Update attributes style to be consistent in engine
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@@ -142,7 +142,7 @@ API_ENUM() enum class BuildPlatform
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/// <summary>
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/// Windows (ARM64)
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/// </summary>
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API_ENUM(Attributes = "EditorDisplay(null, \"Windows ARM64\")")
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API_ENUM(Attributes="EditorDisplay(null, \"Windows ARM64\")")
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WindowsARM64 = 15,
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};
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@@ -306,7 +306,7 @@ API_CLASS(Sealed) class FLAXENGINE_API BehaviorTreeLoopDecorator : public Behavi
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API_AUTO_SERIALIZATION();
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// Is the loop infinite (until failed)?
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API_FIELD(Attributes = "EditorOrder(10)")
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API_FIELD(Attributes="EditorOrder(10)")
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bool InfiniteLoop = false;
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// Amount of times to execute the node. Unused if LoopCountSelector is used or if InfiniteLoop is used.
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@@ -152,7 +152,7 @@ public:
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/// <summary>
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/// Determines the time (in seconds) at which the audio clip starts playing if Play On Start is enabled.
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/// </summary>
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API_PROPERTY(Attributes = "EditorOrder(51), DefaultValue(0.0f), Limit(0, float.MaxValue, 0.01f), EditorDisplay(\"Audio Source\", \"Start Time\"), VisibleIf(nameof(PlayOnStart))")
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API_PROPERTY(Attributes="EditorOrder(51), DefaultValue(0.0f), Limit(0, float.MaxValue, 0.01f), EditorDisplay(\"Audio Source\", \"Start Time\"), VisibleIf(nameof(PlayOnStart))")
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FORCE_INLINE float GetStartTime() const
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{
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return _startTime;
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@@ -68,13 +68,13 @@ public:
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/// <summary>
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/// Default probes cubemap resolution (use for Environment Probes, can be overriden per-actor).
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/// </summary>
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API_FIELD(Attributes = "EditorOrder(1500), EditorDisplay(\"Quality\")")
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API_FIELD(Attributes="EditorOrder(1500), EditorDisplay(\"Quality\")")
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ProbeCubemapResolution DefaultProbeResolution = ProbeCubemapResolution::_128;
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/// <summary>
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/// If checked, Environment Probes will use HDR texture format. Improves quality in very bright scenes at cost of higher memory usage.
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/// </summary>
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API_FIELD(Attributes = "EditorOrder(1502), EditorDisplay(\"Quality\")")
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API_FIELD(Attributes="EditorOrder(1502), EditorDisplay(\"Quality\")")
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bool UseHDRProbes = false;
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/// <summary>
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@@ -150,13 +150,13 @@ public:
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/// <summary>
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/// Frame rendering flags used to switch between graphics features for this camera.
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/// </summary>
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API_FIELD(Attributes = "EditorOrder(110), EditorDisplay(\"Camera\")")
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API_FIELD(Attributes="EditorOrder(110), EditorDisplay(\"Camera\")")
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ViewFlags RenderFlags = ViewFlags::DefaultGame;
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/// <summary>
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/// Describes frame rendering modes for this camera.
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/// </summary>
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API_FIELD(Attributes = "EditorOrder(120), EditorDisplay(\"Camera\")")
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API_FIELD(Attributes="EditorOrder(120), EditorDisplay(\"Camera\")")
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ViewMode RenderMode = ViewMode::Default;
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public:
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@@ -15,7 +15,7 @@ public:
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/// <summary>
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/// The partitioning mode for the shadow cascades.
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/// </summary>
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API_FIELD(Attributes = "EditorOrder(64), DefaultValue(PartitionMode.Manual), EditorDisplay(\"Shadow\")")
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API_FIELD(Attributes="EditorOrder(64), DefaultValue(PartitionMode.Manual), EditorDisplay(\"Shadow\")")
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PartitionMode PartitionMode = PartitionMode::Manual;
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/// <summary>
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@@ -27,25 +27,25 @@ public:
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/// <summary>
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/// Percentage of the shadow distance used by the first cascade.
