remove FieldLoader.LoadAttribute; replace with FieldLoader.IgnoreAttribute
This commit is contained in:
@@ -219,26 +219,22 @@ namespace OpenRA.FileFormats
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foreach( var ff in type.GetFields() )
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{
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var field = ff;
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var load = field.GetCustomAttributes<LoadAttribute>( false );
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var ignore = field.GetCustomAttributes<IgnoreAttribute>( false );
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var loadUsing = field.GetCustomAttributes<LoadUsingAttribute>( false );
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var fromYamlKey = field.GetCustomAttributes<FieldFromYamlKeyAttribute>( false );
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if( loadUsing.Length != 0 )
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ret[ field ] = ( _1, fieldType, yaml ) => loadUsing[ 0 ].LoaderFunc( field )( yaml );
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else if( fromYamlKey.Length != 0 )
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ret[ field ] = ( f, ft, yaml ) => GetValue( f, ft, yaml.Value );
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else if( load.Length != 0 )
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else if( ignore.Length == 0 )
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ret[ field ] = null;
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}
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if( ret.Count == 0 )
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foreach( var f in type.GetFields() )
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ret.Add( f, null );
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return ret;
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}
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[AttributeUsage( AttributeTargets.Field )]
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public class LoadAttribute : Attribute { }
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public class IgnoreAttribute : Attribute { }
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[AttributeUsage( AttributeTargets.Field )]
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public class LoadUsingAttribute : Attribute
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@@ -31,10 +31,10 @@ namespace OpenRA.FileFormats
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public class TileTemplate
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{
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[FieldLoader.Load] public ushort Id;
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[FieldLoader.Load] public string Image;
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[FieldLoader.Load] public int2 Size;
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[FieldLoader.Load] public bool PickAny;
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public ushort Id;
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public string Image;
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public int2 Size;
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public bool PickAny;
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[FieldLoader.LoadUsing( "LoadTiles" )]
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public Dictionary<byte, string> Tiles = new Dictionary<byte, string>();
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@@ -8,19 +8,19 @@
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.FileFormats;
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using System;
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namespace OpenRA.GameRules
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{
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public class VoiceInfo
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{
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public readonly Dictionary<string,string[]> Variants;
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public readonly Dictionary<string,string[]> Voices;
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[FieldLoader.Ignore] public readonly Dictionary<string,string[]> Variants;
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[FieldLoader.Ignore] public readonly Dictionary<string,string[]> Voices;
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public readonly string DefaultVariant = ".aud" ;
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[FieldLoader.Load] public readonly string[] DisableVariants = { };
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public readonly string[] DisableVariants = { };
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static Dictionary<string, string[]> Load( MiniYaml y, string name )
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{
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@@ -18,21 +18,21 @@ namespace OpenRA.GameRules
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{
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public class WarheadInfo
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{
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[FieldLoader.Load] public readonly int Spread = 1; // distance (in pixels) from the explosion center at which damage is 1/2.
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public readonly int Spread = 1; // distance (in pixels) from the explosion center at which damage is 1/2.
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[FieldLoader.LoadUsing( "LoadVersus" )]
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public readonly Dictionary<string, float> Versus; // damage vs each armortype
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[FieldLoader.Load] public readonly bool Ore = false; // can this damage ore?
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[FieldLoader.Load] public readonly string Explosion = null; // explosion effect to use
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[FieldLoader.Load] public readonly string WaterExplosion = null; // explosion effect on hitting water (usually a splash)
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[FieldLoader.Load] public readonly string SmudgeType = null; // type of smudge to apply
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[FieldLoader.Load] public readonly int[] Size = { 0, 0 }; // size of the explosion. provide 2 values for a ring effect (outer/inner)
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[FieldLoader.Load] public readonly int InfDeath = 0; // infantry death animation to use
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[FieldLoader.Load] public readonly string ImpactSound = null; // sound to play on impact
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[FieldLoader.Load] public readonly string WaterImpactSound = null; // sound to play on impact with water
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[FieldLoader.Load] public readonly int Damage = 0; // how much (raw) damage to deal
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[FieldLoader.Load] public readonly int Delay = 0; // delay in ticks before dealing the damage. 0=instant (old model)
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[FieldLoader.Load] public readonly DamageModel DamageModel = DamageModel.Normal; // which damage model to use
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[FieldLoader.Load] public readonly bool PreventProne = false; // whether we should prevent prone response in infantry.
