Actor.traits is implementation detail
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@@ -37,7 +37,7 @@ namespace OpenRA.Traits
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{
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while( p.Value.Count > 0 && !Rules.TechTree.BuildableItems( self.Owner, p.Key ).Contains( p.Value[ 0 ].Item ) )
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{
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self.Owner.PlayerActor.traits.Get<PlayerResources>().GiveCash(p.Value[0].TotalCost - p.Value[0].RemainingCost); // refund what's been paid so far.
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self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(p.Value[0].TotalCost - p.Value[0].RemainingCost); // refund what's been paid so far.
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FinishProduction(p.Key);
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}
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if( p.Value.Count > 0 )
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@@ -101,7 +101,7 @@ namespace OpenRA.Traits
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if (unit == null || ! unit.Traits.Contains<BuildableInfo>())
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return 0;
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if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.traits.Get<DeveloperMode>().FastBuild) return 0;
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if (Game.LobbyInfo.GlobalSettings.AllowCheats && self.Trait<DeveloperMode>().FastBuild) return 0;
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var ui = unit.Traits.Get<BuildableInfo>();
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var time = ui.Cost
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* self.Owner.PlayerActor.Info.Traits.Get<ProductionQueueInfo>().BuildSpeed /* todo: country-specific build speed bonus */
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@@ -139,7 +139,7 @@ namespace OpenRA.Traits
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else if( lastIndex == 0 )
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{
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var item = queue[0];
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self.Owner.PlayerActor.traits.Get<PlayerResources>().GiveCash(item.TotalCost - item.RemainingCost); // refund what's been paid so far.
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self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(item.TotalCost - item.RemainingCost); // refund what's been paid so far.
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FinishProduction(category);
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}
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}
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@@ -158,7 +158,7 @@ namespace OpenRA.Traits
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static bool IsDisabledBuilding(Actor a)
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{
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var building = a.traits.GetOrDefault<Building>();
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var building = a.TraitOrDefault<Building>();
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return building != null && building.Disabled;
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}
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@@ -227,7 +227,7 @@ namespace OpenRA.Traits
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if (Paused) return;
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if (player.PlayerActor.traits.Get<PlayerResources>().GetPowerState() != PowerState.Normal)
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if (player.PlayerActor.Trait<PlayerResources>().GetPowerState() != PowerState.Normal)
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{
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if (--slowdown <= 0)
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slowdown = player.PlayerActor.Info.Traits.Get<ProductionQueueInfo>().LowPowerSlowdown;
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@@ -236,7 +236,7 @@ namespace OpenRA.Traits
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}
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var costThisFrame = RemainingCost / RemainingTime;
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if (costThisFrame != 0 && !player.PlayerActor.traits.Get<PlayerResources>().TakeCash(costThisFrame)) return;
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if (costThisFrame != 0 && !player.PlayerActor.Trait<PlayerResources>().TakeCash(costThisFrame)) return;
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RemainingCost -= costThisFrame;
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RemainingTime -= 1;
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if (RemainingTime > 0) return;
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