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/// </summary>
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API_FIELD(Attributes = "EditorOrder(66), DefaultValue(0.05f), VisibleIf(nameof(ShowCascade1)), Limit(0, 1, 0.001f), EditorDisplay(\"Shadow\")")
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API_FIELD(Attributes="EditorOrder(66), DefaultValue(0.05f), VisibleIf(nameof(ShowCascade1)), Limit(0, 1, 0.001f), EditorDisplay(\"Shadow\")")
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float Cascade1Spacing = 0.05f;
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/// <summary>
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/// Percentage of the shadow distance used by the second cascade.
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/// </summary>
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API_FIELD(Attributes = "EditorOrder(67), DefaultValue(0.15f), VisibleIf(nameof(ShowCascade2)), Limit(0, 1, 0.001f), EditorDisplay(\"Shadow\")")
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API_FIELD(Attributes="EditorOrder(67), DefaultValue(0.15f), VisibleIf(nameof(ShowCascade2)), Limit(0, 1, 0.001f), EditorDisplay(\"Shadow\")")
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float Cascade2Spacing = 0.15f;
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/// <summary>
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/// Percentage of the shadow distance used by the third cascade.
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/// </summary>
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API_FIELD(Attributes = "EditorOrder(68), DefaultValue(0.50f), VisibleIf(nameof(ShowCascade3)), Limit(0, 1, 0.001f), EditorDisplay(\"Shadow\")")
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API_FIELD(Attributes="EditorOrder(68), DefaultValue(0.50f), VisibleIf(nameof(ShowCascade3)), Limit(0, 1, 0.001f), EditorDisplay(\"Shadow\")")
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float Cascade3Spacing = 0.50f;
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/// <summary>
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/// Percentage of the shadow distance used by the fourth cascade.
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/// </summary>
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API_FIELD(Attributes = "EditorOrder(69), DefaultValue(1.0f), VisibleIf(nameof(ShowCascade4)), Limit(0, 1, 0.001f), EditorDisplay(\"Shadow\")")
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API_FIELD(Attributes="EditorOrder(69), DefaultValue(1.0f), VisibleIf(nameof(ShowCascade4)), Limit(0, 1, 0.001f), EditorDisplay(\"Shadow\")")
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float Cascade4Spacing = 1.0f;
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public:
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@@ -42,7 +42,7 @@ public:
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/// <summary>
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/// The reflections texture resolution.
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/// </summary>
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API_FIELD(Attributes = "EditorOrder(0), EditorDisplay(\"Probe\")")
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API_FIELD(Attributes="EditorOrder(0), EditorDisplay(\"Probe\")")
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ProbeCubemapResolution CubemapResolution = ProbeCubemapResolution::UseGraphicsSettings;
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/// <summary>
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@@ -33,7 +33,7 @@ public:
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/// <summary>
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/// Whether to use physically based inverse squared distance falloff, where Radius is only clamping the light's contribution.
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/// </summary>
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API_FIELD(Attributes = "EditorOrder(13), DefaultValue(false), EditorDisplay(\"Light\")")
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API_FIELD(Attributes="EditorOrder(13), DefaultValue(false), EditorDisplay(\"Light\")")
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bool UseInverseSquaredFalloff = false;
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/// <summary>
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@@ -32,7 +32,7 @@ public:
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/// <summary>
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/// Whether to use physically based inverse squared distance falloff, where Radius is only clamping the light's contribution.
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/// </summary>
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API_FIELD(Attributes = "EditorOrder(13), DefaultValue(false), EditorDisplay(\"Light\")")
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API_FIELD(Attributes="EditorOrder(13), DefaultValue(false), EditorDisplay(\"Light\")")
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bool UseInverseSquaredFalloff = false;
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/// <summary>
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@@ -14,7 +14,7 @@ class NavMeshRuntime;
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/// <summary>
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/// The navigation mesh actor that holds a navigation data for a scene.
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/// </summary>
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API_CLASS(Attributes = "ActorContextMenu(\"New/Navigation/Nav Mesh\")")
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API_CLASS(Attributes="ActorContextMenu(\"New/Navigation/Nav Mesh\")")
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class FLAXENGINE_API NavMesh : public Actor
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{
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DECLARE_SCENE_OBJECT(NavMesh);
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@@ -53,12 +53,12 @@ API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Wheeled Vehicle\"), ActorTo
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/// <summary>
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/// The vehicle speed.