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public readonly bool Ore = false; // can this damage ore?
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public readonly string Explosion = null; // explosion effect to use
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public readonly string WaterExplosion = null; // explosion effect on hitting water (usually a splash)
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public readonly string SmudgeType = null; // type of smudge to apply
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public readonly int[] Size = { 0, 0 }; // size of the explosion. provide 2 values for a ring effect (outer/inner)
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public readonly int InfDeath = 0; // infantry death animation to use
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public readonly string ImpactSound = null; // sound to play on impact
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public readonly string WaterImpactSound = null; // sound to play on impact with water
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public readonly int Damage = 0; // how much (raw) damage to deal
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public readonly int Delay = 0; // delay in ticks before dealing the damage. 0=instant (old model)
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public readonly DamageModel DamageModel = DamageModel.Normal; // which damage model to use
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public readonly bool PreventProne = false; // whether we should prevent prone response in infantry.
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public float EffectivenessAgainst(Actor self)
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{
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@@ -85,15 +85,15 @@ namespace OpenRA.GameRules
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public class WeaponInfo
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{
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[FieldLoader.Load] public readonly float Range = 0;
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[FieldLoader.Load] public readonly string Report = null;
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[FieldLoader.Load] public readonly int ROF = 1;
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[FieldLoader.Load] public readonly int Burst = 1;
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[FieldLoader.Load] public readonly bool Charges = false;
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[FieldLoader.Load] public readonly bool Underwater = false;
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[FieldLoader.Load] public readonly string[] ValidTargets = { "Ground" };
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[FieldLoader.Load] public readonly int BurstDelay = 5;
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[FieldLoader.Load] public readonly float MinRange = 0;
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public readonly float Range = 0;
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public readonly string Report = null;
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public readonly int ROF = 1;
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public readonly int Burst = 1;
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public readonly bool Charges = false;
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public readonly bool Underwater = false;
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public readonly string[] ValidTargets = { "Ground" };
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public readonly int BurstDelay = 5;
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public readonly float MinRange = 0;
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[FieldLoader.LoadUsing( "LoadProjectile" )] public IProjectileInfo Projectile;
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[FieldLoader.LoadUsing( "LoadWarheads" )] public List<WarheadInfo> Warheads;
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@@ -22,53 +22,52 @@ namespace OpenRA
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{
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public class Map
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{
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protected IFolder Container;
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[FieldLoader.Ignore] protected IFolder Container;
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public string Path {get; protected set;}
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// Yaml map data
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public string Uid { get; protected set; }
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[FieldLoader.Load] public int MapFormat;
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[FieldLoader.Load] public bool Selectable;
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[FieldLoader.Load] public bool UseAsShellmap;
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[FieldLoader.Load] public string RequiresMod;
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public int MapFormat;
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public bool Selectable;
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public bool UseAsShellmap;
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public string RequiresMod;
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[FieldLoader.Load] public string Title;
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[FieldLoader.Load] public string Type = "Conquest";
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[FieldLoader.Load] public string Description;
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[FieldLoader.Load] public string Author;
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[FieldLoader.Load] public string Tileset;
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public string Title;
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public string Type = "Conquest";
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public string Description;
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public string Author;
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public string Tileset;
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public Lazy<Dictionary<string, ActorReference>> Actors;
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[FieldLoader.Ignore] public Lazy<Dictionary<string, ActorReference>> Actors;
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public int PlayerCount { get { return Players.Count(p => p.Value.Playable); } }
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public IEnumerable<int2> SpawnPoints { get { return Actors.Value.Values.Where(a => a.Type == "mpspawn").Select(a => a.InitDict.Get<LocationInit>().value); } }
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[FieldLoader.Load] public Rectangle Bounds;
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public Rectangle Bounds;
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// Yaml map data
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public Dictionary<string, PlayerReference> Players = new Dictionary<string, PlayerReference>();
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public Lazy<List<SmudgeReference>> Smudges;
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[FieldLoader.Ignore] public Dictionary<string, PlayerReference> Players = new Dictionary<string, PlayerReference>();
