Use HashSet instead of IEnumerable to pass actors to renderable lists
This commit is contained in:
@@ -100,7 +100,7 @@ namespace OpenRA.Graphics
|
||||
palettes[name].Palette = pal;
|
||||
}
|
||||
|
||||
List<IFinalizedRenderable> GenerateRenderables(IEnumerable<Actor> actorsInBox)
|
||||
List<IFinalizedRenderable> GenerateRenderables(HashSet<Actor> actorsInBox)
|
||||
{
|
||||
var actors = actorsInBox.Append(World.WorldActor);
|
||||
if (World.RenderPlayer != null)
|
||||
@@ -126,7 +126,7 @@ namespace OpenRA.Graphics
|
||||
return renderables;
|
||||
}
|
||||
|
||||
List<IFinalizedRenderable> GenerateOverlayRenderables(IEnumerable<Actor> actorsInBox)
|
||||
List<IFinalizedRenderable> GenerateOverlayRenderables(HashSet<Actor> actorsInBox)
|
||||
{
|
||||
var aboveShroud = World.ActorsWithTrait<IRenderAboveShroud>()
|
||||
.Where(a => a.Actor.IsInWorld && !a.Actor.Disposed && (!a.Trait.SpatiallyPartitionable || actorsInBox.Contains(a.Actor)))
|
||||
@@ -171,7 +171,7 @@ namespace OpenRA.Graphics
|
||||
|
||||
RefreshPalette();
|
||||
|
||||
var onScreenActors = World.ScreenMap.RenderableActorsInBox(Viewport.TopLeft, Viewport.BottomRight);
|
||||
var onScreenActors = World.ScreenMap.RenderableActorsInBox(Viewport.TopLeft, Viewport.BottomRight).ToHashSet();
|
||||
var renderables = GenerateRenderables(onScreenActors);
|
||||
var bounds = Viewport.GetScissorBounds(World.Type != WorldType.Editor);
|
||||
Game.Renderer.EnableScissor(bounds);
|
||||
|
||||
Reference in New Issue
Block a user