Simplify 'default' expression (IDE0034)
This commit is contained in:
committed by
Matthias Mailänder
parent
02d9ba020d
commit
858d782af1
@@ -86,10 +86,10 @@ namespace OpenRA.Mods.Common.Traits
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public readonly bool MoveIntoShroud = true;
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[Desc("e.g. crate, wall, infantry")]
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public readonly BitSet<CrushClass> Crushes = default(BitSet<CrushClass>);
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public readonly BitSet<CrushClass> Crushes = default;
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[Desc("Types of damage that are caused while crushing. Leave empty for no damage types.")]
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public readonly BitSet<DamageType> CrushDamageTypes = default(BitSet<DamageType>);
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public readonly BitSet<DamageType> CrushDamageTypes = default;
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[VoiceReference]
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public readonly string Voice = "Action";
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@@ -20,7 +20,7 @@ namespace OpenRA.Mods.Common.Traits
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public class AppearsOnMapPreviewInfo : TraitInfo<AppearsOnMapPreview>, IMapPreviewSignatureInfo, Requires<IOccupySpaceInfo>
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{
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[Desc("Use this color to render the actor, instead of owner player color.")]
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public readonly Color Color = default(Color);
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public readonly Color Color = default;
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[Desc("Use this terrain color to render the actor, instead of owner player color.",
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"Overrides `Color` if both set.")]
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@@ -80,7 +80,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly int ProtectionScanRadius = 8;
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[Desc("Enemy target types to never target.")]
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public readonly BitSet<TargetableType> IgnoredEnemyTargetTypes = default(BitSet<TargetableType>);
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public readonly BitSet<TargetableType> IgnoredEnemyTargetTypes = default;
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public override void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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@@ -49,7 +49,7 @@ namespace OpenRA.Mods.Common.Traits
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public WeaponInfo DemolishWeaponInfo { get; private set; }
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[Desc("Types of damage that this bridge causes to units over/in path of it while being destroyed/repaired. Leave empty for no damage types.")]
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public readonly BitSet<DamageType> DamageTypes = default(BitSet<DamageType>);
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public readonly BitSet<DamageType> DamageTypes = default;
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public override object Create(ActorInitializer init) { return new Bridge(init.Self, this); }
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@@ -33,7 +33,7 @@ namespace OpenRA.Mods.Common.Traits
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public WeaponInfo DemolishWeaponInfo { get; private set; }
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[Desc("Types of damage that this bridge causes to units over/in path of it while being destroyed/repaired. Leave empty for no damage types.")]
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public readonly BitSet<DamageType> DamageTypes = default(BitSet<DamageType>);
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public readonly BitSet<DamageType> DamageTypes = default;
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public void RulesetLoaded(Ruleset rules, ActorInfo ai)
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{
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@@ -30,7 +30,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly int RepairStep = 7;
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[Desc("Damage types used for the repair.")]
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public readonly BitSet<DamageType> RepairDamageTypes = default(BitSet<DamageType>);
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public readonly BitSet<DamageType> RepairDamageTypes = default;
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[Desc("The percentage repair bonus applied with increasing numbers of repairers.")]
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public readonly int[] RepairBonuses = { 100, 150, 175, 200, 220, 240, 260, 280, 300 };
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@@ -20,7 +20,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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[FieldLoader.Require]
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[Desc("CaptureTypes (from the Captures trait) that are able to capture this.")]
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public readonly BitSet<CaptureType> Types = default(BitSet<CaptureType>);
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public readonly BitSet<CaptureType> Types = default;
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[Desc("What player relationships the target's owner needs to be captured by this actor.")]
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public readonly PlayerRelationship ValidRelationships = PlayerRelationship.Neutral | PlayerRelationship.Enemy;
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@@ -105,7 +105,7 @@ namespace OpenRA.Mods.Common.Traits
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public void RefreshCapturable()
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{
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allyCapturableTypes = neutralCapturableTypes = enemyCapturableTypes = default(BitSet<CaptureType>);
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allyCapturableTypes = neutralCapturableTypes = enemyCapturableTypes = default;
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foreach (var c in enabledCapturable)
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{
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if (c.Info.ValidRelationships.HasRelationship(PlayerRelationship.Ally))
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@@ -22,7 +22,7 @@ namespace OpenRA.Mods.Common.Traits
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{
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[FieldLoader.Require]
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[Desc("Types of actors that it can capture, as long as the type also exists in the Capturable Type: trait.")]