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[FieldLoader.Ignore] public Lazy<List<SmudgeReference>> Smudges;
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// Rules overrides
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public List<MiniYamlNode> Rules = new List<MiniYamlNode>();
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[FieldLoader.Ignore] public List<MiniYamlNode> Rules = new List<MiniYamlNode>();
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// Sequences overrides
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public List<MiniYamlNode> Sequences = new List<MiniYamlNode>();
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[FieldLoader.Ignore] public List<MiniYamlNode> Sequences = new List<MiniYamlNode>();
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// Weapon overrides
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public List<MiniYamlNode> Weapons = new List<MiniYamlNode>();
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[FieldLoader.Ignore] public List<MiniYamlNode> Weapons = new List<MiniYamlNode>();
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// Voices overrides
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public List<MiniYamlNode> Voices = new List<MiniYamlNode>();
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[FieldLoader.Ignore] public List<MiniYamlNode> Voices = new List<MiniYamlNode>();
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// Binary map data
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public byte TileFormat = 1;
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[FieldLoader.Load] public int2 MapSize;
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[FieldLoader.Ignore] public byte TileFormat = 1;
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public int2 MapSize;
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public Lazy<TileReference<ushort, byte>[,]> MapTiles;
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public Lazy<TileReference<byte, byte>[,]> MapResources;
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public string [,] CustomTerrain;
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[FieldLoader.Ignore] public Lazy<TileReference<ushort, byte>[,]> MapTiles;
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[FieldLoader.Ignore] public Lazy<TileReference<byte, byte>[,]> MapResources;
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[FieldLoader.Ignore] public string [,] CustomTerrain;
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public Map()
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{
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@@ -17,8 +17,8 @@ namespace OpenRA.Network
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{
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public class HandshakeRequest
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{
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[FieldLoader.Load] public string[] Mods;
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[FieldLoader.Load] public string Map;
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public string[] Mods;
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public string Map;
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public string Serialize()
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{
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@@ -37,9 +37,9 @@ namespace OpenRA.Network
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public class HandshakeResponse
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{
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[FieldLoader.Load] public string[] Mods;
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[FieldLoader.Load] public string Password;
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public Session.Client Client;
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public string[] Mods;
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public string Password;
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[FieldLoader.Ignore] public Session.Client Client;
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public string Serialize()
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{
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@@ -35,11 +35,9 @@ namespace OpenRA.Mods.RA
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{
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class HackyAIInfo : IBotInfo, ITraitInfo
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{
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[FieldLoader.Load]
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public readonly string Name = "Unnamed Bot";
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[FieldLoader.Load]
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public readonly int SquadSize = 8;
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public readonly int AssignRolesInterval = 20;
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string IBotInfo.Name { get { return this.Name; } }
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@@ -65,9 +63,6 @@ namespace OpenRA.Mods.RA
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return ret;
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}
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[FieldLoader.Load]
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public readonly int AssignRolesInterval = 20;
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public object Create(ActorInitializer init) { return new HackyAI(this); }
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}
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@@ -23,21 +23,13 @@ namespace OpenRA.Mods.RA.Move
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{
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[FieldLoader.LoadUsing("LoadSpeeds")]
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public readonly Dictionary<string, TerrainInfo> TerrainSpeeds;
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[FieldLoader.Load]
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public readonly string[] Crushes;
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[FieldLoader.Load]
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public readonly int WaitAverage = 60;
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[FieldLoader.Load]
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public readonly int WaitSpread = 20;
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[FieldLoader.Load]
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public readonly int InitialFacing = 128;
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[FieldLoader.Load]
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public readonly int ROT = 255;
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[FieldLoader.Load]
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public readonly int Speed = 1;
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[FieldLoader.Load]
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public readonly bool OnRails = false;
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[FieldLoader.Load]
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public readonly bool SharesCell = false;
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public virtual object Create(ActorInitializer init) { return new Mobile(init, this); }
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