Rename ConditionManager variables.

This commit is contained in:
Paul Chote
2016-12-23 15:02:52 +00:00
parent dcad5c3f7c
commit f360c10569
21 changed files with 123 additions and 123 deletions

View File

@@ -41,7 +41,7 @@ namespace OpenRA.Mods.Common.Traits
readonly GrantConditionOnDamageStateInfo info;
readonly Health health;
ConditionManager manager;
ConditionManager conditionManager;
int conditionToken = ConditionManager.InvalidConditionToken;
public GrantConditionOnDamageState(Actor self, GrantConditionOnDamageStateInfo info)
@@ -52,7 +52,7 @@ namespace OpenRA.Mods.Common.Traits
void INotifyCreated.Created(Actor self)
{
manager = self.TraitOrDefault<ConditionManager>();
conditionManager = self.TraitOrDefault<ConditionManager>();
GrantUpgradeOnValidDamageState(self, health.DamageState);
}
@@ -61,7 +61,7 @@ namespace OpenRA.Mods.Common.Traits
if (!info.ValidDamageStates.HasFlag(state) || conditionToken != ConditionManager.InvalidConditionToken)
return;
conditionToken = manager.GrantCondition(self, info.Condition);
conditionToken = conditionManager.GrantCondition(self, info.Condition);
var sound = info.EnabledSounds.RandomOrDefault(Game.CosmeticRandom);
Game.Sound.Play(SoundType.World, sound, self.CenterPosition);
@@ -70,14 +70,14 @@ namespace OpenRA.Mods.Common.Traits
void INotifyDamageStateChanged.DamageStateChanged(Actor self, AttackInfo e)
{
var granted = conditionToken != ConditionManager.InvalidConditionToken;
if ((granted && info.GrantPermanently) || manager == null)
if ((granted && info.GrantPermanently) || conditionManager == null)
return;
if (!granted && !info.ValidDamageStates.HasFlag(e.PreviousDamageState))
GrantUpgradeOnValidDamageState(self, health.DamageState);
else if (granted && !info.ValidDamageStates.HasFlag(e.DamageState) && info.ValidDamageStates.HasFlag(e.PreviousDamageState))
{
conditionToken = manager.RevokeCondition(self, conditionToken);
conditionToken = conditionManager.RevokeCondition(self, conditionToken);
var sound = info.DisabledSounds.RandomOrDefault(Game.CosmeticRandom);
Game.Sound.Play(SoundType.World, sound, self.CenterPosition);