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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@@ -65,13 +65,13 @@ namespace OpenRA.Mods.RA.Activities
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return new Wait(20); // nothing to do here
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}
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bool ShouldLayMine(Actor self, CPos p)
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static bool ShouldLayMine(Actor self, CPos p)
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{
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// if there is no unit (other than me) here, we want to place a mine here
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return !self.World.ActorMap.GetUnitsAt(p).Any(a => a != self);
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}
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void LayMine(Actor self)
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static void LayMine(Actor self)
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{
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var limitedAmmo = self.TraitOrDefault<LimitedAmmo>();
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if (limitedAmmo != null)
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