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docu fixes
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@@ -10,8 +10,11 @@
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--
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--
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-- @module Wrapper.Static
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-- @module Wrapper.Static
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-- @image Wrapper_Static.JPG
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-- @image Wrapper_Static.JPG
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--- @type STATIC
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--- @type STATIC
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-- @extends Wrapper.Positionable#POSITIONABLE
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-- @extends Wrapper.Positionable#POSITIONABLE
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--- Wrapper class to handle Static objects.
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--- Wrapper class to handle Static objects.
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--
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--
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-- Note that Statics are almost the same as Units, but they don't have a controller.
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-- Note that Statics are almost the same as Units, but they don't have a controller.
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@@ -37,10 +40,13 @@
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--
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--
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-- * @{#STATIC.FindByName}(): Find a STATIC instance from the _DATABASE object using a DCS Static name.
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-- * @{#STATIC.FindByName}(): Find a STATIC instance from the _DATABASE object using a DCS Static name.
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--
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--
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-- IMPORTANT: ONE SHOULD NEVER SANITIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).
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-- IMPORTANT: ONE SHOULD NEVER SANATIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).
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--
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--
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-- @field #STATIC
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-- @field #STATIC
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STATIC = { ClassName = "STATIC" }
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STATIC = {
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ClassName = "STATIC",
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}
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--- Register a static object.
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--- Register a static object.
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-- @param #STATIC self
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-- @param #STATIC self
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@@ -52,6 +58,7 @@ function STATIC:Register( StaticName )
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return self
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return self
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end
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end
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--- Finds a STATIC from the _DATABASE using a DCSStatic object.
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--- Finds a STATIC from the _DATABASE using a DCSStatic object.
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-- @param #STATIC self
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-- @param #STATIC self
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-- @param DCS#StaticObject DCSStatic An existing DCS Static object reference.
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-- @param DCS#StaticObject DCSStatic An existing DCS Static object reference.
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@@ -90,9 +97,8 @@ end
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--- Destroys the STATIC.
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--- Destroys the STATIC.
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-- @param #STATIC self
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-- @param #STATIC self
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-- @param #boolean GenerateEvent (Optional) true to generate a crash or dead event, false to not generate any event. `nil` (default) creates a remove event.
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-- @param #boolean GenerateEvent (Optional) true if you want to generate a crash or dead event for the static.
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-- @return #nil The DCS StaticObject is not existing or alive.
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-- @return #nil The DCS StaticObject is not existing or alive.
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--
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-- @usage
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-- @usage
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-- -- Air static example: destroy the static Helicopter and generate a S_EVENT_CRASH.
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-- -- Air static example: destroy the static Helicopter and generate a S_EVENT_CRASH.
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-- Helicopter = STATIC:FindByName( "Helicopter" )
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-- Helicopter = STATIC:FindByName( "Helicopter" )
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@@ -111,7 +117,7 @@ end
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-- @usage
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-- @usage
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-- -- Destroy without event generation example.
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-- -- Destroy without event generation example.
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-- Ship = STATIC:FindByName( "Boat" )
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-- Ship = STATIC:FindByName( "Boat" )
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-- Ship:Destroy( false ) -- Don't generate any event upon destruction.
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-- Ship:Destroy( false ) -- Don't generate an event upon destruction.
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--
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--
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function STATIC:Destroy( GenerateEvent )
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function STATIC:Destroy( GenerateEvent )
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self:F2( self.ObjectName )
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self:F2( self.ObjectName )
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@@ -142,6 +148,7 @@ function STATIC:Destroy( GenerateEvent )
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return nil
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return nil
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end
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end
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--- Get DCS object of static of static.
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--- Get DCS object of static of static.
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-- @param #STATIC self
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-- @param #STATIC self
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-- @return DCS static object
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-- @return DCS static object
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@@ -173,6 +180,7 @@ function STATIC:GetUnits()
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return nil
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return nil
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end
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end
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--- Get threat level of static.
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--- Get threat level of static.
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-- @param #STATIC self
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-- @param #STATIC self
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-- @return #number Threat level 1.
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-- @return #number Threat level 1.
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@@ -186,15 +194,15 @@ end
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-- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static.