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public readonly BitSet<CaptureType> CaptureTypes = default(BitSet<CaptureType>);
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public readonly BitSet<CaptureType> CaptureTypes = default;
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[Desc("Targets with health above this percentage will be sabotaged instead of captured.",
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"Set to 0 to disable sabotaging.")]
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@@ -32,7 +32,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly int SabotageHPRemoval = 50;
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[Desc("Damage types that applied with the sabotage damage.")]
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public readonly BitSet<DamageType> SabotageDamageTypes = default(BitSet<DamageType>);
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public readonly BitSet<DamageType> SabotageDamageTypes = default;
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[Desc("Delay (in ticks) that to wait next to the target before initiating the capture.")]
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public readonly int CaptureDelay = 0;
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@@ -36,7 +36,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly int DamageCooldown = 0;
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[Desc("Apply the health change when encountering these damage types.")]
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public readonly BitSet<DamageType> DamageTypes = default(BitSet<DamageType>);
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public readonly BitSet<DamageType> DamageTypes = default;
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public override object Create(ActorInitializer init) { return new ChangesHealth(init.Self, this); }
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}
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@@ -19,7 +19,7 @@ namespace OpenRA.Mods.Common.Traits
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class HealActorsCrateActionInfo : CrateActionInfo
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{
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[Desc("The target type(s) of the actors this crate action will heal. Leave empty to heal all actors.")]
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public readonly BitSet<TargetableType> TargetTypes = default(BitSet<TargetableType>);
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public readonly BitSet<TargetableType> TargetTypes = default;
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public override object Create(ActorInitializer init) { return new HealActorsCrateAction(init.Self, this); }
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}
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@@ -10,7 +10,6 @@
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#endregion
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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@@ -57,7 +56,7 @@ namespace OpenRA.Mods.Common.Traits
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Game.Sound.Play(SoundType.World, Info.CrushSound, crusher.CenterPosition);
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var crusherMobile = crusher.TraitOrDefault<Mobile>();
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self.Kill(crusher, crusherMobile != null ? crusherMobile.Info.LocomotorInfo.CrushDamageTypes : default(BitSet<DamageType>));
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self.Kill(crusher, crusherMobile != null ? crusherMobile.Info.LocomotorInfo.CrushDamageTypes : default);
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}
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bool ICrushable.CrushableBy(Actor self, Actor crusher, BitSet<CrushClass> crushClasses)
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@@ -27,7 +27,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly int DamageInterval = 0;
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[Desc("Apply the damage using these damagetypes.")]
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public readonly BitSet<DamageType> DamageTypes = default(BitSet<DamageType>);
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public readonly BitSet<DamageType> DamageTypes = default;
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[FieldLoader.Require]
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[Desc("Terrain types where the actor will take damage.")]
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@@ -38,7 +38,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly EnterBehaviour EnterBehaviour = EnterBehaviour.Exit;
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[Desc("Types of damage that this trait causes. Leave empty for no damage types.")]
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public readonly BitSet<DamageType> DamageTypes = default(BitSet<DamageType>);
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public readonly BitSet<DamageType> DamageTypes = default;
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[VoiceReference]
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[Desc("Voice string when planting explosive charges.")]
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@@ -21,7 +21,7 @@ namespace OpenRA.Mods.Common.Traits
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public class EngineerRepairInfo : ConditionalTraitInfo
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{
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[Desc("Uses the \"EngineerRepairable\" trait to determine repairability.")]