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/// </summary>
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API_FIELD(Attributes = "Limit(0)") float Speed = 1000;
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API_FIELD(Attributes="Limit(0)") float Speed = 1000;
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/// <summary>
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/// The target max steer of the speed.
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/// </summary>
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API_FIELD(Attributes = "Limit(0, 1)") float Steer = 1;
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API_FIELD(Attributes="Limit(0, 1)") float Steer = 1;
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SteerControl() = default;
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@@ -242,7 +242,7 @@ API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Wheeled Vehicle\"), ActorTo
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/// <summary>
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/// Number of gears to move to forward
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/// </summary>
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API_FIELD(Attributes = "Limit(1, 30)") int32 ForwardGearsRatios = 5;
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API_FIELD(Attributes="Limit(1, 30)") int32 ForwardGearsRatios = 5;
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/// <summary>
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/// Time it takes to switch gear. Specified in seconds (s).
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@@ -482,7 +482,7 @@ public:
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/// <summary>
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/// Gets the vehicle drive control settings.
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/// </summary>
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API_PROPERTY(Attributes = "EditorOrder(5), EditorDisplay(\"Vehicle\")") DriveControlSettings GetDriveControl() const;
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API_PROPERTY(Attributes="EditorOrder(5), EditorDisplay(\"Vehicle\")") DriveControlSettings GetDriveControl() const;
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/// <summary>
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/// Sets the vehicle drive control settings.
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@@ -29,7 +29,7 @@ DECLARE_ENUM_OPERATORS(SphericalJointFlag);
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/// rotate around the anchor points, and their rotation can be limited by an elliptical cone.
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/// </summary>
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/// <seealso cref="Joint" />
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API_CLASS(Attributes = "ActorContextMenu(\"New/Physics/Joints/Spherical Joint\"), ActorToolbox(\"Physics\")")
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API_CLASS(Attributes="ActorContextMenu(\"New/Physics/Joints/Spherical Joint\"), ActorToolbox(\"Physics\")")
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class FLAXENGINE_API SphericalJoint : public Joint
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{
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DECLARE_SCENE_OBJECT(SphericalJoint);
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@@ -10,7 +10,7 @@
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/// <summary>
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/// Physical materials are used to define the response of a physical object when interacting dynamically with the world.
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/// </summary>
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API_CLASS(Attributes = "ContentContextMenu(\"New/Physics/Physical Material\")")
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API_CLASS(Attributes="ContentContextMenu(\"New/Physics/Physical Material\")")
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class FLAXENGINE_API PhysicalMaterial final : public ScriptingObject, public ISerializable
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{
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API_AUTO_SERIALIZATION();
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@@ -81,13 +81,13 @@ API_CLASS(sealed, Namespace="FlaxEditor.Content.Settings") class FLAXENGINE_API
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/// <summary>
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/// The minimum Android API level (eg. 20, 28, 34).
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/// </summary>
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API_FIELD(Attributes = "EditorOrder(20), EditorDisplay(\"General\")")
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API_FIELD(Attributes="EditorOrder(20), EditorDisplay(\"General\")")
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String MinimumAPILevel = TEXT("23");
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/// <summary>
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/// The target Android API level (eg. 20, 28, 34).
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/// </summary>
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API_FIELD(Attributes = "EditorOrder(30), EditorDisplay(\"General\")")
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API_FIELD(Attributes="EditorOrder(30), EditorDisplay(\"General\")")
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String TargetAPILevel = TEXT("33");
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/// <summary>
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@@ -99,7 +99,7 @@ API_CLASS(sealed, Namespace="FlaxEditor.Content.Settings") class FLAXENGINE_API
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/// <summary>
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/// The default screen orientation.
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/// </summary>
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API_FIELD(Attributes = "EditorOrder(110), EditorDisplay(\"General\")")
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API_FIELD(Attributes="EditorOrder(110), EditorDisplay(\"General\")")
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ScreenOrientation DefaultOrientation = ScreenOrientation::AutoRotation;
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/// <summary>
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@@ -118,7 +118,7 @@ public:
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/// <summary>
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/// Called every fixed framerate frame (after FixedUpdate) if object is enabled.
