fix indents everywhere

This commit is contained in:
Chris Forbes
2011-10-18 15:10:17 +13:00
parent 227bbc109e
commit bc6af1841b
180 changed files with 2707 additions and 2707 deletions

View File

@@ -21,7 +21,7 @@ namespace OpenRA.Mods.RA
public readonly int[] ContrailOffset = {0, 0};
public readonly int TrailLength = 20;
public readonly Color Color = Color.White;
public readonly Color Color = Color.White;
public readonly bool UsePlayerColor = true;
public object Create(ActorInitializer init) { return new Contrail(init.self, this); }
@@ -45,64 +45,64 @@ namespace OpenRA.Mods.RA
public void Tick(Actor self)
{
history.Tick(self.CenterLocation - new int2(0, move.Altitude)
history.Tick(self.CenterLocation - new int2(0, move.Altitude)
- Combat.GetTurretPosition(self, facing, contrailTurret));
}
public void RenderAfterWorld(WorldRenderer wr, Actor self) { history.Render(self); }
public void RenderAfterWorld(WorldRenderer wr, Actor self) { history.Render(self); }
}
class ContrailHistory
{
List<float2> positions = new List<float2>();
readonly int TrailLength;
readonly Color Color;
readonly int StartSkip;
class ContrailHistory
{
List<float2> positions = new List<float2>();
readonly int TrailLength;
readonly Color Color;
readonly int StartSkip;
public static Color ChooseColor(Actor self)
{
var ownerColor = Color.FromArgb(255, self.Owner.ColorRamp.GetColor(0));
return PlayerColorRemap.ColorLerp(0.5f, ownerColor, Color.White);
}
public static Color ChooseColor(Actor self)
{
var ownerColor = Color.FromArgb(255, self.Owner.ColorRamp.GetColor(0));
return PlayerColorRemap.ColorLerp(0.5f, ownerColor, Color.White);
}
public ContrailHistory(int trailLength, Color color)
: this(trailLength, color, 0) { }
public ContrailHistory(int trailLength, Color color)
: this(trailLength, color, 0) { }
public ContrailHistory(int trailLength, Color color, int startSkip)
{
this.TrailLength = trailLength;
this.Color = color;
this.StartSkip = startSkip;
}
public ContrailHistory(int trailLength, Color color, int startSkip)
{
this.TrailLength = trailLength;
this.Color = color;
this.StartSkip = startSkip;
}
public void Tick(float2 currentPos)
{
positions.Add(currentPos);
if (positions.Count >= TrailLength)
positions.RemoveAt(0);
}
public void Tick(float2 currentPos)
{
positions.Add(currentPos);
if (positions.Count >= TrailLength)
positions.RemoveAt(0);
}
public void Render(Actor self)
{
Color trailStart = Color;
Color trailEnd = Color.FromArgb(trailStart.A - 255 / TrailLength, trailStart.R,
trailStart.G, trailStart.B);
public void Render(Actor self)
{
Color trailStart = Color;
Color trailEnd = Color.FromArgb(trailStart.A - 255 / TrailLength, trailStart.R,
trailStart.G, trailStart.B);
for (int i = positions.Count - 1 - StartSkip; i >= 1; --i)
{
var conPos = positions[i];
var nextPos = positions[i - 1];
for (int i = positions.Count - 1 - StartSkip; i >= 1; --i)
{
var conPos = positions[i];
var nextPos = positions[i - 1];
if (self.World.LocalShroud.IsVisible(OpenRA.Traits.Util.CellContaining(conPos)) ||
self.World.LocalShroud.IsVisible(OpenRA.Traits.Util.CellContaining(nextPos)))
{
Game.Renderer.WorldLineRenderer.DrawLine(conPos, nextPos, trailStart, trailEnd);
if (self.World.LocalShroud.IsVisible(OpenRA.Traits.Util.CellContaining(conPos)) ||
self.World.LocalShroud.IsVisible(OpenRA.Traits.Util.CellContaining(nextPos)))
{
Game.Renderer.WorldLineRenderer.DrawLine(conPos, nextPos, trailStart, trailEnd);
trailStart = trailEnd;
trailEnd = Color.FromArgb(trailStart.A - 255 / positions.Count, trailStart.R,
trailStart.G, trailStart.B);
}
}
}
}
trailStart = trailEnd;
trailEnd = Color.FromArgb(trailStart.A - 255 / positions.Count, trailStart.R,
trailStart.G, trailStart.B);
}
}
}
}
}