Add trait descriptions to ResourceType.
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@@ -16,21 +16,46 @@ namespace OpenRA.Traits
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{
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public class ResourceTypeInfo : ITraitInfo
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{
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[Desc("Sequence image that holds the different variants.")]
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public readonly string Sequence = "resources";
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[SequenceReference("Sequence")] public readonly string[] Variants = { };
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[PaletteReference] public readonly string Palette = TileSet.TerrainPaletteInternalName;
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[SequenceReference("Sequence")]
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[Desc("Randomly chosen image sequences.")]
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public readonly string[] Variants = { };
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[PaletteReference]
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[Desc("Palette used for rendering the resource sprites.")]
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public readonly string Palette = TileSet.TerrainPaletteInternalName;
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[Desc("Resource index used in the binary map data.")]
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public readonly int ResourceType = 1;
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[Desc("Credit value of a single resource unit.")]
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public readonly int ValuePerUnit = 0;
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[Desc("Maximum number of resource units allowed in a single cell.")]
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public readonly int MaxDensity = 10;
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[FieldLoader.Require]
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[Desc("Resource identifier used by other traits.")]
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public readonly string Name = null;
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[Desc("Terrain type used to determine unit movement and minimap colors.")]
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public readonly string TerrainType = "Ore";
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[Desc("Terrain types that this resource can spawn on.")]
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public readonly HashSet<string> AllowedTerrainTypes = new HashSet<string>();
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[Desc("Allow resource to spawn under Mobile actors.")]
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public readonly bool AllowUnderActors = false;
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[Desc("Allow resource to spawn under Buildings.")]
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public readonly bool AllowUnderBuildings = false;
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[Desc("Allow resource to spawn on ramp tiles.")]
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public readonly bool AllowOnRamps = false;
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[Desc("Harvester content pip color.")]
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public PipType PipColor = PipType.Yellow;
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public object Create(ActorInitializer init) { return new ResourceType(this, init.World); }
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