embed the previously manually edited outdated documentation
from https://github.com/OpenRA/OpenRA/wiki/Trait-Documentation
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@@ -13,13 +13,24 @@ using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Traits;
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using OpenRA.FileFormats;
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namespace OpenRA.Mods.RA
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{
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[Desc("Attach this to the world actor (not a building!) to define a new shared build queue.\n" +
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"\t# Will only work together with the Production: trait on the actor that actually does the production.\n" +
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"\t# You will also want to add PrimaryBuildings: to let the user choose where new units should exit.")]
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public class ClassicProductionQueueInfo : ProductionQueueInfo, Requires<TechTreeInfo>, Requires<PowerManagerInfo>, Requires<PlayerResourcesInfo>
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{
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[Desc("If you build more actors of the same type, \n" +
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"\t# the same queue will get it's build time lowered for every actor produced there.")]
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public readonly bool SpeedUp = false;
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[Desc("Everytime another production building of the same queue is\n" +
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"\t# contructed, the build time of all actors in the queue\n" +
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"\t#get divided by this value.")]
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public readonly int BuildTimeSpeedUpDivisor = 2;
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[Desc("You can still build more production buildings\n" +
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"\t# than this value, but the build time won't increase further.")]
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public readonly int MaxBuildTimeReductionSteps = 6;
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public override object Create(ActorInitializer init) { return new ClassicProductionQueue(init.self, this); }
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@@ -13,21 +13,41 @@ using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Mods.RA.Buildings;
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using OpenRA.Traits;
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using OpenRA.FileFormats;
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namespace OpenRA.Mods.RA
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{
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[Desc("Attach this to an actor (usually a building) to let it produce units or construct buildings.\n" +
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"\t# If one builds another actor of this type, he will get a separate queue to create two actors\n" +
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"\t# at the same time. Will only work together with the Production: trait.")]
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public class ProductionQueueInfo : ITraitInfo
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{
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[Desc("What kind of production will be added (e.g. Building, Infantry, Vehicle, ...)")]
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public readonly string Type = null;
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[Desc("Group queues from separate buildings together into the same tab.")]
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public readonly string Group = null;
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[Desc("This value is used to translate the unit cost into build time.")]
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public float BuildSpeedModifier = 0.4f;
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[Desc("The build time is multiplied with this value on low power.")]
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public readonly int LowPowerSlowdown = 3;
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[Desc("Notification played when production is complete.\n" +
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"\t# The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string ReadyAudio = "UnitReady";
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[Desc("Notification played when you can't train another unit\n" +
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"\t# when the build limit exceeded or the exit is jammed.\n" +
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"\t# The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string BlockedAudio = "NoBuild";
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[Desc("Notification played when user clicks on the build palette icon.\n" +
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"\t# The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string QueuedAudio = "Training";
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[Desc("Notification played when player right-clicks\n" +
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"\t# on the build palette icon. The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string OnHoldAudio = "OnHold";
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[Desc("Notification played when player right-clicks\n" +
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"\t# on a build palette icon that is already on hold.\n" +
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"\t# The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string CancelledAudio = "Cancelled";
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public virtual object Create(ActorInitializer init) { return new ProductionQueue(init.self, init.self.Owner.PlayerActor, this); }
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