docu fixes

This commit is contained in:
Applevangelist
2022-03-16 08:45:27 +01:00
parent 4df1e310a3
commit 57de0b7351
+36 -25
View File
@@ -10,8 +10,11 @@
--
-- @module Wrapper.Static
-- @image Wrapper_Static.JPG
--- @type STATIC
-- @extends Wrapper.Positionable#POSITIONABLE
--- Wrapper class to handle Static objects.
--
-- Note that Statics are almost the same as Units, but they don't have a controller.
@@ -37,10 +40,13 @@
--
-- * @{#STATIC.FindByName}(): Find a STATIC instance from the _DATABASE object using a DCS Static name.
--
-- IMPORTANT: ONE SHOULD NEVER SANITIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).
-- IMPORTANT: ONE SHOULD NEVER SANATIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).
--
-- @field #STATIC
STATIC = { ClassName = "STATIC" }
STATIC = {
ClassName = "STATIC",
}
--- Register a static object.
-- @param #STATIC self
@@ -52,6 +58,7 @@ function STATIC:Register( StaticName )
return self
end
--- Finds a STATIC from the _DATABASE using a DCSStatic object.
-- @param #STATIC self
-- @param DCS#StaticObject DCSStatic An existing DCS Static object reference.
@@ -90,9 +97,8 @@ end
--- Destroys the STATIC.
-- @param #STATIC self
-- @param #boolean GenerateEvent (Optional) true to generate a crash or dead event, false to not generate any event. `nil` (default) creates a remove event.
-- @param #boolean GenerateEvent (Optional) true if you want to generate a crash or dead event for the static.
-- @return #nil The DCS StaticObject is not existing or alive.
--
-- @usage
-- -- Air static example: destroy the static Helicopter and generate a S_EVENT_CRASH.
-- Helicopter = STATIC:FindByName( "Helicopter" )
@@ -111,7 +117,7 @@ end
-- @usage
-- -- Destroy without event generation example.
-- Ship = STATIC:FindByName( "Boat" )
-- Ship:Destroy( false ) -- Don't generate any event upon destruction.
-- Ship:Destroy( false ) -- Don't generate an event upon destruction.
--
function STATIC:Destroy( GenerateEvent )
self:F2( self.ObjectName )
@@ -142,6 +148,7 @@ function STATIC:Destroy( GenerateEvent )
return nil
end
--- Get DCS object of static of static.
-- @param #STATIC self
-- @return DCS static object
@@ -173,6 +180,7 @@ function STATIC:GetUnits()
return nil
end
--- Get threat level of static.
-- @param #STATIC self
-- @return #number Threat level 1.
@@ -186,15 +194,15 @@ end
-- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static.
-- @param #number Heading The heading of the static respawn in degrees. Default is 0 deg.
-- @param #number Delay Delay in seconds before the static is spawned.
function STATIC:SpawnAt( Coordinate, Heading, Delay )
function STATIC:SpawnAt(Coordinate, Heading, Delay)
Heading = Heading or 0
Heading=Heading or 0
if Delay and Delay > 0 then
SCHEDULER:New( nil, self.SpawnAt, { self, Coordinate, Heading }, Delay )
if Delay and Delay>0 then
SCHEDULER:New(nil, self.SpawnAt, {self, Coordinate, Heading}, Delay)
else
local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName )
local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName)
SpawnStatic:SpawnFromPointVec2( Coordinate, Heading, self.StaticName )
@@ -203,45 +211,48 @@ function STATIC:SpawnAt( Coordinate, Heading, Delay )
return self
end
--- Respawn the @{Wrapper.Unit} at the same location with the same properties.
-- This is useful to respawn a cargo after it has been destroyed.
-- @param #STATIC self
-- @param DCS#country.id CountryID (Optional) The country ID used for spawning the new static. Default is same as currently.
-- @param #number Delay (Optional) Delay in seconds before static is respawned. Default now.
function STATIC:ReSpawn( CountryID, Delay )
function STATIC:ReSpawn(CountryID, Delay)
if Delay and Delay > 0 then
SCHEDULER:New( nil, self.ReSpawn, { self, CountryID }, Delay )
if Delay and Delay>0 then
SCHEDULER:New(nil, self.ReSpawn, {self, CountryID}, Delay)
else
CountryID = CountryID or self:GetCountry()
CountryID=CountryID or self:GetCountry()
local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName, CountryID )
local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName, CountryID)
SpawnStatic:Spawn( nil, self.StaticName )
SpawnStatic:Spawn(nil, self.StaticName)
end
return self
end
--- Respawn the @{Wrapper.Unit} at a defined Coordinate with an optional heading.
-- @param #STATIC self
-- @param Core.Point#COORDINATE Coordinate The coordinate where to spawn the new Static.
-- @param #number Heading (Optional) The heading of the static respawn in degrees. Default is the current heading.
-- @param #number Delay (Optional) Delay in seconds before static is respawned. Default is now.
function STATIC:ReSpawnAt( Coordinate, Heading, Delay )
-- @param #number Heading (Optional) The heading of the static respawn in degrees. Default the current heading.
-- @param #number Delay (Optional) Delay in seconds before static is respawned. Default now.
function STATIC:ReSpawnAt(Coordinate, Heading, Delay)
-- Heading=Heading or 0
--Heading=Heading or 0
if Delay and Delay > 0 then
SCHEDULER:New( nil, self.ReSpawnAt, { self, Coordinate, Heading }, Delay )
if Delay and Delay>0 then
SCHEDULER:New(nil, self.ReSpawnAt, {self, Coordinate, Heading}, Delay)
else
local SpawnStatic = SPAWNSTATIC:NewFromStatic( self.StaticName, self:GetCountry() )
SpawnStatic:SpawnFromCoordinate( Coordinate, Heading, self.StaticName )
local SpawnStatic=SPAWNSTATIC:NewFromStatic(self.StaticName, self:GetCountry())
SpawnStatic:SpawnFromCoordinate(Coordinate, Heading, self.StaticName)
end
return self
end