check for missing sequence entries using lint

This commit is contained in:
Matthias Mailänder
2015-05-24 14:24:09 +02:00
parent 7424f32b2f
commit 7faebe874a
59 changed files with 273 additions and 84 deletions

View File

@@ -19,8 +19,8 @@ namespace OpenRA.Mods.Common.Traits
[Desc("This actor has a death animation.")]
public class WithDeathAnimationInfo : ITraitInfo, Requires<RenderSpritesInfo>
{
[Desc("Sequence to play when this actor is killed by a warhead.")]
public readonly string DeathSequence = "die";
[Desc("Sequence prefix to play when this actor is killed by a warhead.")]
[SequenceReference(null, true)] public readonly string DeathSequence = "die";
[Desc("The palette used for `DeathSequence`.")]
public readonly string DeathSequencePalette = "player";
@@ -29,10 +29,10 @@ namespace OpenRA.Mods.Common.Traits
public readonly bool DeathPaletteIsPlayerPalette = true;
[Desc("Should DeathType-specific sequences be used (sequence name = DeathSequence + DeathType).")]
public readonly bool UseDeathTypeSuffix = true;
public readonly bool UseDeathTypeSuffix = true; // TODO: check the complete sequence with lint rules
[Desc("Sequence to play when this actor is crushed.")]
public readonly string CrushedSequence = "die-crushed";
[SequenceReference] public readonly string CrushedSequence = null;
[Desc("The palette used for `CrushedSequence`.")]
public readonly string CrushedSequencePalette = "effect";