Simplify names, remove unused usings, remove redundant casts.

This commit is contained in:
RoosterDragon
2016-01-17 21:24:41 +00:00
parent aaeb715006
commit 8e89a6a696
304 changed files with 218 additions and 639 deletions

View File

@@ -86,7 +86,7 @@ namespace OpenRA
// More accurate replacement for Environment.TickCount
static Stopwatch stopwatch = Stopwatch.StartNew();
public static int RunTime { get { return (int)Game.stopwatch.ElapsedMilliseconds; } }
public static int RunTime { get { return (int)stopwatch.ElapsedMilliseconds; } }
public static int RenderFrame = 0;
public static int NetFrameNumber { get { return OrderManager.NetFrameNumber; } }
@@ -461,8 +461,8 @@ namespace OpenRA
// Note: These delayed actions should only be used by widgets or disposing objects
// - things that depend on a particular world should be queuing them on the world actor.
static volatile ActionQueue delayedActions = new ActionQueue();
public static void RunAfterTick(Action a) { delayedActions.Add(a, Game.RunTime); }
public static void RunAfterDelay(int delayMilliseconds, Action a) { delayedActions.Add(a, Game.RunTime + delayMilliseconds); }
public static void RunAfterTick(Action a) { delayedActions.Add(a, RunTime); }
public static void RunAfterDelay(int delayMilliseconds, Action a) { delayedActions.Add(a, RunTime + delayMilliseconds); }
static void TakeScreenshotInner()
{
@@ -489,7 +489,7 @@ namespace OpenRA
bitmap.Dispose();
Game.RunAfterTick(() => Debug("Saved screenshot " + filename));
RunAfterTick(() => Debug("Saved screenshot " + filename));
});
}
@@ -571,7 +571,7 @@ namespace OpenRA
static void LogicTick()
{
delayedActions.PerformActions(Game.RunTime);
delayedActions.PerformActions(RunTime);
if (OrderManager.Connection.ConnectionState != lastConnectionState)
{
@@ -604,9 +604,9 @@ namespace OpenRA
using (new PerfSample("render_widgets"))
{
Game.Renderer.WorldVoxelRenderer.BeginFrame();
Renderer.WorldVoxelRenderer.BeginFrame();
Ui.PrepareRenderables();
Game.Renderer.WorldVoxelRenderer.EndFrame();
Renderer.WorldVoxelRenderer.EndFrame();
Ui.Draw();
@@ -684,7 +684,7 @@ namespace OpenRA
{
// Ideal time between logic updates. Timestep = 0 means the game is paused
// but we still call LogicTick() because it handles pausing internally.
var logicInterval = worldRenderer != null && worldRenderer.World.Timestep != 0 ? worldRenderer.World.Timestep : Game.Timestep;
var logicInterval = worldRenderer != null && worldRenderer.World.Timestep != 0 ? worldRenderer.World.Timestep : Timestep;
// Ideal time between screen updates
var maxFramerate = Settings.Graphics.CapFramerate ? Settings.Graphics.MaxFramerate.Clamp(1, 1000) : 1000;