WorldRenderer: use string.IsNullOrEmpty for check in Palette method

Unified usage of WorldRenderer.Palette method when it comes to appending player name (in case of player palette)
This commit is contained in:
michaeldgg2
2023-06-02 12:07:14 +02:00
committed by Gustas
parent b944b21325
commit 1a2d43fc99
4 changed files with 5 additions and 10 deletions

View File

@@ -87,7 +87,7 @@ namespace OpenRA.Graphics
{
// HACK: This is working around the fact that palettes are defined on traits rather than sequences
// and can be removed once this has been fixed.
return name == null ? null : palettes.GetOrAdd(name, createPaletteReference);
return string.IsNullOrEmpty(name) ? null : palettes.GetOrAdd(name, createPaletteReference);
}
public void AddPalette(string name, ImmutablePalette pal, bool allowModifiers = false, bool allowOverwrite = false)

View File

@@ -162,7 +162,8 @@ namespace OpenRA.Mods.Common.Traits
if (Cloaked && IsVisible(self, self.World.RenderPlayer))
{
var palette = string.IsNullOrEmpty(Info.Palette) ? null : Info.IsPlayerPalette ? wr.Palette(Info.Palette + self.Owner.InternalName) : wr.Palette(Info.Palette);
var palette = wr.Palette(Info.IsPlayerPalette ? Info.Palette + self.Owner.InternalName : Info.Palette);
if (palette == null)
return r;
else

View File

@@ -47,10 +47,7 @@ namespace OpenRA.Mods.Common.Traits.Render
protected override PaletteReference GetPalette(Actor self, WorldRenderer wr)
{
if (!info.IsPlayerPalette)
return wr.Palette(info.Palette);
return wr.Palette(info.Palette + rb.Repairers[shownPlayer % rb.Repairers.Count].InternalName);
return wr.Palette(info.IsPlayerPalette ? info.Palette + rb.Repairers[shownPlayer % rb.Repairers.Count].InternalName : info.Palette);
}
void CycleRepairer()

View File

@@ -51,10 +51,7 @@ namespace OpenRA.Mods.Common.Traits.Render
yield break;
if (Palette != null)
{
var ownerName = init.Get<OwnerInit>().InternalName;
p = init.WorldRenderer.Palette(IsPlayerPalette ? Palette + ownerName : Palette);
}
p = init.WorldRenderer.Palette(IsPlayerPalette ? Palette + init.Get<OwnerInit>().InternalName : Palette);
Func<WAngle> facing;
var dynamicfacingInit = init.GetOrDefault<DynamicFacingInit>();