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public readonly BitSet<EngineerRepairType> Types = default(BitSet<EngineerRepairType>);
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public readonly BitSet<EngineerRepairType> Types = default;
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[VoiceReference]
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public readonly string Voice = "Action";
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@@ -19,7 +19,7 @@ namespace OpenRA.Mods.Common.Traits
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public class EngineerRepairableInfo : ConditionalTraitInfo
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{
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[Desc("Actors with these Types under EngineerRepair trait can repair me.")]
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public readonly BitSet<EngineerRepairType> Types = default(BitSet<EngineerRepairType>);
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public readonly BitSet<EngineerRepairType> Types = default;
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public override object Create(ActorInitializer init) { return new EngineerRepairable(this); }
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}
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@@ -42,7 +42,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly int DamageThreshold = 0;
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[Desc("DeathType(s) that trigger the explosion. Leave empty to always trigger an explosion.")]
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public readonly BitSet<DamageType> DeathTypes = default(BitSet<DamageType>);
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public readonly BitSet<DamageType> DeathTypes = default;
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[Desc("Who is counted as source of damage for explosion.",
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"Possible values are Self and Killer.")]
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@@ -31,7 +31,7 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("DeathTypes for which a bounty should be granted.",
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"Use an empty list (the default) to allow all DeathTypes.")]
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public readonly BitSet<DamageType> DeathTypes = default(BitSet<DamageType>);
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public readonly BitSet<DamageType> DeathTypes = default;
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public override object Create(ActorInitializer init) { return new GivesBounty(this); }
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}
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@@ -27,7 +27,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly int Amount = 0;
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[Desc("Award cash only if the capturer's CaptureTypes overlap with these types. Leave empty to allow all types.")]
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public readonly BitSet<CaptureType> CaptureTypes = default(BitSet<CaptureType>);
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public readonly BitSet<CaptureType> CaptureTypes = default;
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public override object Create(ActorInitializer init) { return new GivesCashOnCapture(this); }
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}
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@@ -33,7 +33,7 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Defines which Armor types apply when the actor receives damage to this HitShape.",
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"If none specified, all armor types the actor has are valid.")]
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public readonly BitSet<ArmorType> ArmorTypes = default(BitSet<ArmorType>);
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public readonly BitSet<ArmorType> ArmorTypes = default;
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[FieldLoader.LoadUsing(nameof(LoadShape))]
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[Desc("Engine comes with support for `Circle`, `Capsule`, `Polygon` and `Rectangle`. Defaults to `Circle` when left empty.")]
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@@ -28,7 +28,7 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Damage types that trigger prone state. Defined on the warheads.",
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"If Duration is negative (permanent), you can leave this empty to trigger prone state immediately.")]
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public readonly BitSet<DamageType> DamageTriggers = default(BitSet<DamageType>);
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public readonly BitSet<DamageType> DamageTriggers = default;
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[Desc("Damage modifiers for each damage type (defined on the warheads) while the unit is prone.")]
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public readonly Dictionary<string, int> DamageModifiers = new Dictionary<string, int>();
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@@ -23,7 +23,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly int[] Delay = { 0 };
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[Desc("Types of damage that this trait causes. Leave empty for no damage types.")]
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public readonly BitSet<DamageType> DamageTypes = default(BitSet<DamageType>);
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public readonly BitSet<DamageType> DamageTypes = default;
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[GrantedConditionReference]
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[Desc("The condition to grant moments before suiciding.")]
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@@ -29,7 +29,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly string Owner = "Neutral";
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[Desc("The deathtypes used when 'Action' is 'Kill'.")]
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public readonly BitSet<DamageType> DeathTypes = default(BitSet<DamageType>);
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public readonly BitSet<DamageType> DeathTypes = default;
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public override object Create(ActorInitializer init) { return new OwnerLostAction(this); }
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}
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@@ -24,7 +24,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly bool KilledOnImpassableTerrain = true;
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[Desc("Types of damage that this trait causes to self when 'KilledOnImpassableTerrain' is true. Leave empty for no damage types.")]
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public readonly BitSet<DamageType> DamageTypes = default(BitSet<DamageType>);
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public readonly BitSet<DamageType> DamageTypes = default;
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[Desc("Image where Ground/WaterCorpseSequence is looked up.")]
