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Doc fixes
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6 changed files with 16 additions and 13 deletions
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@ -107,7 +107,7 @@ namespace Effects
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@tparam float rot (default 0) specifies a speed with which it will rotate (0 = no rotation, negative = anticlockwise rotation, positive = clockwise rotation).
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@tparam Color startColor (default Color(255, 255, 255)) color at start of life
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@tparam Color endColor (default Color(255, 255, 255)) color to fade to - at the time of writing this fade will finish long before the end of the particle's life due to internal maths
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@tparam BlendID blendMode (default TEN.Effects.BlendID.ALPHABLEND) How will we blend this with its surroundings?
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@tparam Effects.BlendID blendMode (default TEN.Effects.BlendID.ALPHABLEND) How will we blend this with its surroundings?
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@tparam int startSize (default 10) Size on spawn. A value of 15 is approximately the size of Lara's head.
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@tparam int endSize (default 0) Size on death - the particle will linearly shrink or grow to this size during its lifespan
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@tparam float lifetime (default 2) Lifespan in seconds
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@ -15,7 +15,7 @@ Represents the properties of an object as it appears in the inventory.
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@function InventoryItem
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@tparam string nameKey key for the item's (localised) name.<br />
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Corresponds to an entry in strings.lua.
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@tparam ObjID slot slot of inventory object to change
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@tparam Objects.ObjID slot slot of inventory object to change
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@tparam int yOffset y-axis offset (positive values move the item down).<br />
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A value of about 100 will cause the item to display directly below its usual position.
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@tparam float scale item size (1 being standard size).<br />
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@ -24,7 +24,10 @@ and a value of 2 will cause the item to render at twice the size.
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@tparam Rotation rot rotation about x, y, and z axes
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@tparam RotationAxis axis Axis to rotate about when the item is being looked at in the inventory.<br />
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Note that this is entirely separate from the `rot` field described above.
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Must be RotationAxis.X, RotationAxis.Y or RotationAxis.Z.
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Must one of the following:
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X
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Y
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Z
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e.g. `myItem.rotAxisWhenCurrent = RotationAxis.X`
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@tparam int meshBits __Not currently implemented__ (will have no effect regardless of what you set it to)
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@tparam ItemAction action is this usable, equippable, or examinable?<br/>
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@ -19,7 +19,7 @@ namespace InventoryHandler
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//10 instead.
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//Has no effect if the player has an infinite number of that item.
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//@function GiveItem
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//@tparam ObjID item the item to be added
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//@tparam Objects.ObjID item the item to be added
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//@int[opt] count the number of items to add (default: the amount you would get from a pickup)
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static void InventoryAdd(GAME_OBJECT_ID slot, sol::optional<int> count)
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{
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@ -38,7 +38,7 @@ namespace InventoryHandler
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//As in @{GiveItem}, omitting the count will remove the "default" amount of that item.
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//Has no effect if the player has an infinite number of the item.
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//@function TakeItem
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//@tparam ObjID item the item to be removed
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//@tparam Objects.ObjID item the item to be removed
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//@int[opt] count the number of items to remove (default: the amount you would get from a pickup)
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static void InventoryRemove(GAME_OBJECT_ID slot, sol::optional<int> count)
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{
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@ -51,7 +51,7 @@ namespace InventoryHandler
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///Get the amount the player holds of an item.
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//@function GetItemCount
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//@tparam InvID item the ID item to check
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//@tparam Objects.ObjID item the ID item to check
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//@treturn int the amount of the item the player has in the inventory. -1 indicates an infinite amount of that item.
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static int InventoryGetCount(GAME_OBJECT_ID slot)
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{
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@ -61,7 +61,7 @@ namespace InventoryHandler
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///Set the amount of a certain item the player has in the inventory.
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//Similar to @{GiveItem} but replaces with the new amount instead of adding it.
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//@function SetItemCount
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//@tparam InvID item the ID of the item to be set.
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//@tparam Objects.ObjID item the ID of the item to be set.
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//@tparam int count the number of items the player will have. A value of -1 will give an infinite amount of that item.
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static void InventorySetCount(GAME_OBJECT_ID slot, int count)
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{
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@ -81,7 +81,7 @@ void AIObject::Register(sol::table & parent)
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// For example, you could have a pair of AI_GUARD objects, and change one or the other two
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// AI_PATROL_1 based on whether the player has a certain item or not.
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// @function AIObject:SetObjectID
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// @tparam ObjID ID the new ID
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// @tparam Objects.ObjID ID the new ID
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// @usage
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// aiObj = TEN.Objects.GetMoveableByName("ai_guard_sphinx_room")
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// aiObj:SetObjectID(TEN.Objects.ObjID.AI_PATROL1)
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@ -74,7 +74,7 @@ bool operator==(Moveable const& first, Moveable const& second)
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associated getters and setters. If you do not know what to set for these,
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most can just be ignored (see usage).
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@function Moveable
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@tparam ObjID object ID
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@tparam Objects.ObjID object ID
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@tparam string name Lua name of the item
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@tparam Vec3 position position in level
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@tparam[opt] Rotation rotation rotation about x, y, and z axes (default Rotation(0, 0, 0))
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@ -168,7 +168,7 @@ void Moveable::Register(sol::table & parent)
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/// Set effect to moveable
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// @function Moveable:SetEffect
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// @tparam EffectID effect Type of effect to assign.
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// @tparam Effects.EffectID effect Type of effect to assign.
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// @tparam float timeout time (in seconds) after which effect turns off (optional).
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ScriptReserved_SetEffect, &Moveable::SetEffect,
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@ -181,7 +181,7 @@ void Moveable::Register(sol::table & parent)
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/// Get current moveable effect
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// @function Moveable:GetEffect
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// @treturn EffectID effect type currently assigned to moveable.
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// @treturn Effects.EffectID effect type currently assigned to moveable.
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ScriptReserved_GetEffect, & Moveable::GetEffect,
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/// Get the status of object.
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@ -464,7 +464,7 @@ ScriptReserved_GetSlotHP, & Moveable::GetSlotHP,
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/// Borrow animation from an object
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// @function Moveable:AnimFromObject
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// @tparam ObjID ObjectID to take animation and stateID from,
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// @tparam Objects.ObjID ObjectID to take animation and stateID from,
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// @tparam int animNumber animation from object
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// @tparam int stateID state from object
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ScriptReserved_AnimFromObject, &Moveable::AnimFromObject);
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@ -43,7 +43,7 @@ ObjectsHandler::ObjectsHandler(sol::state* lua, sol::table & parent) :
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/***
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Get moveables by its slot.
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@function GetMoveablesBySlot
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@tparam ObjID slot the unique slot of the Moveable, e.g. `Objects.ObjID.ANIMATING1`
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@tparam Objects.ObjID slot the unique slot of the Moveable, e.g. `Objects.ObjID.ANIMATING1`
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@treturn table table of Moveables referencing the given slot.
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*/
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m_table_objects.set_function(ScriptReserved_GetMoveablesBySlot, &ObjectsHandler::GetMoveablesBySlot<Moveable>, this);
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