Replace terniary null checks with coalescing.
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@@ -82,7 +82,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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{
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body = self.Trait<BodyOrientation>();
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facing = self.TraitOrDefault<IFacing>();
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cachedFacing = facing != null ? facing.Facing : WAngle.Zero;
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cachedFacing = facing?.Facing ?? WAngle.Zero;
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cachedPosition = self.CenterPosition;
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base.Created(self);
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@@ -126,14 +126,14 @@ namespace OpenRA.Mods.Common.Traits.Render
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var pos = Info.Type == TrailType.CenterPosition ? spawnPosition + body.LocalToWorld(offsetRotation) :
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self.World.Map.CenterOfCell(spawnCell);
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var spawnFacing = Info.SpawnAtLastPosition ? cachedFacing : (facing != null ? facing.Facing : WAngle.Zero);
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var spawnFacing = Info.SpawnAtLastPosition ? cachedFacing : facing?.Facing ?? WAngle.Zero;
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if ((Info.TerrainTypes.Count == 0 || Info.TerrainTypes.Contains(type)) && !string.IsNullOrEmpty(Info.Image))
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self.World.AddFrameEndTask(w => w.Add(new SpriteEffect(pos, spawnFacing, self.World, Info.Image,
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Info.Sequences.Random(Game.CosmeticRandom), Info.Palette, Info.VisibleThroughFog)));
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cachedPosition = self.CenterPosition;
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cachedFacing = facing != null ? facing.Facing : WAngle.Zero;
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cachedFacing = facing?.Facing ?? WAngle.Zero;
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ticks = 0;
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cachedInterval = isMoving ? Info.MovingInterval : Info.StationaryInterval;
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@@ -40,7 +40,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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public RenderDebugState(Actor self, RenderDebugStateInfo info)
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{
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var buildingInfo = self.Info.TraitInfoOrDefault<BuildingInfo>();
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var yOffset = buildingInfo == null ? 1 : buildingInfo.Dimensions.Y;
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var yOffset = buildingInfo?.Dimensions.Y ?? 1;
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offset = new WVec(0, 512 * yOffset, 0);
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this.self = self;
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@@ -60,7 +60,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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if (facings == -1)
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{
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var qbo = init.Actor.TraitInfoOrDefault<IQuantizeBodyOrientationInfo>();
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facings = qbo != null ? qbo.QuantizedBodyFacings(init.Actor, sequenceProvider, faction) : 1;
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facings = qbo?.QuantizedBodyFacings(init.Actor, sequenceProvider, faction) ?? 1;
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}
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}
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@@ -127,7 +127,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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// Return to the caller whether the renderable position or size has changed
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var visible = IsVisible;
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var offset = Animation.OffsetFunc != null ? Animation.OffsetFunc() : WVec.Zero;
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var offset = Animation.OffsetFunc?.Invoke() ?? WVec.Zero;
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var sequence = Animation.Animation.CurrentSequence;
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var updated = visible != cachedVisible || offset != cachedOffset || sequence != cachedSequence;
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@@ -93,7 +93,7 @@ namespace OpenRA.Mods.Common.Traits.Render
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{
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// Return to the caller whether the renderable position or size has changed
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var visible = model.IsVisible;
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var offset = model.OffsetFunc != null ? model.OffsetFunc() : WVec.Zero;
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var offset = model.OffsetFunc?.Invoke() ?? WVec.Zero;
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var updated = visible != cachedVisible || offset != cachedOffset;
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cachedVisible = visible;
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