- Made private methods static where possible (runtime can elide checking the object for null). - Declared attribute classes as sealed (allows reflection on attributes to complete faster). - Moved some static cctor's into field initializers (static cctor's are slower than static field initializers). - Made classes static if they contained only static methods (can't create instances of useless objects). - Use inferable Exts.Lazy and not new Lazy<T>(). - Added required STAThread attribute to CrashDialog. - Removed unused parameters in private methods. - Added Serializable attribute to exceptions. - Added parameter name in calls to ArgumentNullException. - Use of as operator instead of is + cast. - Changed (x as Foo).Bar anti-pattern into ((Foo)x).Bar. Results in sensible cast exceptions on error rather than null dereferences. - Removed unused method in NullShader.
45 lines
1.2 KiB
C#
45 lines
1.2 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using OpenRA.Traits;
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using OpenRA.Mods.RA.Effects;
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namespace OpenRA.Mods.RA
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{
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class GiveCashCrateActionInfo : CrateActionInfo
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{
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public int Amount = 2000;
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public bool UseCashTick = false;
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public override object Create(ActorInitializer init) { return new GiveCashCrateAction(init.self, this); }
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}
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class GiveCashCrateAction : CrateAction
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{
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public GiveCashCrateAction(Actor self, GiveCashCrateActionInfo info)
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: base(self, info) {}
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public override void Activate(Actor collector)
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{
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collector.World.AddFrameEndTask(w =>
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{
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var crateInfo = (GiveCashCrateActionInfo)info;
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var amount = crateInfo.Amount;
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collector.Owner.PlayerActor.Trait<PlayerResources>().GiveCash(amount);
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if (crateInfo.UseCashTick)
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w.Add(new CashTick(collector.CenterPosition, collector.Owner.Color.RGB, amount));
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});
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base.Activate(collector);
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}
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}
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}
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