Add ActorInfo.HasTraitInfo<T>() requiring ITraitInfo types

This commit is contained in:
atlimit8
2015-08-02 12:44:46 -05:00
parent 85fab45451
commit 8162fa27ab
77 changed files with 138 additions and 136 deletions

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@@ -34,7 +34,7 @@ namespace OpenRA.Mods.Common.Traits
public Hovers(HoversInfo info, Actor self)
{
this.info = info;
aircraft = self.Info.Traits.Contains<AircraftInfo>();
aircraft = self.Info.HasTraitInfo<AircraftInfo>();
}
public IEnumerable<IRenderable> ModifyRender(Actor self, WorldRenderer wr, IEnumerable<IRenderable> r)

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@@ -31,7 +31,7 @@ namespace OpenRA.Mods.Common.Traits
{
this.info = info;
wsb = self.Trait<WithSpriteBody>();
buildComplete = !self.Info.Traits.Contains<BuildingInfo>();
buildComplete = !self.Info.HasTraitInfo<BuildingInfo>();
}
public void BuildingComplete(Actor self)

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@@ -41,7 +41,7 @@ namespace OpenRA.Mods.Common.Traits
var rs = self.Trait<RenderSprites>();
var body = self.Trait<BodyOrientation>();
buildComplete = !self.Info.Traits.Contains<BuildingInfo>(); // always render instantly for units
buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
overlay = new Animation(self.World, rs.GetImage(self));

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@@ -46,7 +46,7 @@ namespace OpenRA.Mods.Common.Traits
var rs = self.Trait<RenderSprites>();
var body = self.Trait<BodyOrientation>();
buildComplete = !self.Info.Traits.Contains<BuildingInfo>(); // always render instantly for units
buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
var overlay = new Animation(self.World, rs.GetImage(self));
overlay.Play(info.Sequence);

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@@ -68,7 +68,7 @@ namespace OpenRA.Mods.Common.Traits
var rs = self.Trait<RenderSprites>();
var body = self.Trait<BodyOrientation>();
buildComplete = !self.Info.Traits.Contains<BuildingInfo>(); // always render instantly for units
buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
overlay = new Animation(self.World, rs.GetImage(self));
if (info.StartSequence != null)
overlay.PlayThen(RenderSprites.NormalizeSequence(overlay, self.GetDamageState(), info.StartSequence),

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@@ -51,7 +51,7 @@ namespace OpenRA.Mods.Common.Traits
var rs = self.Trait<RenderSprites>();
var body = self.Trait<BodyOrientation>();
buildComplete = !self.Info.Traits.Contains<BuildingInfo>(); // always render instantly for units
buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
production = self.Info.Traits.Get<ProductionInfo>();
overlay = new Animation(self.World, rs.GetImage(self));

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@@ -45,7 +45,7 @@ namespace OpenRA.Mods.Common.Traits
var rs = self.Trait<RenderSprites>();
var body = self.Trait<BodyOrientation>();
buildComplete = !self.Info.Traits.Contains<BuildingInfo>(); // always render instantly for units
buildComplete = !self.Info.HasTraitInfo<BuildingInfo>(); // always render instantly for units
overlay = new Animation(self.World, rs.GetImage(self));
overlay.Play(info.Sequence);