Actor.traits is implementation detail

This commit is contained in:
Bob
2010-08-14 15:19:30 +12:00
committed by alzeih
parent f6c6255f64
commit ae703d50b2
165 changed files with 586 additions and 561 deletions

View File

@@ -46,11 +46,11 @@ namespace OpenRA.Mods.RA
.Where(a => a.Actor.Owner != null)
.FirstOrDefault().Actor;
if (curtain != null)
curtain.traits.Get<RenderBuilding>().PlayCustomAnim(curtain, "active");
curtain.Trait<RenderBuilding>().PlayCustomAnim(curtain, "active");
Sound.Play("ironcur9.aud", order.TargetActor.CenterLocation);
order.TargetActor.traits.Get<IronCurtainable>().Activate(order.TargetActor,
order.TargetActor.Trait<IronCurtainable>().Activate(order.TargetActor,
(int)((Info as IronCurtainPowerInfo).Duration * 25 * 60));
FinishActivate();
@@ -75,8 +75,8 @@ namespace OpenRA.Mods.RA
{
var underCursor = world.FindUnitsAtMouse(mi.Location)
.Where(a => a.Owner != null
&& a.traits.Contains<IronCurtainable>()
&& a.traits.Contains<Selectable>()).FirstOrDefault();
&& a.HasTrait<IronCurtainable>()
&& a.HasTrait<Selectable>()).FirstOrDefault();
if (underCursor != null)
yield return new Order("IronCurtain", underCursor.Owner.PlayerActor, underCursor);