Use HasMovementType to avoid Enum.HasFlag allocations.

This commit is contained in:
RoosterDragon
2020-10-11 11:49:32 +01:00
committed by abcdefg30
parent 094ccf76b0
commit 2adee1e374
4 changed files with 7 additions and 7 deletions

View File

@@ -72,8 +72,8 @@ namespace OpenRA.Mods.Cnc.Traits.Render
void ITick.Tick(Actor self)
{
if (movement.CurrentMovementTypes.HasFlag(MovementType.Horizontal)
|| movement.CurrentMovementTypes.HasFlag(MovementType.Turn))
if (movement.CurrentMovementTypes.HasMovementType(MovementType.Horizontal)
|| movement.CurrentMovementTypes.HasMovementType(MovementType.Turn))
tick++;
if (tick < info.TickRate)

View File

@@ -419,7 +419,7 @@ namespace OpenRA.Mods.Common.Traits
CurrentMovementTypes = newMovementTypes;
if (!CurrentMovementTypes.HasFlag(MovementType.Horizontal))
if (!CurrentMovementTypes.HasMovementType(MovementType.Horizontal))
{
if (Info.Roll != WAngle.Zero && Roll != WAngle.Zero)
Roll = Util.TickFacing(Roll, WAngle.Zero, Info.RollSpeed);

View File

@@ -402,10 +402,10 @@ namespace OpenRA.Mods.Common.Traits
public bool IsLeaving()
{
if (CurrentMovementTypes.HasFlag(MovementType.Horizontal))
if (CurrentMovementTypes.HasMovementType(MovementType.Horizontal))
return true;
if (CurrentMovementTypes.HasFlag(MovementType.Turn))
if (CurrentMovementTypes.HasMovementType(MovementType.Turn))
return TurnToMove;
return false;

View File

@@ -168,12 +168,12 @@ namespace OpenRA.Mods.Common.Traits.Render
wasModifying = rsm.IsModifyingSequence;
}
if ((state != AnimationState.Moving || dirty) && move.CurrentMovementTypes.HasFlag(MovementType.Horizontal))
if ((state != AnimationState.Moving || dirty) && move.CurrentMovementTypes.HasMovementType(MovementType.Horizontal))
{
state = AnimationState.Moving;
DefaultAnimation.PlayRepeating(NormalizeInfantrySequence(self, GetDisplayInfo().MoveSequence));
}
else if (((state == AnimationState.Moving || dirty) && !move.CurrentMovementTypes.HasFlag(MovementType.Horizontal))
else if (((state == AnimationState.Moving || dirty) && !move.CurrentMovementTypes.HasMovementType(MovementType.Horizontal))
|| ((state == AnimationState.Idle || state == AnimationState.IdleAnimating) && !self.IsIdle))
PlayStandAnimation(self);