Various Fixes

-- Documentation fixes with links not working.
-- MENU_CLIENT_COMMAND had a small glitch, fixed that one too.
-- Implemented new Event Dispatcher.
--
This commit is contained in:
FlightControl
2017-02-04 15:16:32 +01:00
parent be4d51237b
commit 52f4051901
104 changed files with 65657 additions and 749 deletions

View File

@@ -1,4 +1,7 @@
--- Single-Player:Yes / Mulit-Player:Yes / AI:Yes / Human:No / Types:Ground -- Management of logical cargo objects, that can be transported from and to transportation carriers.
---Single-Player:**Yes** / Mulit-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Ground** --
-- **Management of logical cargo objects, that can be transported from and to transportation carriers.**
--
-- ![Banner Image](..\Presentations\AI_CARGO\CARGO.JPG)
--
-- ===
--
@@ -12,8 +15,8 @@
--
-- * AI_CARGO_GROUPED, represented by a Group of CARGO_UNITs.
--
-- 1) @{AI.AI_Cargo#AI_CARGO} class, extends @{Core.Fsm#FSM_PROCESS}
-- ==========================================================================
-- # 1) @{#AI_CARGO} class, extends @{Fsm#FSM_PROCESS}
--
-- The @{#AI_CARGO} class defines the core functions that defines a cargo object within MOOSE.
-- A cargo is a logical object defined that is available for transport, and has a life status within a simulation.
--
@@ -52,13 +55,13 @@
-- The state transition method needs to start with the name **OnEnter + the name of the state**.
-- These state transition methods need to provide a return value, which is specified at the function description.
--
-- 2) #AI_CARGO_UNIT class
-- ====================
-- # 2) #AI_CARGO_UNIT class
--
-- The AI_CARGO_UNIT class defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the AI_CARGO_UNIT objects to and from carriers.
--
-- 5) #AI_CARGO_GROUPED class
-- =======================
-- # 5) #AI_CARGO_GROUPED class
--
-- The AI_CARGO_GROUPED class defines a cargo that is represented by a group of UNIT objects within the simulator, and can be transported by a carrier.
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the AI_CARGO_UNIT objects to and from carriers.
--
@@ -90,14 +93,14 @@
-- The cargo must be in the **Loaded** state.
-- @function [parent=#AI_CARGO] UnBoard
-- @param #AI_CARGO self
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
--- UnBoards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo from the Carrier.
-- The cargo must be in the **Loaded** state.
-- @function [parent=#AI_CARGO] __UnBoard
-- @param #AI_CARGO self
-- @param #number DelaySeconds The amount of seconds to delay the action.
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
-- Load
@@ -122,14 +125,14 @@
-- The cargo must be in the **Loaded** state.
-- @function [parent=#AI_CARGO] UnLoad
-- @param #AI_CARGO self
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
--- UnLoads the cargo to a Carrier. The event will unload the cargo from the Carrier. There will be no movement simulated of the cargo loading.
-- The cargo must be in the **Loaded** state.
-- @function [parent=#AI_CARGO] __UnLoad
-- @param #AI_CARGO self
-- @param #number DelaySeconds The amount of seconds to delay the action.
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
-- State Transition Functions