Rules.NewUnitInfo rename -> ActorInfo

This commit is contained in:
Chris Forbes
2010-01-17 11:07:08 +13:00
parent 33ba3a58c5
commit d1ecfacd55
10 changed files with 23 additions and 23 deletions

View File

@@ -111,7 +111,7 @@ namespace OpenRa
panelSprites = Graphics.Util.MakeArray(8,
n => SequenceProvider.GetImageFromCollection(renderer, "panel", n.ToString()));
tabSprites = Rules.NewUnitInfo.Values
tabSprites = Rules.ActorInfo.Values
.Where(u => u.Traits.Contains<BuildableInfo>())
.ToDictionary(
u => u.Name,
@@ -122,7 +122,7 @@ namespace OpenRa
u => u.Key,
u => SpriteSheetBuilder.LoadAllSprites(u.Value.Image)[0]);
var groups = Rules.NewUnitInfo.Values.Select( x => x.Category ).Distinct().Where( g => g != null ).ToList();
var groups = Rules.ActorInfo.Values.Select( x => x.Category ).Distinct().Where( g => g != null ).ToList();
tabImageNames = groups.Select(
(g, i) => Pair.New(g,
@@ -746,7 +746,7 @@ namespace OpenRa
void StartProduction( string item )
{
var unit = Rules.NewUnitInfo[item];
var unit = Rules.ActorInfo[item];
Sound.Play(unit.Traits.Contains<BuildingInfo>() ? "abldgin1.aud" : "train1.aud");
Game.controller.AddOrder(Order.StartProduction(Game.LocalPlayer, item));
}
@@ -754,7 +754,7 @@ namespace OpenRa
void HandleBuildPalette(string item, bool isLmb)
{
var player = Game.LocalPlayer;
var unit = Rules.NewUnitInfo[item];
var unit = Rules.ActorInfo[item];
var queue = player.PlayerActor.traits.Get<Traits.ProductionQueue>();
var producing = queue.AllItems(unit.Category).FirstOrDefault( a => a.Item == item );
@@ -839,7 +839,7 @@ namespace OpenRa
rgbaRenderer.DrawSprite(tooltipSprite, p, PaletteType.Chrome);
rgbaRenderer.Flush();
var info = Rules.NewUnitInfo[unit];
var info = Rules.ActorInfo[unit];
var buildable = info.Traits.Get<BuildableInfo>();
renderer.DrawText2(buildable.Description, p.ToInt2() + new int2(5,5), Color.White);
@@ -876,7 +876,7 @@ namespace OpenRa
if( a[ 0 ] == '@' )
return "any " + a.Substring( 1 );
else
return Rules.NewUnitInfo[ a.ToLowerInvariant() ].Traits.Get<BuildableInfo>().Description;
return Rules.ActorInfo[ a.ToLowerInvariant() ].Traits.Get<BuildableInfo>().Description;
}
void DrawSupportPowers()