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/// </summary>
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API_FUNCTION(Attributes = "NoAnimate") virtual void OnLateFixedUpdate()
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API_FUNCTION(Attributes="NoAnimate") virtual void OnLateFixedUpdate()
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{
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}
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@@ -198,7 +198,7 @@ public:
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API_FIELD(Attributes="EditorOrder(100), EditorDisplay(\"Geometry\"), VisibleIf(nameof(ShowGeometry))")
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String CollisionMeshesPrefix = TEXT("");
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// The type of collision that should be generated if the mesh has a collision prefix specified.
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API_FIELD(Attributes = "EditorOrder(105), EditorDisplay(\"Geometry\"), VisibleIf(nameof(ShowGeometry))")
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API_FIELD(Attributes="EditorOrder(105), EditorDisplay(\"Geometry\"), VisibleIf(nameof(ShowGeometry))")
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CollisionDataType CollisionType = CollisionDataType::ConvexMesh;
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public: // Transform
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@@ -279,10 +279,10 @@ public:
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API_FIELD(Attributes="EditorOrder(400), EditorDisplay(\"Materials\"), VisibleIf(nameof(ShowGeometry))")
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bool ImportMaterials = true;
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// If checked, the importer will create the model's materials as instances of a base material.
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API_FIELD(Attributes = "EditorOrder(401), EditorDisplay(\"Materials\"), VisibleIf(nameof(ImportMaterials)), VisibleIf(nameof(ShowGeometry))")
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API_FIELD(Attributes="EditorOrder(401), EditorDisplay(\"Materials\"), VisibleIf(nameof(ImportMaterials)), VisibleIf(nameof(ShowGeometry))")
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bool ImportMaterialsAsInstances = false;
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// The material used as the base material that will be instanced as the imported model's material.
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API_FIELD(Attributes = "EditorOrder(402), EditorDisplay(\"Materials\"), VisibleIf(nameof(ImportMaterialsAsInstances)), VisibleIf(nameof(ShowGeometry))")
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API_FIELD(Attributes="EditorOrder(402), EditorDisplay(\"Materials\"), VisibleIf(nameof(ImportMaterialsAsInstances)), VisibleIf(nameof(ShowGeometry))")
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AssetReference<MaterialBase> InstanceToImportAs;
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// If checked, the importer will import texture files used by the model and any embedded texture resources.
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API_FIELD(Attributes="EditorOrder(410), EditorDisplay(\"Materials\"), VisibleIf(nameof(ShowGeometry))")
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@@ -291,7 +291,7 @@ public:
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API_FIELD(Attributes="EditorOrder(420), EditorDisplay(\"Materials\", \"Keep Overridden Materials\"), VisibleIf(nameof(ShowGeometry))")
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bool RestoreMaterialsOnReimport = true;
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// If checked, the importer will not reimport any material from this model which already exist in the sub-asset folder.
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API_FIELD(Attributes = "EditorOrder(421), EditorDisplay(\"Materials\", \"Skip Existing Materials\"), VisibleIf(nameof(ShowGeometry))")
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API_FIELD(Attributes="EditorOrder(421), EditorDisplay(\"Materials\", \"Skip Existing Materials\"), VisibleIf(nameof(ShowGeometry))")
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bool SkipExistingMaterialsOnReimport = true;
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public: // SDF
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@@ -76,7 +76,7 @@ public:
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/// <summary>
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/// Determines the time (in seconds) at which the video clip starts playing if Play On Start is enabled.
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/// </summary>
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API_FIELD(Attributes = "EditorOrder(35), DefaultValue(0.0f), Limit(0, float.MaxValue, 0.01f), EditorDisplay(\"Video Player\"), VisibleIf(nameof(PlayOnStart))")
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API_FIELD(Attributes="EditorOrder(35), DefaultValue(0.0f), Limit(0, float.MaxValue, 0.01f), EditorDisplay(\"Video Player\"), VisibleIf(nameof(PlayOnStart))")
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float StartTime = 0.0f;
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/// <summary>
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