Use Tuple syntax

This commit is contained in:
teinarss
2020-08-02 13:41:03 +02:00
committed by Paul Chote
parent 8a74f6ea18
commit 19b02875c7
90 changed files with 738 additions and 826 deletions

View File

@@ -133,7 +133,7 @@ namespace OpenRA.Mods.Common.Graphics
// HACK: We don't have enough texture channels to pass the depth data to the shader
// so for now just offset everything forward so that the back corner is rendered at pos.
pxOrigin -= new float3(0, 0, Screen3DBounds(wr).Second.X);
pxOrigin -= new float3(0, 0, Screen3DBounds(wr).Z.X);
var shadowOrigin = pxOrigin - groundZ * (new float2(renderProxy.ShadowDirection, 1));
@@ -221,10 +221,10 @@ namespace OpenRA.Mods.Common.Graphics
public Rectangle ScreenBounds(WorldRenderer wr)
{
return Screen3DBounds(wr).First;
return Screen3DBounds(wr).Bounds;
}
Pair<Rectangle, float2> Screen3DBounds(WorldRenderer wr)
(Rectangle Bounds, float2 Z) Screen3DBounds(WorldRenderer wr)
{
var pxOrigin = wr.ScreenPosition(model.pos);
var draw = model.models.Where(v => v.IsVisible);
@@ -260,7 +260,7 @@ namespace OpenRA.Mods.Common.Graphics
}
}
return Pair.New(Rectangle.FromLTRB((int)minX, (int)minY, (int)maxX, (int)maxY), new float2(minZ, maxZ));
return (Rectangle.FromLTRB((int)minX, (int)minY, (int)maxX, (int)maxY), new float2(minZ, maxZ));
}
}
}