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public readonly string Image = "explosion";
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@@ -18,7 +18,7 @@ namespace OpenRA.Mods.Common.Traits
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public class ProximityCaptorInfo : TraitInfo<ProximityCaptor>
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{
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[FieldLoader.Require]
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public readonly BitSet<CaptureType> Types = default(BitSet<CaptureType>);
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public readonly BitSet<CaptureType> Types = default;
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}
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public class ProximityCaptor { }
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@@ -38,7 +38,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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[Desc("Damage types that this should be used for (defined on the warheads).",
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"Leave empty to disable all filtering.")]
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public readonly BitSet<DamageType> DamageTypes = default(BitSet<DamageType>);
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public readonly BitSet<DamageType> DamageTypes = default;
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[Desc("Trigger when Undamaged, Light, Medium, Heavy, Critical or Dead.")]
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public readonly DamageState MinimumDamageState = DamageState.Heavy;
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@@ -25,7 +25,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly int Interval = 24;
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[Desc("Damage types used for the repair.")]
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public readonly BitSet<DamageType> RepairDamageTypes = default(BitSet<DamageType>);
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public readonly BitSet<DamageType> RepairDamageTypes = default;
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[NotificationReference("Speech")]
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[Desc("Speech notification played when starting to repair a unit.")]
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@@ -32,7 +32,7 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("DeathTypes for which shroud will be revealed.",
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"Use an empty list (the default) to allow all DeathTypes.")]
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public readonly BitSet<DamageType> DeathTypes = default(BitSet<DamageType>);
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public readonly BitSet<DamageType> DeathTypes = default;
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public override object Create(ActorInitializer init) { return new RevealOnDeath(this); }
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}
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@@ -17,7 +17,7 @@ namespace OpenRA.Mods.Common.Traits
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public class ShakeOnDeathInfo : TraitInfo
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{
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[Desc("DeathType(s) that trigger the shake. Leave empty to always trigger a shake.")]
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public readonly BitSet<DamageType> DeathTypes = default(BitSet<DamageType>);
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public readonly BitSet<DamageType> DeathTypes = default;
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public readonly int Duration = 10;
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public readonly int Intensity = 1;
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@@ -26,7 +26,7 @@ namespace OpenRA.Mods.Common.Traits.Sound
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[Desc("Damage types that this should be used for (defined on the warheads).",
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"If empty, this will be used as the default sound for all death types.")]
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public readonly BitSet<DamageType> DeathTypes = default(BitSet<DamageType>);
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public readonly BitSet<DamageType> DeathTypes = default;
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public override object Create(ActorInitializer init) { return new DeathSounds(this); }
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}
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@@ -24,7 +24,7 @@ namespace OpenRA.Mods.Common.Traits.Sound
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public readonly string[] DestroyedSounds = Array.Empty<string>();
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[Desc("DamageType(s) that trigger the sounds. Leave empty to always trigger a sound.")]
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public readonly BitSet<DamageType> DamageTypes = default(BitSet<DamageType>);
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public readonly BitSet<DamageType> DamageTypes = default;
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public override object Create(ActorInitializer init) { return new SoundOnDamageTransition(this); }
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}
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@@ -24,7 +24,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly bool SkipMakeAnims = true;
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public readonly BitSet<CrushClass> CrushClasses = default(BitSet<CrushClass>);
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public readonly BitSet<CrushClass> CrushClasses = default;
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public override object Create(ActorInitializer init) { return new TransformCrusherOnCrush(init, this); }
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}
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@@ -27,7 +27,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly bool SkipMakeAnims = true;
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[Desc("Transform only if the capturer's CaptureTypes overlap with these types. Leave empty to allow all types.")]
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public readonly BitSet<CaptureType> CaptureTypes = default(BitSet<CaptureType>);
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public readonly BitSet<CaptureType> CaptureTypes = default;
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public override object Create(ActorInitializer init) { return new TransformOnCapture(init, this); }
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}
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@@ -73,10 +73,10 @@ namespace OpenRA.Mods.Common.Traits
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public readonly bool MoveIntoShroud = true;
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[Desc("e.g. crate, wall, infantry")]
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public readonly BitSet<CrushClass> Crushes = default(BitSet<CrushClass>);
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public readonly BitSet<CrushClass> Crushes = default;
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[Desc("Types of damage that are caused while crushing. Leave empty for no damage types.")]
