Remove unused parameters.
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abcdefg30
parent
ea243b8558
commit
0e7ad43425
@@ -20,7 +20,7 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Attach this to an actor (usually a building) to let it produce units or construct buildings.",
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"If one builds another actor of this type, he will get a separate queue to create two actors",
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"at the same time. Will only work together with the Production: trait.")]
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public class ProductionQueueInfo : TraitInfo
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public class ProductionQueueInfo : TraitInfo, IRulesetLoaded
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{
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[FieldLoader.Require]
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[Desc("What kind of production will be added (e.g. Building, Infantry, Vehicle, ...)")]
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@@ -94,7 +94,7 @@ namespace OpenRA.Mods.Common.Traits
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string CancelledAudio = null;
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public override object Create(ActorInitializer init) { return new ProductionQueue(init, init.Self.Owner.PlayerActor, this); }
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public override object Create(ActorInitializer init) { return new ProductionQueue(init, this); }
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public void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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@@ -132,7 +132,7 @@ namespace OpenRA.Mods.Common.Traits
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[Sync]
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public bool IsValidFaction { get; private set; }
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public ProductionQueue(ActorInitializer init, Actor playerActor, ProductionQueueInfo info)
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public ProductionQueue(ActorInitializer init, ProductionQueueInfo info)
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{
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self = init.Self;
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Info = info;
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@@ -153,7 +153,7 @@ namespace OpenRA.Mods.Common.Traits
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techTree = self.Owner.PlayerActor.Trait<TechTree>();
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productionTraits = self.TraitsImplementing<Production>().Where(p => p.Info.Produces.Contains(Info.Type)).ToArray();
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CacheProducibles(self.Owner.PlayerActor);
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CacheProducibles();
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}
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protected void ClearQueue()
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@@ -181,7 +181,7 @@ namespace OpenRA.Mods.Common.Traits
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// Regenerate the producibles and tech tree state
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oldOwner.PlayerActor.Trait<TechTree>().Remove(this);
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CacheProducibles(newOwner.PlayerActor);
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CacheProducibles();
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techTree.Update();
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}
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@@ -193,7 +193,7 @@ namespace OpenRA.Mods.Common.Traits
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void INotifyTransform.OnTransform(Actor self) { }
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void INotifyTransform.AfterTransform(Actor self) { }
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void CacheProducibles(Actor playerActor)
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void CacheProducibles()
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{
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Producible.Clear();
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if (!Enabled)
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