remove a bunch of trait lookups for PlayerResources

This commit is contained in:
Chris Forbes
2011-05-04 18:40:33 +12:00
parent d86e0ec522
commit ea32b1bc6d
2 changed files with 20 additions and 18 deletions

View File

@@ -36,7 +36,7 @@ namespace OpenRA.Mods.RA
public readonly Actor self;
public ProductionQueueInfo Info;
PowerManager PlayerPower;
PlayerResources PlayerResources;
PlayerResources playerResources;
string Race;
// A list of things we are currently building
@@ -62,7 +62,7 @@ namespace OpenRA.Mods.RA
{
this.self = self;
this.Info = info;
PlayerResources = playerActor.Trait<PlayerResources>();
playerResources = playerActor.Trait<PlayerResources>();
PlayerPower = playerActor.Trait<PowerManager>();
Race = self.Owner.Country.Race;
@@ -72,7 +72,7 @@ namespace OpenRA.Mods.RA
public void OnCapture(Actor self, Actor captor, Player oldOwner, Player newOwner)
{
PlayerPower = newOwner.PlayerActor.Trait<PowerManager>();
PlayerResources = newOwner.PlayerActor.Trait<PlayerResources>();
playerResources = newOwner.PlayerActor.Trait<PlayerResources>();
Queue.Clear();
// Produceable contains the tech from the original owner - this is desired so we don't clear it.
@@ -160,11 +160,11 @@ namespace OpenRA.Mods.RA
{
while( Queue.Count > 0 && !BuildableItems().Any(b => b.Name == Queue[ 0 ].Item) )
{
self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(Queue[0].TotalCost - Queue[0].RemainingCost); // refund what's been paid so far.
playerResources.GiveCash(Queue[0].TotalCost - Queue[0].RemainingCost); // refund what's been paid so far.
FinishProduction();
}
if( Queue.Count > 0 )
Queue[ 0 ].Tick( PlayerResources, PlayerPower );
Queue[ 0 ].Tick( playerResources, PlayerPower );
}
public void ResolveOrder( Actor self, Order order )
@@ -256,8 +256,7 @@ namespace OpenRA.Mods.RA
else if (lastIndex == 0)
{
var item = Queue[0];
self.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(
item.TotalCost - item.RemainingCost); // refund what has been paid
playerResources.GiveCash(item.TotalCost - item.RemainingCost); // refund what has been paid
FinishProduction();
}
}