Updated MESSAGE documentation

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FlightControl 2017-04-16 16:38:47 +02:00
parent 9ccd0cb6dd
commit d8e8a31cf7

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@ -4,18 +4,24 @@
-- --
-- === -- ===
-- --
-- # 1) @{Message#MESSAGE} class, extends @{Base#BASE} -- @module Message
--- The MESSAGE class
-- @type MESSAGE
-- @extends Core.Base#BASE
--- # MESSAGE class, extends @{Base#BASE}
-- --
-- Message System to display Messages to Clients, Coalitions or All. -- Message System to display Messages to Clients, Coalitions or All.
-- Messages are shown on the display panel for an amount of seconds, and will then disappear. -- Messages are shown on the display panel for an amount of seconds, and will then disappear.
-- Messages can contain a category which is indicating the category of the message. -- Messages can contain a category which is indicating the category of the message.
-- --
-- ## 1.1) MESSAGE construction -- ## MESSAGE construction
-- --
-- Messages are created with @{Message#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet. -- Messages are created with @{Message#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet.
-- To send messages, you need to use the To functions. -- To send messages, you need to use the To functions.
-- --
-- ## 1.2) Send messages to an audience -- ## Send messages to an audience
-- --
-- Messages are sent: -- Messages are sent:
-- --
@ -26,19 +32,14 @@
-- * To the blue coalition using @{Message#MESSAGE.ToBlue}(). -- * To the blue coalition using @{Message#MESSAGE.ToBlue}().
-- * To all Players using @{Message#MESSAGE.ToAll}(). -- * To all Players using @{Message#MESSAGE.ToAll}().
-- --
-- ## 1.3) Send conditionally to an audience -- ## Send conditionally to an audience
-- --
-- Messages can be sent conditionally to an audience (when a condition is true): -- Messages can be sent conditionally to an audience (when a condition is true):
-- --
-- * To all players using @{Message#MESSAGE.ToAllIf}(). -- * To all players using @{Message#MESSAGE.ToAllIf}().
-- * To a coalition using @{Message#MESSAGE.ToCoalitionIf}(). -- * To a coalition using @{Message#MESSAGE.ToCoalitionIf}().
-- --
-- -- @field #MESSAGE
-- @module Message
--- The MESSAGE class
-- @type MESSAGE
-- @extends Core.Base#BASE
MESSAGE = { MESSAGE = {
ClassName = "MESSAGE", ClassName = "MESSAGE",
MessageCategory = 0, MessageCategory = 0,