Fix IDE0032
This commit is contained in:
committed by
Pavel Penev
parent
e64c0a35c5
commit
98c4eaca83
@@ -194,7 +194,6 @@ namespace OpenRA.Mods.Common.Traits
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WAngle oldFacing;
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WRot orientation;
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WPos oldPos;
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CPos fromCell, toCell;
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public SubCell FromSubCell, ToSubCell;
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INotifyCustomLayerChanged[] notifyCustomLayerChanged;
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@@ -226,10 +225,10 @@ namespace OpenRA.Mods.Common.Traits
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#endregion
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[Sync]
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public CPos FromCell => fromCell;
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public CPos FromCell { get; private set; }
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[Sync]
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public CPos ToCell => toCell;
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public CPos ToCell { get; private set; }
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public Locomotor Locomotor { get; private set; }
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@@ -274,7 +273,7 @@ namespace OpenRA.Mods.Common.Traits
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var locationInit = init.GetOrDefault<LocationInit>();
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if (locationInit != null)
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{
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fromCell = toCell = locationInit.Value;
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FromCell = ToCell = locationInit.Value;
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SetCenterPosition(self, init.World.Map.CenterOfSubCell(FromCell, FromSubCell));
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}
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@@ -499,7 +498,7 @@ namespace OpenRA.Mods.Common.Traits
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return;
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foreach (var n in notifyCenterPositionChanged)
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n.CenterPositionChanged(self, fromCell.Layer, toCell.Layer);
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n.CenterPositionChanged(self, FromCell.Layer, ToCell.Layer);
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}
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public void SetTerrainRampOrientation(WRot orientation)
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@@ -510,7 +509,7 @@ namespace OpenRA.Mods.Common.Traits
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public bool IsLeavingCell(CPos location, SubCell subCell = SubCell.Any)
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{
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return ToCell != location && fromCell == location
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return ToCell != location && FromCell == location
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&& (subCell == SubCell.Any || FromSubCell == subCell || subCell == SubCell.FullCell || FromSubCell == SubCell.FullCell);
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}
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@@ -545,25 +544,25 @@ namespace OpenRA.Mods.Common.Traits
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return;
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RemoveInfluence();
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fromCell = from;
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toCell = to;
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FromCell = from;
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ToCell = to;
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FromSubCell = fromSub;
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ToSubCell = toSub;
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AddInfluence();
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IsBlocking = false;
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// Most custom layer conditions are added/removed when starting the transition between layers.
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if (toCell.Layer != fromCell.Layer)
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if (ToCell.Layer != FromCell.Layer)
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foreach (var n in notifyCustomLayerChanged)
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n.CustomLayerChanged(self, fromCell.Layer, toCell.Layer);
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n.CustomLayerChanged(self, FromCell.Layer, ToCell.Layer);
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}
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public void FinishedMoving(Actor self)
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{
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// Need to check both fromCell and toCell because FinishedMoving is called multiple times during the move
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if (fromCell.Layer == toCell.Layer)
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if (FromCell.Layer == ToCell.Layer)
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foreach (var n in notifyFinishedMoving)
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n.FinishedMoving(self, fromCell.Layer, toCell.Layer);
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n.FinishedMoving(self, FromCell.Layer, ToCell.Layer);
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// Only crush actors on having landed
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if (!self.IsAtGroundLevel())
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