Formatted all files.
Automatically formatted all files via VS. This generally corrects indentation, removes trailing whitespace and corrects misplaced tabs or spaces. Manually tweaked a few files where required.
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@@ -32,9 +32,10 @@ namespace OpenRA.Mods.Common.Graphics
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// Generated at render-time
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VoxelRenderProxy renderProxy;
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public VoxelRenderable(IEnumerable<VoxelAnimation> voxels, WPos pos, int zOffset, WRot camera, float scale,
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WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor,
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PaletteReference color, PaletteReference normals, PaletteReference shadow)
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public VoxelRenderable(
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IEnumerable<VoxelAnimation> voxels, WPos pos, int zOffset, WRot camera, float scale,
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WRot lightSource, float[] lightAmbientColor, float[] lightDiffuseColor,
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PaletteReference color, PaletteReference normals, PaletteReference shadow)
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{
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this.voxels = voxels;
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this.pos = pos;
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@@ -58,30 +59,34 @@ namespace OpenRA.Mods.Common.Graphics
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public IRenderable WithScale(float newScale)
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{
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return new VoxelRenderable(voxels, pos, zOffset, camera, newScale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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palette, normalsPalette, shadowPalette);
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return new VoxelRenderable(
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voxels, pos, zOffset, camera, newScale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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palette, normalsPalette, shadowPalette);
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}
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public IRenderable WithPalette(PaletteReference newPalette)
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{
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return new VoxelRenderable(voxels, pos, zOffset, camera, scale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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newPalette, normalsPalette, shadowPalette);
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return new VoxelRenderable(
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voxels, pos, zOffset, camera, scale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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newPalette, normalsPalette, shadowPalette);
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}
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public IRenderable WithZOffset(int newOffset)
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{
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return new VoxelRenderable(voxels, pos, newOffset, camera, scale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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palette, normalsPalette, shadowPalette);
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return new VoxelRenderable(
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voxels, pos, newOffset, camera, scale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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palette, normalsPalette, shadowPalette);
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}
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public IRenderable OffsetBy(WVec vec)
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{
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return new VoxelRenderable(voxels, pos + vec, zOffset, camera, scale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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palette, normalsPalette, shadowPalette);
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return new VoxelRenderable(
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voxels, pos + vec, zOffset, camera, scale,
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lightSource, lightAmbientColor, lightDiffuseColor,
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palette, normalsPalette, shadowPalette);
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}
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public IRenderable AsDecoration() { return this; }
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