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public readonly BitSet<DamageType> CrushDamageTypes = default(BitSet<DamageType>);
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public readonly BitSet<DamageType> CrushDamageTypes = default;
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[FieldLoader.LoadUsing(nameof(LoadSpeeds), true)]
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[Desc("Lower the value on rough terrain. Leave out entries for impassable terrain.")]
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@@ -134,7 +134,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly LongBitSet<PlayerBitMask> Crushable;
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public readonly CellFlag CellFlag;
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public CellCache(LongBitSet<PlayerBitMask> immovable, CellFlag cellFlag, LongBitSet<PlayerBitMask> crushable = default(LongBitSet<PlayerBitMask>))
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public CellCache(LongBitSet<PlayerBitMask> immovable, CellFlag cellFlag, LongBitSet<PlayerBitMask> crushable = default)
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{
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Immovable = immovable;
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Crushable = crushable;
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@@ -467,13 +467,13 @@ namespace OpenRA.Mods.Common.Traits
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if (!actors.Any())
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{
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cache[cell] = new CellCache(default(LongBitSet<PlayerBitMask>), cellFlag);
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cache[cell] = new CellCache(default, cellFlag);
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return;
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}
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if (sharesCell && actorMap.HasFreeSubCell(cell))
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{
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cache[cell] = new CellCache(default(LongBitSet<PlayerBitMask>), cellFlag);
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cache[cell] = new CellCache(default, cellFlag);
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return;
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}
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@@ -180,7 +180,7 @@ namespace OpenRA.Mods.Common.Traits
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if (!world.Map.Contains(loc))
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return;
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var tile = dirty.ContainsKey(loc) ? dirty[loc] : default(Smudge);
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var tile = dirty.ContainsKey(loc) ? dirty[loc] : default;
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// Setting Sequence to null to indicate a deleted smudge.
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tile.Sequence = null;
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@@ -24,7 +24,7 @@ namespace OpenRA.Mods.Common.Warheads
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public readonly int Damage = 0;
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[Desc("Types of damage that this warhead causes. Leave empty for no damage types.")]
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public readonly BitSet<DamageType> DamageTypes = default(BitSet<DamageType>);
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public readonly BitSet<DamageType> DamageTypes = default;
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[Desc("Damage percentage versus each armor type.")]
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public readonly Dictionary<string, int> Versus = new Dictionary<string, int>();
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|
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@@ -836,10 +836,10 @@ namespace OpenRA.Mods.Common.Widgets.Logic
|
||||
public string Faction;
|
||||
|
||||
public bool IsEmpty =>
|
||||
Type == default(GameType)
|
||||
&& Date == default(DateType)
|
||||
&& Duration == default(DurationType)
|
||||
&& Outcome == default(WinState)
|
||||
Type == default
|
||||
&& Date == default
|
||||
&& Duration == default
|
||||
&& Outcome == default
|
||||
&& string.IsNullOrEmpty(PlayerName)
|
||||
&& string.IsNullOrEmpty(MapName)
|
||||
&& string.IsNullOrEmpty(Faction);
|
||||
|
||||
@@ -443,7 +443,7 @@ namespace OpenRA.Mods.Common.Widgets
|
||||
public void RefreshIcons()
|
||||
{
|
||||
icons = new Dictionary<Rectangle, ProductionIcon>();
|
||||
var producer = CurrentQueue != null ? CurrentQueue.MostLikelyProducer() : default(TraitPair<Production>);
|
||||
var producer = CurrentQueue != null ? CurrentQueue.MostLikelyProducer() : default;
|
||||
if (CurrentQueue == null || producer.Trait == null)
|
||||
{
|
||||
if (DisplayedIconCount != 0)
|
||||
|
||||
Reference in New Issue
Block a user