LuaDocs spelling fixes
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@@ -21,7 +21,7 @@ namespace OpenRA.Scripting
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{
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{
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public ActorGlobal(ScriptContext context) : base(context) { }
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public ActorGlobal(ScriptContext context) : base(context) { }
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[Desc("Create a new actor. initTable specifies a list of key-value pairs that definite initial parameters for the actor's traits.")]
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[Desc("Create a new actor. initTable specifies a list of key-value pairs that define initial parameters for the actors traits.")]
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public Actor Create(string type, bool addToWorld, LuaTable initTable)
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public Actor Create(string type, bool addToWorld, LuaTable initTable)
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{
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{
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var initDict = new TypeDictionary();
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var initDict = new TypeDictionary();
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@@ -68,7 +68,7 @@ namespace OpenRA.Scripting
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return ai.GetBuildTime();
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return ai.GetBuildTime();
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}
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}
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[Desc("Returns the cruise altitude of the requested unit type (zero if it ground-based).")]
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[Desc("Returns the cruise altitude of the requested unit type (zero if it is ground-based).")]
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public int CruiseAltitude(string type)
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public int CruiseAltitude(string type)
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{
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{
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ActorInfo ai;
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ActorInfo ai;
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@@ -80,7 +80,7 @@ namespace OpenRA.Mods.RA.Scripting
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}
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}
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[ScriptActorPropertyActivity]
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[ScriptActorPropertyActivity]
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[Desc("Run an arbitrary lua function.")]
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[Desc("Run an arbitrary Lua function.")]
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public void CallFunc(LuaFunction func)
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public void CallFunc(LuaFunction func)
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{
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{
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self.QueueActivity(new CallLuaFunc(func));
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self.QueueActivity(new CallLuaFunc(func));
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@@ -22,7 +22,7 @@ namespace OpenRA.Mods.RA.Scripting
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public PlayerProperties(ScriptContext context, Player player)
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public PlayerProperties(ScriptContext context, Player player)
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: base(context, player) { }
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: base(context, player) { }
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[Desc("The player's name.")]
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[Desc("The players name.")]
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public string Name { get { return player.PlayerName; } }
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public string Name { get { return player.PlayerName; } }
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[Desc("Returns an array of actors representing all ground attack units of this player.")]
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[Desc("Returns an array of actors representing all ground attack units of this player.")]
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@@ -396,7 +396,7 @@ namespace OpenRA.Utility
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{
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{
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Game.modData = new ModData(args[1]);
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Game.modData = new ModData(args[1]);
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Console.WriteLine("This is an automatically generated lising of the new Lua map scripting API, generated for {0} of OpenRA.", Game.modData.Manifest.Mod.Version);
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Console.WriteLine("This is an automatically generated listing of the new Lua map scripting API, generated for {0} of OpenRA.", Game.modData.Manifest.Mod.Version);
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Console.WriteLine();
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Console.WriteLine();
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Console.WriteLine("OpenRA allows custom maps and missions to be scripted using Lua 5.1.\n" +
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Console.WriteLine("OpenRA allows custom maps and missions to be scripted using Lua 5.1.\n" +
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"These scripts run in a sandbox that prevents access to unsafe functions (e.g. OS or file access), " +
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"These scripts run in a sandbox that prevents access to unsafe functions (e.g. OS or file access), " +
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@@ -408,12 +408,12 @@ namespace OpenRA.Utility
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Console.WriteLine("Map scripts can interact with the game engine in three ways:\n" +
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Console.WriteLine("Map scripts can interact with the game engine in three ways:\n" +
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"* Global tables provide functions for interacting with the global world state, or performing general helper tasks.\n" +
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"* Global tables provide functions for interacting with the global world state, or performing general helper tasks.\n" +
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"They exist in the global namespace, and can be called directly using ```<table name>.<function name>```.\n" +
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"They exist in the global namespace, and can be called directly using ```<table name>.<function name>```.\n" +
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"* Individual actors expose a collection of properties and commands that query information of modify their state.\n" +
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"* Individual actors expose a collection of properties and commands that query information or modify their state.\n" +
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" * Some commands, marked as <em>queued activity</em>, are asynchronous. Activities are queued on the actor, and will run in " +
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" * Some commands, marked as <em>queued activity</em>, are asynchronous. Activities are queued on the actor, and will run in " +
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"sequence until the queue is empty or the Stop command is called. Actors that are not performing an activity are Idle " +
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"sequence until the queue is empty or the Stop command is called. Actors that are not performing an activity are Idle " +
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"(actor.IsIdle will return true). The properties and commands available on each actor depends on the traits that the actor " +
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"(actor.IsIdle will return true). The properties and commands available on each actor depends on the traits that the actor " +
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"specifies in its rule definitions.\n" +
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"specifies in its rule definitions.\n" +
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"* Individual players explose a collection of properties and commands that query information of modify their state.\n" +
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"* Individual players expose a collection of properties and commands that query information or modify their state.\n" +
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"The properties and commands available on each actor depends on the traits that the actor specifies in its rule definitions.\n");
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"The properties and commands available on each actor depends on the traits that the actor specifies in its rule definitions.\n");
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Console.WriteLine();
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Console.WriteLine();
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