LuaDocs consistency fixes
This commit is contained in:
@@ -68,10 +68,10 @@ namespace OpenRA.Mods.RA.Scripting
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}
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}
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[Desc("Send reinforcements consisting of multiple units. Supports ground-based, naval and air units. " +
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[Desc("Send reinforcements consisting of multiple units. Supports ground-based, naval and air units. " +
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"The first member of the 'entryPath' array will be the units' spawnpoint, " +
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"The first member of the entryPath array will be the units' spawnpoint, " +
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"while the last one will be their destination. If 'actionFunc' is given, " +
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"while the last one will be their destination. If actionFunc is given, " +
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"it will be executed once a unit has reached its destination. 'actionFunc' " +
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"it will be executed once a unit has reached its destination. actionFunc " +
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"will be called as 'actionFunc(Actor actor)'")]
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"will be called as actionFunc(Actor actor)")]
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public LuaTable Reinforce(Player owner, LuaTable actorTypes, LuaTable entryPath, int interval = 25, LuaFunction actionFunc = null)
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public LuaTable Reinforce(Player owner, LuaTable actorTypes, LuaTable entryPath, int interval = 25, LuaFunction actionFunc = null)
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{
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{
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var actors = new List<Actor>();
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var actors = new List<Actor>();
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@@ -120,13 +120,13 @@ namespace OpenRA.Mods.RA.Scripting
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}
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}
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[Desc("Send reinforcements in a transport. A transport can be a ground unit (APC etc.), ships and aircraft. " +
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[Desc("Send reinforcements in a transport. A transport can be a ground unit (APC etc.), ships and aircraft. " +
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"The first member of the 'entryPath' array will be the spawnpoint for the transport, " +
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"The first member of the entryPath array will be the spawnpoint for the transport, " +
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"while the last one will be its destination. The last member of the 'exitPath' array " +
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"while the last one will be its destination. The last member of the exitPath array " +
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"is be the place where the transport will be removed from the game. When the transport " +
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"is be the place where the transport will be removed from the game. When the transport " +
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"has reached the destination, it will unload its cargo unless a custom 'actionFunc' has " +
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"has reached the destination, it will unload its cargo unless a custom actionFunc has " +
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"been supplied. Afterwards, the transport will follow the 'exitPath' and leave the map, " +
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"been supplied. Afterwards, the transport will follow the exitPath and leave the map, " +
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"unless a custom 'exitFunc' has been supplied. 'actionFunc' will be called as " +
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"unless a custom exitFunc has been supplied. actionFunc will be called as " +
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"'actionFunc(Actor transport, Actor[] cargo). 'exitFunc' will be called as 'exitFunc(Actor transport)'.")]
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"actionFunc(Actor transport, Actor[] cargo). exitFunc will be called as exitFunc(Actor transport).")]
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public LuaTable ReinforceWithTransport(Player owner, string actorType, LuaTable cargoTypes, LuaTable entryPath, LuaTable exitPath = null,
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public LuaTable ReinforceWithTransport(Player owner, string actorType, LuaTable cargoTypes, LuaTable entryPath, LuaTable exitPath = null,
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LuaFunction actionFunc = null, LuaFunction exitFunc = null)
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LuaFunction actionFunc = null, LuaFunction exitFunc = null)
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{
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{
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@@ -61,7 +61,7 @@ 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("Returns true if 'player' has lost all units/actors that have the 'MustBeDestroyed' trait.")]
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[Desc("Returns true if the player has lost all units/actors that have the MustBeDestroyed trait.")]
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public bool HasNoRequiredUnits()
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public bool HasNoRequiredUnits()
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{
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{
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return player.HasNoRequiredUnits();
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return player.HasNoRequiredUnits();
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