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

@@ -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()
{