LuaDocs punctuation fixes
This commit is contained in:
@@ -58,7 +58,7 @@ namespace OpenRA.Scripting
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return a;
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return a;
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}
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}
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[Desc("Returns the build time (in ticks) of the requested unit type")]
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[Desc("Returns the build time (in ticks) of the requested unit type.")]
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public int BuildTime(string type)
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public int BuildTime(string type)
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{
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{
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ActorInfo ai;
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ActorInfo ai;
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@@ -100,7 +100,7 @@ namespace OpenRA.Mods.RA.Scripting
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}
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}
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[Desc("Returns the actor that was specified with a given name in " +
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[Desc("Returns the actor that was specified with a given name in " +
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"the map file (or nil, if the actor is dead or not found")]
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"the map file (or nil, if the actor is dead or not found).")]
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public Actor NamedActor(string actorName)
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public Actor NamedActor(string actorName)
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{
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{
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Actor ret;
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Actor ret;
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@@ -130,14 +130,14 @@ namespace OpenRA.Mods.RA.Scripting
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GetScriptTriggers(player.PlayerActor).RegisterCallback(Trigger.OnObjectiveAdded, func, context);
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GetScriptTriggers(player.PlayerActor).RegisterCallback(Trigger.OnObjectiveAdded, func, context);
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}
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}
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[Desc("Call a function when this player completes an objective " +
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[Desc("Call a function when this player completes an objective. " +
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"The callback function will be called as func(Player player, int objectiveID).")]
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"The callback function will be called as func(Player player, int objectiveID).")]
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public void OnObjectiveCompleted(Player player, LuaFunction func)
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public void OnObjectiveCompleted(Player player, LuaFunction func)
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{
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{
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GetScriptTriggers(player.PlayerActor).RegisterCallback(Trigger.OnObjectiveCompleted, func, context);
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GetScriptTriggers(player.PlayerActor).RegisterCallback(Trigger.OnObjectiveCompleted, func, context);
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}
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}
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[Desc("Call a function when this player fails an objective " +
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[Desc("Call a function when this player fails an objective. " +
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"The callback function will be called as func(Player player, int objectiveID).")]
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"The callback function will be called as func(Player player, int objectiveID).")]
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public void OnObjectiveFailed(Player player, LuaFunction func)
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public void OnObjectiveFailed(Player player, LuaFunction func)
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{
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{
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@@ -165,13 +165,13 @@ namespace OpenRA.Mods.RA.Scripting
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GetScriptTriggers(a).RegisterCallback(Trigger.OnCapture, func, context);
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GetScriptTriggers(a).RegisterCallback(Trigger.OnCapture, func, context);
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}
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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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public void ClearAll(Actor a)
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public void ClearAll(Actor a)
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{
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{
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GetScriptTriggers(a).ClearAll();
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GetScriptTriggers(a).ClearAll();
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}
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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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public void Clear(Actor a, string triggerName)
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public void Clear(Actor a, string triggerName)
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{
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{
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var trigger = (Trigger)Enum.Parse(typeof(Trigger), triggerName);
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var trigger = (Trigger)Enum.Parse(typeof(Trigger), triggerName);
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@@ -58,7 +58,7 @@ namespace OpenRA.Mods.RA.Scripting
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return true;
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return true;
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}
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}
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[Desc("Skips over the first numElements members of the array and returns the rest")]
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[Desc("Skips over the first numElements members of the array and returns the rest.")]
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public LuaTable Skip(LuaTable table, int numElements)
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public LuaTable Skip(LuaTable table, int numElements)
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{
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{
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var t = context.CreateTable();
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var t = context.CreateTable();
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@@ -75,7 +75,7 @@ namespace OpenRA.Mods.RA.Scripting
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return table.Values.Random<LuaValue>(context.World.SharedRandom);
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return table.Values.Random<LuaValue>(context.World.SharedRandom);
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}
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}
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[Desc("Expands the given footprint one step along the coordinate axes, and (if requested) diagonals")]
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[Desc("Expands the given footprint one step along the coordinate axes, and (if requested) diagonals.")]
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public LuaTable ExpandFootprint(LuaTable cells, bool allowDiagonal)
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public LuaTable ExpandFootprint(LuaTable cells, bool allowDiagonal)
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{
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{
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var footprint = cells.Values.Select(c =>
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var footprint = cells.Values.Select(c =>
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@@ -27,7 +27,7 @@ namespace OpenRA.Mods.RA.Scripting
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}
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}
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[ScriptActorPropertyActivity]
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[ScriptActorPropertyActivity]
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[Desc("Build a unit, ignoring the production queue. The activity will wait if the exit is blocked")]
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[Desc("Build a unit, ignoring the production queue. The activity will wait if the exit is blocked.")]
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public void Produce(string actorType, string raceVariant = null)
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public void Produce(string actorType, string raceVariant = null)
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{
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{
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ActorInfo actorInfo;
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ActorInfo actorInfo;
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