Add missing trait descriptions for cursors and unify the language
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@@ -93,7 +93,7 @@ namespace OpenRA.Mods.Cnc.Traits
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"A dictionary of [actor id]: [condition].")]
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public readonly Dictionary<string, string> DisguisedAsConditions = new Dictionary<string, string>();
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[Desc("Cursor to show when hovering over a valid actor to disguise as.")]
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[Desc("Cursor to display when hovering over a valid actor to disguise as.")]
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public readonly string Cursor = "ability";
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[GrantedConditionReference]
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@@ -42,6 +42,7 @@ namespace OpenRA.Mods.Cnc.Traits
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[Desc("Experience to grant to the infiltrating player.")]
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public readonly int PlayerExperience = 0;
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[Desc("Cursor to display when able to infiltrate the target actor.")]
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public readonly string EnterCursor = "enter";
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public override object Create(ActorInitializer init) { return new Infiltrates(this); }
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@@ -49,13 +49,13 @@ namespace OpenRA.Mods.Cnc.Traits
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public readonly bool KillCargo = true;
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[Desc("Cursor sequence to use when selecting targets for the chronoshift.")]
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[Desc("Cursor to display when selecting targets for the chronoshift.")]
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public readonly string SelectionCursor = "chrono-select";
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[Desc("Cursor sequence to use when targeting an area for the chronoshift.")]
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[Desc("Cursor to display when targeting an area for the chronoshift.")]
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public readonly string TargetCursor = "chrono-target";
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[Desc("Cursor sequence to use when the targeted area is blocked.")]
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[Desc("Cursor to display when the targeted area is blocked.")]
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public readonly string TargetBlockedCursor = "move-blocked";
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public override object Create(ActorInitializer init) { return new ChronoshiftPower(init.Self, this); }
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@@ -139,7 +139,10 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Boolean expression defining the condition under which the regular (non-force) move cursor is disabled.")]
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public readonly BooleanExpression RequireForceMoveCondition = null;
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[Desc("Cursor to display when able to land at target building.")]
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public readonly string EnterCursor = "enter";
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[Desc("Cursor to display when unable to land at target building.")]
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public readonly string EnterBlockedCursor = "enter-blocked";
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public int GetInitialFacing() { return InitialFacing; }
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@@ -76,9 +76,11 @@ namespace OpenRA.Mods.Common.Traits
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// TODO: instead of having multiple Armaments and unique AttackBase,
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// an actor should be able to have multiple AttackBases with
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// a single corresponding Armament each
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[Desc("Cursor to display when hovering over a valid target.")]
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public readonly string Cursor = "attack";
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// TODO: same as above
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[Desc("Cursor to display when hovering over a valid target that is outside of range.")]
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public readonly string OutsideRangeCursor = "attackoutsiderange";
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public override object Create(ActorInitializer init) { return new Armament(init.Self, this); }
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@@ -28,8 +28,10 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Armament names")]
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public readonly string[] Armaments = { "primary", "secondary" };
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[Desc("Cursor to display when hovering over a valid target.")]
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public readonly string Cursor = null;
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[Desc("Cursor to display when hovering over a valid target that is outside of range.")]
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public readonly string OutsideRangeCursor = null;
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[Desc("Color to use for the target line.")]
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@@ -30,6 +30,7 @@ namespace OpenRA.Mods.Common.Traits
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[SequenceReference("Image")]
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public readonly string CirclesSequence = "circles";
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[Desc("Cursor to display when rally point can be set.")]
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public readonly string Cursor = "ability";
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[PaletteReference("IsPlayerPalette")]
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@@ -36,7 +36,10 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Require the force-move modifier to display the move cursor.")]
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public readonly bool RequiresForceMove = false;
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[Desc("Cursor to display when able to land at target building.")]
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public readonly string EnterCursor = "enter";
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[Desc("Cursor to display when unable to land at target building.")]
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public readonly string EnterBlockedCursor = "enter-blocked";
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public override object Create(ActorInitializer init) { return new TransformsIntoAircraft(init, this); }
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@@ -23,7 +23,10 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Add to a building to expose a move cursor that triggers Transforms and issues an enter tunnel order to the transformed actor.")]
