More resharper cleanup
This commit is contained in:
@@ -331,7 +331,7 @@ namespace Subsurface
|
||||
|
||||
selectedTarget = null;
|
||||
selectedTargetMemory = null;
|
||||
this.targetValue = 0.0f;
|
||||
targetValue = 0.0f;
|
||||
|
||||
UpdateTargetMemories();
|
||||
|
||||
@@ -372,7 +372,7 @@ namespace Subsurface
|
||||
valueModifier = valueModifier * targetMemory.Priority / dist;
|
||||
//dist -= targetMemory.Priority;
|
||||
|
||||
if (Math.Abs(valueModifier) > Math.Abs(this.targetValue) && (dist < target.SightRange * sight || dist < target.SoundRange * hearing))
|
||||
if (Math.Abs(valueModifier) > Math.Abs(targetValue) && (dist < target.SightRange * sight || dist < target.SoundRange * hearing))
|
||||
{
|
||||
Vector2 rayStart = character.animController.limbs[0].SimPosition;
|
||||
Vector2 rayEnd = target.Position;
|
||||
@@ -408,12 +408,12 @@ namespace Subsurface
|
||||
|
||||
|
||||
//float newTargetValue = valueModifier/dist;
|
||||
if (selectedTarget == null || Math.Abs(valueModifier) > Math.Abs(this.targetValue))
|
||||
if (selectedTarget == null || Math.Abs(valueModifier) > Math.Abs(targetValue))
|
||||
{
|
||||
selectedTarget = target;
|
||||
selectedTargetMemory = targetMemory;
|
||||
|
||||
this.targetValue = valueModifier;
|
||||
targetValue = valueModifier;
|
||||
Debug.WriteLine(selectedTarget.entity+": "+targetValue);
|
||||
}
|
||||
}
|
||||
@@ -479,18 +479,13 @@ namespace Subsurface
|
||||
wallAttackPos.X = message.ReadFloat();
|
||||
wallAttackPos.Y = message.ReadFloat();
|
||||
|
||||
float wanderAngle = message.ReadFloat();
|
||||
float updateTargetsTimer = message.ReadFloat();
|
||||
float raycastTimer = message.ReadFloat();
|
||||
float coolDownTimer = message.ReadFloat();
|
||||
steeringManager.WanderAngle = message.ReadFloat();
|
||||
updateTargetsTimer = message.ReadFloat();
|
||||
raycastTimer = message.ReadFloat();
|
||||
coolDownTimer = message.ReadFloat();
|
||||
|
||||
int targetID = message.ReadInt32();
|
||||
|
||||
steeringManager.WanderAngle = wanderAngle;
|
||||
this.updateTargetsTimer = updateTargetsTimer;
|
||||
this.raycastTimer = raycastTimer;
|
||||
this.coolDownTimer = coolDownTimer;
|
||||
|
||||
|
||||
if (targetID>-1)
|
||||
targetEntity = Entity.FindEntityByID(targetID) as IDamageable;
|
||||
|
||||
|
||||
@@ -30,7 +30,7 @@ namespace Subsurface
|
||||
public Vector2 GetNode(Vector2 pos)
|
||||
{
|
||||
if (nodes.Count == 0) return Vector2.Zero;
|
||||
if (currentNode==null || currentNode==Vector2.Zero || Vector2.Distance(pos, currentNode)<minDistance) currentNode = nodes.Dequeue();
|
||||
if (currentNode==Vector2.Zero || Vector2.Distance(pos, currentNode)<minDistance) currentNode = nodes.Dequeue();
|
||||
|
||||
return currentNode;
|
||||
}
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
@@ -307,8 +306,8 @@ namespace Subsurface
|
||||
|
||||
soundInterval = ToolBox.GetAttributeFloat(doc.Root, "soundinterval", 10.0f);
|
||||
|
||||
var xSounds = doc.Root.Elements("sound");
|
||||
if (xSounds.Count() > 0)
|
||||
var xSounds = doc.Root.Elements("sound").ToList();
|
||||
if (xSounds.Any())
|
||||
{
|
||||
sounds = new Sound[xSounds.Count()];
|
||||
soundStates = new AIController.AiState[xSounds.Count()];
|
||||
@@ -332,9 +331,9 @@ namespace Subsurface
|
||||
|
||||
animController.FindHull();
|
||||
|
||||
if (this.info.ID >= 0)
|
||||
if (info.ID >= 0)
|
||||
{
|
||||
ID = this.info.ID;
|
||||
ID = info.ID;
|
||||
}
|
||||
|
||||
characterList.Add(this);
|
||||
@@ -597,12 +596,12 @@ namespace Subsurface
|
||||
drowningBar = new GUIProgressBar(new Rectangle(Game1.GraphicsWidth / 2 - width / 2, 20, width, height), Color.Blue, 1.0f);
|
||||
}
|
||||
|
||||
drowningBar.BarSize = Character.Controlled.Oxygen / 100.0f;
|
||||
drowningBar.BarSize = Controlled.Oxygen / 100.0f;
|
||||
if (drowningBar.BarSize < 1.0f)
|
||||
drowningBar.Draw(spriteBatch);
|
||||
|
||||
if (Character.Controlled.Inventory != null)
|
||||
Character.Controlled.Inventory.Draw(spriteBatch);
|
||||
if (Controlled.Inventory != null)
|
||||
Controlled.Inventory.Draw(spriteBatch);
|
||||
|
||||
if (closestItem!=null)
|
||||
{
|
||||
@@ -634,7 +633,7 @@ namespace Subsurface
|
||||
|
||||
public void PlaySound(AIController.AiState state)
|
||||
{
|
||||
if (sounds == null || sounds.Count()==0) return;
|
||||
if (sounds == null || !sounds.Any()) return;
|
||||
var matchingSoundStates = soundStates.Where(x => x == state).ToList();
|
||||
|
||||
int selectedSound = Game1.localRandom.Next(matchingSoundStates.Count());
|
||||
|
||||
@@ -1,7 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface
|
||||
@@ -39,7 +36,7 @@ namespace Subsurface
|
||||
this.character = character;
|
||||
this.limb = limb;
|
||||
|
||||
this.timer = delay;
|
||||
timer = delay;
|
||||
|
||||
list.Add(this);
|
||||
}
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
@@ -33,7 +32,7 @@ namespace Subsurface
|
||||
{
|
||||
case Physics.CollisionStairs:
|
||||
Structure structure = fixture.Body.UserData as Structure;
|
||||
if (stairs == null && (!inWater || TargetMovement.Y>0.0f))
|
||||
if (stairs == null && (!inWater || TargetMovement.Y>0.0f) && structure!=null)
|
||||
{
|
||||
if (LowestLimb.SimPosition.Y<structure.SimPosition.Y)
|
||||
{
|
||||
|
||||
@@ -1,7 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Collections.Generic;
|
||||
using System.Xml.Linq;
|
||||
|
||||
namespace Subsurface
|
||||
@@ -47,6 +44,7 @@ namespace Subsurface
|
||||
jobList = new List<Job>();
|
||||
|
||||
XDocument doc = ToolBox.TryLoadXml(filePath);
|
||||
if (doc == null) return;
|
||||
|
||||
foreach (XElement element in doc.Root.Elements())
|
||||
{
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
using FarseerPhysics;
|
||||
|
||||
@@ -1,7 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.ComponentModel;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Xml.Linq;
|
||||
|
||||
@@ -9,8 +7,6 @@ namespace Subsurface
|
||||
{
|
||||
class StatusEffect
|
||||
{
|
||||
|
||||
|
||||
[Flags]
|
||||
public enum Target
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user