Fix StyleCop nits in Mods.TS.
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@@ -32,7 +32,7 @@ namespace OpenRA.Mods.RA.Render
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var body = init.Actor.Traits.Get<BodyOrientationInfo>();
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var voxel = VoxelProvider.GetVoxel(image, "idle");
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yield return new VoxelAnimation(voxel, () => WVec.Zero,
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() => new[]{ body.QuantizeOrientation(orientation, facings) },
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() => new[] { body.QuantizeOrientation(orientation, facings) },
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() => false, () => 0);
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}
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@@ -52,7 +52,7 @@ namespace OpenRA.Mods.RA.Render
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var idleVoxel = VoxelProvider.GetVoxel(rv.Image, info.IdleSequence);
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rv.Add(new VoxelAnimation(idleVoxel, () => WVec.Zero,
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() => new[]{ body.QuantizeOrientation(self, self.Orientation) },
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() => new[] { body.QuantizeOrientation(self, self.Orientation) },
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() => Docked,
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() => 0));
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@@ -63,7 +63,7 @@ namespace OpenRA.Mods.RA.Render
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var unloadVoxel = VoxelProvider.GetVoxel(rv.Image, info.UnloadSequence);
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rv.Add(new VoxelAnimation(unloadVoxel, () => WVec.Zero,
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() => new[]{ body.QuantizeOrientation(self, self.Orientation) },
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() => new[] { body.QuantizeOrientation(self, self.Orientation) },
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() => !Docked,
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() => 0));
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}
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@@ -41,12 +41,12 @@ namespace OpenRA.Mods.RA.Render
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var voxel = VoxelProvider.GetVoxel(rv.Image, "idle");
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frames = voxel.Frames;
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rv.Add(new VoxelAnimation(voxel, () => WVec.Zero,
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() => new[]{ body.QuantizeOrientation(self, self.Orientation) },
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() => new[] { body.QuantizeOrientation(self, self.Orientation) },
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() => false, () => frame));
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// Selection size
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var rvi = self.Info.Traits.Get<RenderVoxelsInfo>();
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var s = (int)(rvi.Scale*voxel.Size.Aggregate(Math.Max));
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var s = (int)(rvi.Scale * voxel.Size.Aggregate(Math.Max));
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size = new int2(s, s);
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}
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@@ -8,10 +8,10 @@
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.IO;
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using System;
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using OpenRA.FileFormats;
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using OpenRA.FileSystem;
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@@ -36,11 +36,11 @@ namespace OpenRA.Mods.TS.UtilityCommands
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var terrainTypes = new Dictionary<int, string>()
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{
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{ 1, "Clear" }, // Desert sand(?)
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{ 5, "Road" }, // Paved road
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{ 6, "Rail" }, // Monorail track
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{ 7, "Impassable" }, // Building
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{ 9, "Water" }, // Deep water(?)
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{ 1, "Clear" }, // Desert sand(?)
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{ 5, "Road" }, // Paved road
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{ 6, "Rail" }, // Monorail track
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{ 7, "Impassable" }, // Building
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{ 9, "Water" }, // Deep water(?)
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{ 10, "Water" }, // Shallow water
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{ 11, "Road" }, // Paved road (again?)
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{ 12, "DirtRoad" }, // Dirt road
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@@ -52,7 +52,7 @@ namespace OpenRA.Mods.TS.UtilityCommands
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// Loop over template sets
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try
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{
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for (var tilesetGroupIndex = 0; ; tilesetGroupIndex++)
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for (var tilesetGroupIndex = 0;; tilesetGroupIndex++)
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{
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var section = file.GetSection("TileSet{0:D4}".F(tilesetGroupIndex));
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