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public class TransformsIntoEntersTunnelsInfo : ConditionalTraitInfo, Requires<TransformsInfo>
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{
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[Desc("Cursor to display when able to enter target tunnel.")]
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public readonly string EnterCursor = "enter";
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[Desc("Cursor to display when unable to enter target tunnel.")]
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public readonly string EnterBlockedCursor = "enter-blocked";
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[VoiceReference]
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@@ -27,7 +27,10 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Locomotor used by the transformed actor. Must be defined on the World actor.")]
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public readonly string Locomotor = null;
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[Desc("Cursor to display when a move order can be issued at target location.")]
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public readonly string Cursor = "move";
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[Desc("Cursor to display when a move order cannot be issued at target location.")]
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public readonly string BlockedCursor = "move-blocked";
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[VoiceReference]
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@@ -32,7 +32,10 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Require the force-move modifier to display the enter cursor.")]
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public readonly bool RequiresForceMove = false;
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[Desc("Cursor to display when able to enter target actor.")]
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public readonly string EnterCursor = "enter";
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[Desc("Cursor to display when unable to enter target actor.")]
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public readonly string EnterBlockedCursor = "enter-blocked";
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public override object Create(ActorInitializer init) { return new TransformsIntoPassenger(init.Self, this); }
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@@ -33,7 +33,10 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Require the force-move modifier to display the enter cursor.")]
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public readonly bool RequiresForceMove = false;
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[Desc("Cursor to display when able to be repaired at target actor.")]
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public readonly string EnterCursor = "enter";
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[Desc("Cursor to display when unable to be repaired at target actor.")]
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public readonly string EnterBlockedCursor = "enter-blocked";
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public override object Create(ActorInitializer init) { return new TransformsIntoRepairable(init.Self, this); }
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@@ -46,8 +46,13 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Stance that the structure's previous owner needs to have for the capturing player to receive Experience.")]
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public readonly Stance PlayerExperienceStances = Stance.Enemy;
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[Desc("Cursor to display when the health of the target actor is above the sabotage threshold.")]
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public readonly string SabotageCursor = "capture";
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[Desc("Cursor to display when able to capture the target actor.")]
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public readonly string EnterCursor = "enter";
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[Desc("Cursor to display when unable to capture the target actor.")]
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public readonly string EnterBlockedCursor = "enter-blocked";
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[VoiceReference]
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@@ -32,7 +32,7 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Sound to play when delivering cash")]
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public readonly string[] Sounds = { };
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[Desc("Cursor to show when hovering over a valid actor to deliver cash to.")]
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[Desc("Cursor to display when hovering over a valid actor to deliver cash to.")]
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public readonly string Cursor = "enter";
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[VoiceReference]
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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Identifier checked against AcceptsDeliveredExperience.ValidTypes. Only needed if the latter is not empty.")]
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public readonly string Type = null;
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[Desc("Cursor to show when hovering over a valid actor to deliver experience to.")]
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[Desc("Cursor to display when hovering over a valid actor to deliver experience to.")]
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public readonly string Cursor = "enter";
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[VoiceReference]
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@@ -44,6 +44,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly Stance TargetStances = Stance.Enemy | Stance.Neutral;
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public readonly Stance ForceTargetStances = Stance.Enemy | Stance.Neutral | Stance.Ally;
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[Desc("Cursor to display when hovering over a demolishable target.")]
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public readonly string Cursor = "c4";
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public override object Create(ActorInitializer init) { return new Demolition(this); }
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@@ -37,10 +37,10 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Sound to play when repairing is done.")]
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public readonly string RepairSound = null;
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[Desc("Cursor to show when hovering over a valid actor to repair.")]
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[Desc("Cursor to display when hovering over a valid actor to repair.")]
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public readonly string Cursor = "goldwrench";
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[Desc("Cursor to show when target actor has full health so it can't be repaired.")]
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[Desc("Cursor to display when target actor has full health so it can't be repaired.")]
