remove FieldLoader.LoadAttribute; replace with FieldLoader.IgnoreAttribute

This commit is contained in:
Chris Forbes
2011-06-30 20:01:22 +12:00
committed by Paul Chote
parent a4648cfbcc
commit cd63da85d8
8 changed files with 64 additions and 82 deletions

View File

@@ -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;