remove FieldLoader.LoadAttribute; replace with FieldLoader.IgnoreAttribute
This commit is contained in:
@@ -8,19 +8,19 @@
|
||||
*/
|
||||
#endregion
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using OpenRA.FileFormats;
|
||||
using System;
|
||||
|
||||
namespace OpenRA.GameRules
|
||||
{
|
||||
public class VoiceInfo
|
||||
{
|
||||
public readonly Dictionary<string,string[]> Variants;
|
||||
public readonly Dictionary<string,string[]> Voices;
|
||||
[FieldLoader.Ignore] public readonly Dictionary<string,string[]> Variants;
|
||||
[FieldLoader.Ignore] public readonly Dictionary<string,string[]> Voices;
|
||||
public readonly string DefaultVariant = ".aud" ;
|
||||
[FieldLoader.Load] public readonly string[] DisableVariants = { };
|
||||
public readonly string[] DisableVariants = { };
|
||||
|
||||
static Dictionary<string, string[]> Load( MiniYaml y, string name )
|
||||
{
|
||||
|
||||
@@ -18,21 +18,21 @@ namespace OpenRA.GameRules
|
||||
{
|
||||
public class WarheadInfo
|
||||
{
|
||||
[FieldLoader.Load] public readonly int Spread = 1; // distance (in pixels) from the explosion center at which damage is 1/2.
|
||||
public readonly int Spread = 1; // distance (in pixels) from the explosion center at which damage is 1/2.
|
||||
[FieldLoader.LoadUsing( "LoadVersus" )]
|
||||
public readonly Dictionary<string, float> Versus; // damage vs each armortype
|
||||
[FieldLoader.Load] public readonly bool Ore = false; // can this damage ore?
|
||||
[FieldLoader.Load] public readonly string Explosion = null; // explosion effect to use
|
||||
[FieldLoader.Load] public readonly string WaterExplosion = null; // explosion effect on hitting water (usually a splash)
|
||||
[FieldLoader.Load] public readonly string SmudgeType = null; // type of smudge to apply
|
||||
[FieldLoader.Load] public readonly int[] Size = { 0, 0 }; // size of the explosion. provide 2 values for a ring effect (outer/inner)
|
||||
[FieldLoader.Load] public readonly int InfDeath = 0; // infantry death animation to use
|
||||
[FieldLoader.Load] public readonly string ImpactSound = null; // sound to play on impact
|
||||
[FieldLoader.Load] public readonly string WaterImpactSound = null; // sound to play on impact with water
|
||||
[FieldLoader.Load] public readonly int Damage = 0; // how much (raw) damage to deal
|
||||
[FieldLoader.Load] public readonly int Delay = 0; // delay in ticks before dealing the damage. 0=instant (old model)
|
||||
[FieldLoader.Load] public readonly DamageModel DamageModel = DamageModel.Normal; // which damage model to use
|
||||
[FieldLoader.Load] public readonly bool PreventProne = false; // whether we should prevent prone response in infantry.
|
||||
public readonly Dictionary<string, float> Versus; // damage vs each armortype
|
||||
public readonly bool Ore = false; // can this damage ore?
|
||||
public readonly string Explosion = null; // explosion effect to use
|
||||
public readonly string WaterExplosion = null; // explosion effect on hitting water (usually a splash)
|
||||
public readonly string SmudgeType = null; // type of smudge to apply
|
||||
public readonly int[] Size = { 0, 0 }; // size of the explosion. provide 2 values for a ring effect (outer/inner)
|
||||
public readonly int InfDeath = 0; // infantry death animation to use
|
||||
public readonly string ImpactSound = null; // sound to play on impact
|
||||
public readonly string WaterImpactSound = null; // sound to play on impact with water
|
||||
public readonly int Damage = 0; // how much (raw) damage to deal
|
||||
public readonly int Delay = 0; // delay in ticks before dealing the damage. 0=instant (old model)
|
||||
public readonly DamageModel DamageModel = DamageModel.Normal; // which damage model to use
|
||||
public readonly bool PreventProne = false; // whether we should prevent prone response in infantry.
