newOwner).")]
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public void OnCapture(Actor a, LuaFunction func)
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{
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GetScriptTriggers(a).RegisterCallback(Trigger.OnCapture, func, context);
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@@ -279,7 +279,7 @@ namespace OpenRA.Mods.RA.Scripting
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}
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[Desc("Call a function when this actor is infiltrated. The callback function " +
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"will be called as func(Actor self, Actor infiltrator).")]
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"will be called as func(Actor self, Actor infiltrator).")]
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public void OnInfiltrated(Actor a, LuaFunction func)
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{
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GetScriptTriggers(a).RegisterCallback(Trigger.OnInfiltrated, func, context);
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@@ -29,7 +29,7 @@ namespace OpenRA.Mods.RA.Scripting
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[ScriptActorPropertyActivity]
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[Desc("Add a primary mission objective for this player. The function returns the " +
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"ID of the newly created objective, so that it can be referred to later.")]
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"ID of the newly created objective, so that it can be referred to later.")]
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public int AddPrimaryObjective(string description)
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{
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return mo.Add(player, description, ObjectiveType.Primary);
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@@ -37,7 +37,7 @@ namespace OpenRA.Mods.RA.Scripting
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[ScriptActorPropertyActivity]
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[Desc("Add a secondary mission objective for this player. The function returns the " +
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"ID of the newly created objective, so that it can be referred to later.")]
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"ID of the newly created objective, so that it can be referred to later.")]
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public int AddSecondaryObjective(string description)
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{
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return mo.Add(player, description, ObjectiveType.Secondary);
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@@ -94,10 +94,10 @@ namespace OpenRA.Mods.RA.Scripting
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}
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[Desc("Build the specified set of actors using a TD-style (per building) production queue. " +
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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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"only contain alive actors.")]
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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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"only contain alive actors.")]
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public bool Build(string[] actorTypes, LuaFunction actionFunc = null)
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{
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if (triggers.Triggers[Trigger.OnProduction].Any())
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@@ -199,10 +199,10 @@ namespace OpenRA.Mods.RA.Scripting
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}
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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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"only contain alive actors.")]
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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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"only contain alive actors.")]
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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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