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#SET_UNIT - docu fixes
#UNIT - Improved GetGroup() as after the Dec/22 patch getGroup() might be nil
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@ -1952,12 +1952,7 @@ do -- SET_UNIT
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-- * @{#SET_UNIT.ForEachUnit}: Calls a function for each alive unit it finds within the SET_UNIT.
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-- * @{#SET_UNIT.ForEachUnitInZone}: Iterate the SET_UNIT and call an iterator function for each **alive** UNIT object presence completely in a @{Core.Zone}, providing the UNIT object and optional parameters to the called function.
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-- * @{#SET_UNIT.ForEachUnitNotInZone}: Iterate the SET_UNIT and call an iterator function for each **alive** UNIT object presence not in a @{Core.Zone}, providing the UNIT object and optional parameters to the called function.
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--
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-- Planned iterators methods in development are (so these are not yet available):
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--
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-- * @{#SET_UNIT.ForEachUnitInUnit}: Calls a function for each unit contained within the SET_UNIT.
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-- * @{#SET_UNIT.ForEachUnitCompletelyInZone}: Iterate and call an iterator function for each **alive** UNIT presence completely in a @{Core.Zone}, providing the UNIT and optional parameters to the called function.
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-- * @{#SET_UNIT.ForEachUnitNotInZone}: Iterate and call an iterator function for each **alive** UNIT presence not in a @{Core.Zone}, providing the UNIT and optional parameters to the called function.
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-- * @{#SET_UNIT:ForEachUnitPerThreatLevel}: Iterate the SET_UNIT **sorted *per Threat Level** and call an iterator function for each **alive** UNIT, providing the UNIT and optional parameters
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--
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-- ## 5) SET_UNIT atomic methods
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--
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@ -629,22 +629,27 @@ end
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--- Returns the unit's group if it exist and nil otherwise.
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-- @param Wrapper.Unit#UNIT self
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-- @return Wrapper.Group#GROUP The Group of the Unit or `nil` if the unit does not exist.
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--- Returns the unit's group if it exists and nil otherwise.
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-- @param Wrapper.Unit#UNIT self
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-- @return Wrapper.Group#GROUP The Group of the Unit or `nil` if the unit does not exist.
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function UNIT:GetGroup()
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self:F2( self.UnitName )
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local UnitGroup = GROUP:FindByName( DCSUnit:getGroup():getName() )
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self:F2( self.UnitName )
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local UnitGroup = GROUP:FindByName(self.GroupName)
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if UnitGroup then
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return UnitGroup
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else
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local DCSUnit = self:GetDCSObject()
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if DCSUnit then
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local grp = DCSUnit:getGroup()
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if grp then
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local UnitGroup = GROUP:FindByName( grp:getName() )
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return UnitGroup
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end
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end
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end
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return nil
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end
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-- Need to add here functions to check if radar is on and which object etc.
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--- Returns the prefix name of the DCS Unit. A prefix name is a part of the name before a '#'-sign.
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-- DCS Units spawned with the @{Core.Spawn#SPAWN} class contain a '#'-sign to indicate the end of the (base) DCS Unit name.
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-- The spawn sequence number and unit number are contained within the name after the '#' sign.
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