Point out pitfalls in the Lua API documentation
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@@ -285,13 +285,17 @@ namespace OpenRA.Mods.RA.Scripting
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GetScriptTriggers(a).RegisterCallback(Trigger.OnInfiltrated, func, context);
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}
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[Desc("Removes all triggers from this actor.")]
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[Desc("Removes all triggers from this actor." +
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"Note that the removal will only take effect at the end of a tick, " +
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"so you must not add new triggers at the same time that you are calling this function.")]
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public void ClearAll(Actor a)
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{
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GetScriptTriggers(a).ClearAll();
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}
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[Desc("Removes the specified trigger from this actor.")]
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[Desc("Removes the specified trigger from this actor." +
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"Note that the removal will only take effect at the end of a tick, " +
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"so you must not add new triggers at the same time that you are calling this function.")]
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public void Clear(Actor a, string triggerName)
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{
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var trigger = (Trigger)Enum.Parse(typeof(Trigger), triggerName);
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@@ -145,7 +145,8 @@ namespace OpenRA.Mods.RA.Scripting
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return true;
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}
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[Desc("Checks whether the factory is currently producing anything on the queue that produces this type of actor.")]
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[Desc("Check whether the factory's production queue that builds this type of actor is currently busy." +
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"Note: it does not check whether this particular type of actor is being produced.")]
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public bool IsProducing(string actorType)
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{
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if (triggers.Triggers[Trigger.OnProduction].Any())
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@@ -249,7 +250,8 @@ namespace OpenRA.Mods.RA.Scripting
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return true;
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}
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[Desc("Checks whether the player is currently producing anything on the queue that produces this type of actor.")]
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[Desc("Check whether the production queue that builds this type of actor is currently busy." +
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"Note: it does not check whether this particular type of actor is being produced.")]
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public bool IsProducing(string actorType)
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{
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var queue = GetBuildableInfo(actorType).Queue.First();
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