document the various overlay and animation change traits

This commit is contained in:
Matthias Mailänder
2014-07-01 17:46:15 +02:00
parent cf7bd75dad
commit 6097b3eb19
25 changed files with 104 additions and 34 deletions

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@@ -12,8 +12,9 @@ using System.Linq;
using OpenRA.GameRules;
using OpenRA.Traits;
namespace OpenRA.Mods.Cnc
namespace OpenRA.Mods.D2k
{
[Desc("Reduces health points over time when the actor is placed on unsafe terrain.")]
class DamagedWithoutFoundationInfo : ITraitInfo, Requires<HealthInfo>
{
[WeaponReference]

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@@ -14,6 +14,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Rendered when the actor constructed a building.")]
public class WithBuildingPlacedOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]

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@@ -13,6 +13,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Rendered together with the \"make\" animation.")]
public class WithCrumbleOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>
{
[Desc("Sequence name to use")]

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@@ -15,6 +15,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Rendered when ProductionAirdrop is in progress.")]
public class WithDeliveryOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]

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@@ -15,6 +15,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Rendered when a harvester is docked.")]
public class WithDockingOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]

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@@ -16,6 +16,8 @@ using OpenRA.Traits;
namespace OpenRA.Mods.RA.Render
{
[Desc("Renders an animation when the Production trait of the actor is activated.",
"Works both with per player ClassicProductionQueue and per building ProductionQueue, but needs any of these.")]
public class WithProductionOverlayInfo : ITraitInfo, Requires<RenderSpritesInfo>, Requires<IBodyOrientationInfo>
{
[Desc("Sequence name to use")]

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@@ -14,6 +14,7 @@ using OpenRA.Traits;
namespace OpenRA.Mods.D2k
{
[Desc("Throws particles when the actor is destroyed that do damage on impact.")]
public class ThrowsShrapnelInfo : ITraitInfo
{
[WeaponReference]