Extract default TileSet/Sequence dictionaries to ModData.

This commit is contained in:
Paul Chote
2016-03-11 18:08:23 +00:00
parent c32bf9f8f7
commit a3b1baa654
16 changed files with 61 additions and 50 deletions

View File

@@ -37,7 +37,7 @@ namespace OpenRA.Mods.Common.Widgets
preview.IsVisible = () => editorWidget.CurrentBrush == this;
var variant = resource.Variants.FirstOrDefault();
var sequenceProvider = wr.World.Map.Rules.Sequences[world.TileSet.Id];
var sequenceProvider = wr.World.Map.Rules.Sequences;
var sequence = sequenceProvider.GetSequence("resources", variant);
var sprite = sequence.GetSprite(resource.MaxDensity - 1);
preview.GetSprite = () => sprite;

View File

@@ -100,8 +100,7 @@ namespace OpenRA.Mods.Common.Widgets
var mapTiles = map.MapTiles.Value;
var mapHeight = map.MapHeight.Value;
var rules = map.Rules;
var tileset = rules.TileSets[map.Tileset];
var tileset = map.Rules.TileSet;
var template = tileset.Templates[Template];
var baseHeight = mapHeight.Contains(cell) ? mapHeight[cell] : (byte)0;
@@ -139,8 +138,7 @@ namespace OpenRA.Mods.Common.Widgets
var queue = new Queue<CPos>();
var touched = new CellLayer<bool>(map);
var rules = map.Rules;
var tileset = rules.TileSets[map.Tileset];
var tileset = map.Rules.TileSet;
var template = tileset.Templates[Template];
Action<CPos> maybeEnqueue = newCell =>