Make sure braces for multi-line statements are on their own lines.
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@@ -86,8 +86,13 @@ namespace OpenRA.Mods.Common.Traits
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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{
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if (order.OrderID == OrderID)
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return new Order(order.OrderID, self, target, false) { SuppressVisualFeedback = true,
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ExtraData = ((RallyPointOrderTargeter)order).ForceSet ? ForceSet : 0 };
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{
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return new Order(order.OrderID, self, target, false)
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{
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SuppressVisualFeedback = true,
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ExtraData = ((RallyPointOrderTargeter)order).ForceSet ? ForceSet : 0
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};
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}
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return null;
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}
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@@ -163,8 +163,11 @@ namespace OpenRA.Mods.Common.Traits
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public IEnumerable<IOrderTargeter> Orders
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{
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get { yield return new DeployOrderTargeter("Unload", 10,
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() => CanUnload() ? Info.UnloadCursor : Info.UnloadBlockedCursor); }
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get
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{
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yield return new DeployOrderTargeter("Unload", 10,
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() => CanUnload() ? Info.UnloadCursor : Info.UnloadBlockedCursor);
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}
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}
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public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued)
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@@ -192,11 +192,12 @@ namespace OpenRA.Mods.Common.Traits
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// Find all refineries and their occupancy count:
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var refs = self.World.ActorsWithTrait<IAcceptResources>()
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.Where(r => r.Actor != ignore && r.Actor.Owner == self.Owner && IsAcceptableProcType(r.Actor))
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.Select(r => new {
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.Select(r => new
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{
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Location = r.Actor.Location + r.Trait.DeliveryOffset,
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Actor = r.Actor,
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Occupancy = self.World.ActorsHavingTrait<Harvester>(h => h.LinkedProc == r.Actor).Count() })
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.ToDictionary(r => r.Location);
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Occupancy = self.World.ActorsHavingTrait<Harvester>(h => h.LinkedProc == r.Actor).Count()
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}).ToDictionary(r => r.Location);
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// Start a search from each refinery's delivery location:
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List<CPos> path;
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@@ -22,7 +22,8 @@ namespace OpenRA.Mods.Common.Traits
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float t = 0;
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string paletteName = "cloak";
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Color[] colors = {
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Color[] colors =
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{
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Color.FromArgb(55, 205, 205, 220),
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Color.FromArgb(120, 205, 205, 230),
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Color.FromArgb(192, 180, 180, 255),
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@@ -147,10 +147,13 @@ namespace OpenRA.Mods.Common.Traits.Render
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initializePalettes = false;
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}
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return new IRenderable[] { new ModelRenderable(
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components, self.CenterPosition, 0, camera, Info.Scale,
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lightSource, Info.LightAmbientColor, Info.LightDiffuseColor,
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colorPalette, normalsPalette, shadowPalette) };
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return new IRenderable[]
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{
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new ModelRenderable(
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components, self.CenterPosition, 0, camera, Info.Scale,
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lightSource, Info.LightAmbientColor, Info.LightDiffuseColor,
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colorPalette, normalsPalette, shadowPalette)
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};
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}
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IEnumerable<Rectangle> IRender.ScreenBounds(Actor self, WorldRenderer wr)
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@@ -83,7 +83,8 @@ namespace OpenRA.Mods.Common.Traits
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// Always spawn at least one actor, plus
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// however many needed to reach the minimum.
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SpawnActor(self, spawnPoint);
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} while (actorsPresent < info.Minimum);
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}
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while (actorsPresent < info.Minimum);
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}
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WPos SpawnActor(Actor self, Actor spawnPoint)
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@@ -56,7 +56,8 @@ namespace OpenRA.Mods.Common.Traits
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public readonly float[] SwingAmplitude = { 1.0f, 1.5f };
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[Desc("The randomly selected rgb(a) hex colors for the particles. Use this order: rrggbb[aa], rrggbb[aa], ...")]
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public readonly Color[] ParticleColors = {
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public readonly Color[] ParticleColors =
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{
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Color.FromArgb(236, 236, 236),
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Color.FromArgb(228, 228, 228),
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Color.FromArgb(208, 208, 208),
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