Move Upgrades and Prerequisites
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44
OpenRA.Mods.Common/Traits/Buildable.cs
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44
OpenRA.Mods.Common/Traits/Buildable.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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public class BuildableInfo : TraitInfo<Buildable>
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{
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[Desc("The prerequisite names that must be available before this can be built.",
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"This can be prefixed with ! to invert the prerequisite (disabling production if the prerequisite is available)",
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"and/or ~ to hide the actor from the production palette if the prerequisite is not available.",
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"Prerequisites are granted by actors with the Building trait (with a prerequisite string given by the lower case actor name)",
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"and by the ProvidesCustomPrerequisite trait.")]
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public readonly string[] Prerequisites = { };
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[Desc("Restrict production to a specific race(s). **Deprecated**: Use race-specific prerequisites instead.")]
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public readonly string[] Owner = { };
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[Desc("Production queue(s) that can produce this.")]
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public readonly string[] Queue = { };
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[Desc("Override the production structure type (from the Production Produces list) that this unit should be built at.")]
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public readonly string BuildAtProductionType = null;
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[Desc("Disable production when there are more than this many of this actor on the battlefield. Set to 0 to disable.")]
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public readonly int BuildLimit = 0;
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[Desc("What the unit should start doing. Warning: If this is not a harvester", "it will break if you use FindResources.")]
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public readonly string InitialActivity = null;
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// TODO: UI fluff; doesn't belong here
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public readonly int BuildPaletteOrder = 9999;
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}
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public class Buildable { }
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}
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