General uncontroversial cleanup:
- Made private methods static where possible (runtime can elide checking the object for null). - Declared attribute classes as sealed (allows reflection on attributes to complete faster). - Moved some static cctor's into field initializers (static cctor's are slower than static field initializers). - Made classes static if they contained only static methods (can't create instances of useless objects). - Use inferable Exts.Lazy and not new Lazy<T>(). - Added required STAThread attribute to CrashDialog. - Removed unused parameters in private methods. - Added Serializable attribute to exceptions. - Added parameter name in calls to ArgumentNullException. - Use of as operator instead of is + cast. - Changed (x as Foo).Bar anti-pattern into ((Foo)x).Bar. Results in sensible cast exceptions on error rather than null dereferences. - Removed unused method in NullShader.
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@@ -71,7 +71,7 @@ namespace OpenRA
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return widget;
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}
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Widget NewWidget(string widgetType, WidgetArgs args)
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static Widget NewWidget(string widgetType, WidgetArgs args)
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{
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widgetType = widgetType.Split('@')[0];
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return Game.modData.ObjectCreator.CreateObject<Widget>(widgetType + "Widget", args);
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@@ -229,7 +229,7 @@ namespace OpenRA.Widgets
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return false;
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}
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IEnumerable<Actor> SelectActorsInBox(World world, int2 a, int2 b, Func<Actor, bool> cond)
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static IEnumerable<Actor> SelectActorsInBox(World world, int2 a, int2 b, Func<Actor, bool> cond)
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{
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return world.ScreenMap.ActorsInBox(a, b)
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.Where(x => x.HasTrait<Selectable>() && x.Trait<Selectable>().Info.Selectable && !world.FogObscures(x) && cond(x))
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