Use expression body syntax

This commit is contained in:
teinarss
2021-02-25 20:52:13 +01:00
committed by Paul Chote
parent 555c43843b
commit 4a1e4f3e16
403 changed files with 1342 additions and 2031 deletions

View File

@@ -39,7 +39,7 @@ namespace OpenRA
public int Timestep;
internal readonly OrderManager OrderManager;
public Session LobbyInfo { get { return OrderManager.LobbyInfo; } }
public Session LobbyInfo => OrderManager.LobbyInfo;
public readonly MersenneTwister SharedRandom;
public readonly MersenneTwister LocalRandom;
@@ -79,10 +79,7 @@ namespace OpenRA
Player renderPlayer;
public Player RenderPlayer
{
get
{
return renderPlayer;
}
get => renderPlayer;
set
{
@@ -103,20 +100,11 @@ namespace OpenRA
public bool ShroudObscures(WPos pos) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(pos); }
public bool ShroudObscures(PPos uv) { return RenderPlayer != null && !RenderPlayer.Shroud.IsExplored(uv); }
public bool IsReplay
{
get { return OrderManager.Connection is ReplayConnection; }
}
public bool IsReplay => OrderManager.Connection is ReplayConnection;
public bool IsLoadingGameSave
{
get { return OrderManager.NetFrameNumber <= OrderManager.GameSaveLastFrame; }
}
public bool IsLoadingGameSave => OrderManager.NetFrameNumber <= OrderManager.GameSaveLastFrame;
public int GameSaveLoadingPercentage
{
get { return OrderManager.NetFrameNumber * 100 / OrderManager.GameSaveLastFrame; }
}
public int GameSaveLoadingPercentage => OrderManager.NetFrameNumber * 100 / OrderManager.GameSaveLastFrame;
void SetLocalPlayer(Player localPlayer)
{
@@ -153,10 +141,7 @@ namespace OpenRA
IOrderGenerator orderGenerator;
public IOrderGenerator OrderGenerator
{
get
{
return orderGenerator;
}
get => orderGenerator;
set
{
@@ -452,10 +437,10 @@ namespace OpenRA
ScreenMap.TickRender();
}
public IEnumerable<Actor> Actors { get { return actors.Values; } }
public IEnumerable<IEffect> Effects { get { return effects; } }
public IEnumerable<IEffect> UnpartitionedEffects { get { return unpartitionedEffects; } }
public IEnumerable<ISync> SyncedEffects { get { return syncedEffects; } }
public IEnumerable<Actor> Actors => actors.Values;
public IEnumerable<IEffect> Effects => effects;
public IEnumerable<IEffect> UnpartitionedEffects => unpartitionedEffects;
public IEnumerable<ISync> SyncedEffects => syncedEffects;
public Actor GetActorById(uint actorId)
{