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-- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static.
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-- @param #number Heading The heading of the static respawn in degrees. Default is 0 deg.
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-- @param #number Heading The heading of the static respawn in degrees. Default is 0 deg.
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-- @param #number Delay Delay in seconds before the static is spawned.
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-- @param #number Delay Delay in seconds before the static is spawned.
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function STATIC:SpawnAt( Coordinate, Heading, Delay )
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function STATIC:SpawnAt(Coordinate, Heading, Delay)
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Heading = Heading or 0
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Heading=Heading or 0
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if Delay and Delay > 0 then
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if Delay and Delay>0 then
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SCHEDULER:New( nil, self.SpawnAt, { self, Coordinate, Heading }, Delay )
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SCHEDULER:New(nil, self.SpawnAt, {self, Coordinate, Heading}, Delay)
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else
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else
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local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName )
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local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName)
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SpawnStatic:SpawnFromPointVec2( Coordinate, Heading, self.StaticName )
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SpawnStatic:SpawnFromPointVec2( Coordinate, Heading, self.StaticName )
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@@ -203,45 +211,48 @@ function STATIC:SpawnAt( Coordinate, Heading, Delay )
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return self
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return self
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end
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end
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--- Respawn the @{Wrapper.Unit} at the same location with the same properties.
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--- Respawn the @{Wrapper.Unit} at the same location with the same properties.
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-- This is useful to respawn a cargo after it has been destroyed.
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-- This is useful to respawn a cargo after it has been destroyed.
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-- @param #STATIC self
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-- @param #STATIC self
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-- @param DCS#country.id CountryID (Optional) The country ID used for spawning the new static. Default is same as currently.
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-- @param DCS#country.id CountryID (Optional) The country ID used for spawning the new static. Default is same as currently.
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-- @param #number Delay (Optional) Delay in seconds before static is respawned. Default now.
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-- @param #number Delay (Optional) Delay in seconds before static is respawned. Default now.
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function STATIC:ReSpawn( CountryID, Delay )
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function STATIC:ReSpawn(CountryID, Delay)
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if Delay and Delay > 0 then
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if Delay and Delay>0 then
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SCHEDULER:New( nil, self.ReSpawn, { self, CountryID }, Delay )
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SCHEDULER:New(nil, self.ReSpawn, {self, CountryID}, Delay)
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else
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else
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CountryID = CountryID or self:GetCountry()
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CountryID=CountryID or self:GetCountry()
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local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName, CountryID )
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local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName, CountryID)
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SpawnStatic:Spawn( nil, self.StaticName )
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SpawnStatic:Spawn(nil, self.StaticName)
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end
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end
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return self
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return self
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end
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end
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--- Respawn the @{Wrapper.Unit} at a defined Coordinate with an optional heading.
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--- Respawn the @{Wrapper.Unit} at a defined Coordinate with an optional heading.
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-- @param #STATIC self
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-- @param #STATIC self
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-- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static.
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-- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static.
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-- @param #number Heading (Optional) The heading of the static respawn in degrees. Default is the current heading.
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-- @param #number Heading (Optional) The heading of the static respawn in degrees. Default the current heading.
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-- @param #number Delay (Optional) Delay in seconds before static is respawned. Default is now.
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-- @param #number Delay (Optional) Delay in seconds before static is respawned. Default now.
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function STATIC:ReSpawnAt( Coordinate, Heading, Delay )
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function STATIC:ReSpawnAt(Coordinate, Heading, Delay)
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-- Heading=Heading or 0
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--Heading=Heading or 0
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if Delay and Delay > 0 then
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if Delay and Delay>0 then
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SCHEDULER:New( nil, self.ReSpawnAt, { self, Coordinate, Heading }, Delay )
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SCHEDULER:New(nil, self.ReSpawnAt, {self, Coordinate, Heading}, Delay)
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else
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else
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local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName, self:GetCountry() )
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SpawnStatic:SpawnFromCoordinate( Coordinate, Heading, self.StaticName )
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local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName, self:GetCountry())
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SpawnStatic:SpawnFromCoordinate(Coordinate, Heading, self.StaticName)
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end
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end
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return self
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return self
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end
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end
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