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public readonly string RepairBlockedCursor = "goldwrench-blocked";
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public override object Create(ActorInitializer init) { return new EngineerRepair(init, this); }
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@@ -22,7 +22,10 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("This actor can interact with TunnelEntrances to move through TerrainTunnels.")]
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public class EntersTunnelsInfo : TraitInfo, Requires<IMoveInfo>, IObservesVariablesInfo
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{
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[Desc("Cursor to display when able to enter target tunnel.")]
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public readonly string EnterCursor = "enter";
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[Desc("Cursor to display when unable to enter target tunnel.")]
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public readonly string EnterBlockedCursor = "enter-blocked";
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[VoiceReference]
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@@ -84,7 +84,10 @@ namespace OpenRA.Mods.Common.Traits
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[VoiceReference]
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public readonly string DeliverVoice = "Action";
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[Desc("Cursor to display when able to unload at target actor.")]
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public readonly string EnterCursor = "enter";
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[Desc("Cursor to display when unable to unload at target actor.")]
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public readonly string EnterBlockedCursor = "enter-blocked";
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public override object Create(ActorInitializer init) { return new Harvester(init.Self, this); }
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@@ -37,7 +37,10 @@ namespace OpenRA.Mods.Common.Traits
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public readonly int Speed = 1;
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[Desc("Cursor to display when a move order can be issued at target location.")]
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public readonly string Cursor = "move";
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[Desc("Cursor to display when a move order cannot be issued at target location.")]
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public readonly string BlockedCursor = "move-blocked";
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[VoiceReference]
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@@ -47,7 +47,10 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Boolean expression defining the condition under which the regular (non-force) enter cursor is disabled.")]
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public readonly BooleanExpression RequireForceMoveCondition = null;
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[Desc("Cursor to display when able to enter target actor.")]
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public readonly string EnterCursor = "enter";
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[Desc("Cursor to display when unable to enter target actor.")]
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public readonly string EnterBlockedCursor = "enter-blocked";
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public override object Create(ActorInitializer init) { return new Passenger(this); }
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@@ -37,7 +37,10 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Boolean expression defining the condition under which the regular (non-force) enter cursor is disabled.")]
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public readonly BooleanExpression RequireForceMoveCondition = null;
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[Desc("Cursor to display when able to be repaired at target actor.")]
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public readonly string EnterCursor = "enter";
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[Desc("Cursor to display when unable to be repaired at target actor.")]
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public readonly string EnterBlockedCursor = "enter-blocked";
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public override object Create(ActorInitializer init) { return new Repairable(init.Self, this); }
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@@ -34,7 +34,10 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Boolean expression defining the condition under which the regular (non-force) enter cursor is disabled.")]
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public readonly BooleanExpression RequireForceMoveCondition = null;
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[Desc("Cursor to display when able to be repaired near target actor.")]
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public readonly string EnterCursor = "enter";
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[Desc("Cursor to display when unable to be repaired near target actor.")]
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public readonly string EnterBlockedCursor = "enter-blocked";
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public override object Create(ActorInitializer init) { return new RepairableNear(init.Self, this); }
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@@ -27,10 +27,10 @@ namespace OpenRA.Mods.Common.Traits
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"Possible values are Exit, Suicide, Dispose.")]
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public readonly EnterBehaviour EnterBehaviour = EnterBehaviour.Dispose;
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[Desc("Cursor to use when targeting an unrepaired bridge.")]
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[Desc("Cursor to display when targeting an unrepaired bridge.")]
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public readonly string TargetCursor = "goldwrench";
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[Desc("Cursor to use when repairing is denied.")]
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[Desc("Cursor to display when repairing is denied.")]
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public readonly string TargetBlockedCursor = "goldwrench-blocked";
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[NotificationReference("Speech")]
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@@ -35,7 +35,7 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Skip playing (reversed) make animation.")]
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public readonly bool SkipMakeAnimation = false;
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[Desc("Cursor type to use when the sell order generator hovers over this actor.")]
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[Desc("Cursor to display when the sell order generator hovers over this actor.")]
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public readonly string Cursor = "sell";
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public override object Create(ActorInitializer init) { return new Sellable(init.Self, this); }
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