Some more misc explicit interface implementations

'Fallout' from working on other things.
This commit is contained in:
reaperrr
2016-10-20 21:45:59 +02:00
parent 61779bf02a
commit ce52bc9d7b
5 changed files with 6 additions and 6 deletions

View File

@@ -83,7 +83,7 @@ namespace OpenRA.Mods.Cnc.Traits
return true; return true;
} }
public void TickIdle(Actor self) void INotifyIdle.TickIdle(Actor self)
{ {
if (state == PopupState.Open && idleTicks++ > info.CloseDelay) if (state == PopupState.Open && idleTicks++ > info.CloseDelay)
{ {

View File

@@ -105,7 +105,7 @@ namespace OpenRA.Mods.Common.Traits
self.QueueActivity(new CallFunc(() => ChooseNewProc(self, null))); self.QueueActivity(new CallFunc(() => ChooseNewProc(self, null)));
} }
public void Created(Actor self) void INotifyCreated.Created(Actor self)
{ {
if (Info.SearchOnCreation) if (Info.SearchOnCreation)
self.QueueActivity(new FindResources(self)); self.QueueActivity(new FindResources(self));
@@ -254,7 +254,7 @@ namespace OpenRA.Mods.Common.Traits
} }
} }
public void TickIdle(Actor self) void INotifyIdle.TickIdle(Actor self)
{ {
// Should we be intelligent while idle? // Should we be intelligent while idle?
if (!idleSmart) return; if (!idleSmart) return;

View File

@@ -107,7 +107,7 @@ namespace OpenRA.Mods.Common.Traits.Render
rb.SetDirty(); rb.SetDirty();
} }
public void RemovedFromWorld(Actor self) void INotifyRemovedFromWorld.RemovedFromWorld(Actor self)
{ {
UpdateNeighbours(self); UpdateNeighbours(self);
} }

View File

@@ -46,7 +46,7 @@ namespace OpenRA.Mods.Common.Traits.Render
: 0); : 0);
} }
public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner) void INotifyOwnerChanged.OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
{ {
playerResources = newOwner.PlayerActor.Trait<PlayerResources>(); playerResources = newOwner.PlayerActor.Trait<PlayerResources>();

View File

@@ -106,7 +106,7 @@ namespace OpenRA.Mods.Common.Traits.Render
DefaultAnimation.PlayFetchIndex(NormalizeSequence(self, Info.Sequence), () => adjacent); DefaultAnimation.PlayFetchIndex(NormalizeSequence(self, Info.Sequence), () => adjacent);
} }
public void Tick(Actor self) void ITick.Tick(Actor self)
{ {
if (!dirty) if (!dirty)
return; return;