|
||||
|
||||
public float EffectivenessAgainst(Actor self)
|
||||
{
|
||||
@@ -85,15 +85,15 @@ namespace OpenRA.GameRules
|
||||
|
||||
public class WeaponInfo
|
||||
{
|
||||
[FieldLoader.Load] public readonly float Range = 0;
|
||||
[FieldLoader.Load] public readonly string Report = null;
|
||||
[FieldLoader.Load] public readonly int ROF = 1;
|
||||
[FieldLoader.Load] public readonly int Burst = 1;
|
||||
[FieldLoader.Load] public readonly bool Charges = false;
|
||||
[FieldLoader.Load] public readonly bool Underwater = false;
|
||||
[FieldLoader.Load] public readonly string[] ValidTargets = { "Ground" };
|
||||
[FieldLoader.Load] public readonly int BurstDelay = 5;
|
||||
[FieldLoader.Load] public readonly float MinRange = 0;
|
||||
public readonly float Range = 0;
|
||||
public readonly string Report = null;
|
||||
public readonly int ROF = 1;
|
||||
public readonly int Burst = 1;
|
||||
public readonly bool Charges = false;
|
||||
public readonly bool Underwater = false;
|
||||
public readonly string[] ValidTargets = { "Ground" };
|
||||
public readonly int BurstDelay = 5;
|
||||
public readonly float MinRange = 0;
|
||||
|
||||
[FieldLoader.LoadUsing( "LoadProjectile" )] public IProjectileInfo Projectile;
|
||||
[FieldLoader.LoadUsing( "LoadWarheads" )] public List<WarheadInfo> Warheads;
|
||||
|
||||
@@ -22,53 +22,52 @@ namespace OpenRA
|
||||
{
|
||||
public class Map
|
||||
{
|
||||
protected IFolder Container;
|
||||
[FieldLoader.Ignore] protected IFolder Container;
|
||||
public string Path {get; protected set;}
|
||||
|
||||
// Yaml map data
|
||||
public string Uid { get; protected set; }
|
||||
[FieldLoader.Load] public int MapFormat;
|
||||
[FieldLoader.Load] public bool Selectable;
|
||||
[FieldLoader.Load] public bool UseAsShellmap;
|
||||
[FieldLoader.Load] public string RequiresMod;
|
||||
public int MapFormat;
|
||||
public bool Selectable;
|
||||
public bool UseAsShellmap;
|
||||
public string RequiresMod;
|
||||
|
||||
[FieldLoader.Load] public string Title;
|
||||
[FieldLoader.Load] public string Type = "Conquest";
|
||||
[FieldLoader.Load] public string Description;
|
||||
[FieldLoader.Load] public string Author;
|
||||
[FieldLoader.Load] public string Tileset;
|
||||
public string Title;
|
||||
public string Type = "Conquest";
|
||||
public string Description;
|
||||
public string Author;
|
||||
public string Tileset;
|
||||
|
||||
public Lazy<Dictionary<string, ActorReference>> Actors;
|
||||
[FieldLoader.Ignore] public Lazy<Dictionary<string, ActorReference>> Actors;
|
||||
|
||||
public int PlayerCount { get { return Players.Count(p => p.Value.Playable); } }
|
||||
public IEnumerable<int2> SpawnPoints { get { return Actors.Value.Values.Where(a => a.Type == "mpspawn").Select(a => a.InitDict.Get<LocationInit>().value); } }
|
||||
|
||||
[FieldLoader.Load] public Rectangle Bounds;
|
||||
public Rectangle Bounds;
|
||||
|
||||
|
||||
// Yaml map data
|
||||
public Dictionary<string, PlayerReference> Players = new Dictionary<string, PlayerReference>();
|
||||
public Lazy<List<SmudgeReference>> Smudges;
|
||||
[FieldLoader.Ignore] public Dictionary<string, PlayerReference> Players = new Dictionary<string, PlayerReference>();
|
||||
[FieldLoader.Ignore] public Lazy<List<SmudgeReference>> Smudges;
|
||||
|
||||
// Rules overrides
|
||||
public List<MiniYamlNode> Rules = new List<MiniYamlNode>();
|
||||
[FieldLoader.Ignore] public List<MiniYamlNode> Rules = new List<MiniYamlNode>();
|
||||
|
||||
// Sequences overrides
|
||||
public List<MiniYamlNode> Sequences = new List<MiniYamlNode>();
|
||||
[FieldLoader.Ignore] public List<MiniYamlNode> Sequences = new List<MiniYamlNode>();
|
||||
|
||||
// Weapon overrides
|
||||
public List<MiniYamlNode> Weapons = new List<MiniYamlNode>();
|
||||
[FieldLoader.Ignore] public List<MiniYamlNode> Weapons = new List<MiniYamlNode>();
|
||||
|
||||
// Voices overrides
|
||||
public List<MiniYamlNode> Voices = new List<MiniYamlNode>();
|
||||
[FieldLoader.Ignore] public List<MiniYamlNode> Voices = new List<MiniYamlNode>();
|
||||
|
||||
// Binary map data
|
||||
public byte TileFormat = 1;
|
||||
[FieldLoader.Load] public int2 MapSize;
|
||||
[FieldLoader.Ignore] public byte TileFormat = 1;
|
||||
public int2 MapSize;
|
||||
|
||||
public Lazy<TileReference<ushort, byte>[,]> MapTiles;
|
||||
public Lazy<TileReference<byte, byte>[,]> MapResources;
|
||||
public string [,] CustomTerrain;
|
||||
[FieldLoader.Ignore] public Lazy<TileReference<ushort, byte>[,]> MapTiles;
|
||||
[FieldLoader.Ignore] public Lazy<TileReference<byte, byte>[,]> MapResources;
|
||||
[FieldLoader.Ignore] public string [,] CustomTerrain;
|
||||
|
||||
public Map()
|
||||
{
|
||||
|
||||
@@ -17,8 +17,8 @@ namespace OpenRA.Network
|
||||
{
|
||||
public class HandshakeRequest
|
||||
{
|
||||
[FieldLoader.Load] public string[] Mods;
|
||||
[FieldLoader.Load] public string Map;
|
||||
public string[] Mods;
|
||||
public string Map;
|
||||
|
||||
public string Serialize()
|
||||
{
|
||||
@@ -37,9 +37,9 @@ namespace OpenRA.Network
|
||||
|
||||
public class HandshakeResponse
|
||||
{
|
||||
[FieldLoader.Load] public string[] Mods;
|
||||
[FieldLoader.Load] public string Password;
|
||||
public Session.Client Client;
|
||||
public string[] Mods;
|
||||
public string Password;
|
||||
[FieldLoader.Ignore] public Session.Client Client;
|
||||
|
||||
public string Serialize()
|
||||
{
|
||||
@@ -70,4 +70,4 @@ namespace OpenRA.Network
|
||||
return handshake;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user