.Any(), .Count() -> .Count or .Length

This commit is contained in:
Eduardo Cáceres
2022-05-02 13:05:22 +02:00
committed by atlimit8
parent 6eb4fe8980
commit 79f321cb44
138 changed files with 233 additions and 258 deletions

View File

@@ -330,10 +330,10 @@ namespace OpenRA.Mods.Common.Traits
if (projectile != null)
self.World.Add(projectile);
if (args.Weapon.Report != null && args.Weapon.Report.Any())
if (args.Weapon.Report != null && args.Weapon.Report.Length > 0)
Game.Sound.Play(SoundType.World, args.Weapon.Report, self.World, self.CenterPosition);
if (burst == args.Weapon.Burst && args.Weapon.StartBurstReport != null && args.Weapon.StartBurstReport.Any())
if (burst == args.Weapon.Burst && args.Weapon.StartBurstReport != null && args.Weapon.StartBurstReport.Length > 0)
Game.Sound.Play(SoundType.World, args.Weapon.StartBurstReport, self.World, self.CenterPosition);
foreach (var na in notifyAttacks)
@@ -359,7 +359,7 @@ namespace OpenRA.Mods.Common.Traits
FireDelay = Util.ApplyPercentageModifiers(Weapon.ReloadDelay, modifiers);
Burst = Weapon.Burst;
if (Weapon.AfterFireSound != null && Weapon.AfterFireSound.Any())
if (Weapon.AfterFireSound != null && Weapon.AfterFireSound.Length > 0)
ScheduleDelayedAction(Weapon.AfterFireSoundDelay, Burst, (burst) => Game.Sound.Play(SoundType.World, Weapon.AfterFireSound, self.World, self.CenterPosition));
foreach (var nbc in notifyBurstComplete)