remove some silly cost centers in Building
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@@ -72,8 +72,9 @@ namespace OpenRA.Mods.RA.Buildings
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readonly int2 topLeft;
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PowerManager PlayerPower;
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int2 pxPosition;
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public int2 PxPosition { get { return ( 2 * topLeft + Info.Dimensions ) * Game.CellSize / 2; } }
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public int2 PxPosition { get { return pxPosition; } }
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public IEnumerable<string> ProvidesPrerequisites { get { yield return self.Info.Name; } }
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@@ -83,6 +84,10 @@ namespace OpenRA.Mods.RA.Buildings
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this.topLeft = init.Get<LocationInit,int2>();
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this.Info = info;
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this.PlayerPower = init.self.Owner.PlayerActor.Trait<PowerManager>();
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occupiedCells = FootprintUtils.UnpathableTiles( self.Info.Name, Info, TopLeft )
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.Select(c => Pair.New(c, SubCell.FullCell)).ToArray();
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pxPosition = ( 2 * topLeft + Info.Dimensions ) * Game.CellSize / 2;
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}
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public int GetPowerUsage()
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@@ -106,10 +111,8 @@ namespace OpenRA.Mods.RA.Buildings
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get { return topLeft; }
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}
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public IEnumerable<Pair<int2, SubCell>> OccupiedCells()
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{
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return FootprintUtils.UnpathableTiles( self.Info.Name, Info, TopLeft ).Select(c => Pair.New(c, SubCell.FullCell));
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}
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Pair<int2,SubCell>[] occupiedCells;
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public IEnumerable<Pair<int2, SubCell>> OccupiedCells() { return occupiedCells; }
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public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
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{
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