Some cleanup using ReSharper (mostly removing redundancies)

This commit is contained in:
Regalis
2016-03-12 15:32:34 +02:00
parent ae4e4d8f34
commit d1580328ed
99 changed files with 197 additions and 483 deletions
+1 -3
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@@ -1,6 +1,4 @@
using FarseerPhysics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework;
using Barotrauma.Lights;
using System;
using System.Collections.Generic;
-2
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@@ -165,8 +165,6 @@ namespace Barotrauma
for (int i = 0; i < count; i++ )
{
float normalizedPos = 0.5f-(i / count);
Vector2 spawnPos = new Vector2(WorldPosition.X + Rand.Range(0.0f, size.X), Rand.Range(WorldPosition.Y - size.Y, WorldPosition.Y) + 10.0f);
Vector2 speed = new Vector2((spawnPos.X - (WorldPosition.X + size.X / 2.0f)), (float)Math.Sqrt(size.X) * Rand.Range(10.0f, 15.0f) * growModifier);
+1 -1
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@@ -115,7 +115,7 @@ namespace Barotrauma
public static void UpdateHulls()
{
foreach (Gap g in Gap.GapList)
foreach (Gap g in GapList)
{
g.FindHulls();
}
@@ -1,5 +1,4 @@
using System;
using System.IO;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Content;
@@ -112,21 +112,16 @@ namespace Barotrauma.Lights
private void CalculateDimensions()
{
Vector2 center = Vector2.Zero;
float? minX = null, minY = null, maxX = null, maxY = null;
for (int i = 0; i < vertices.Length; i++)
{
center += vertices[i];
if (minX == null || vertices[i].X < minX) minX = vertices[i].X;
if (minY == null || vertices[i].Y < minY) minY = vertices[i].Y;
if (maxX == null || vertices[i].X > maxX) maxX = vertices[i].X;
if (maxY == null || vertices[i].Y > minY) maxY = vertices[i].Y;
}
center /= vertices.Length;
boundingBox = new Rectangle((int)minX, (int)minY, (int)(maxX - minX), (int)(maxY - minY));
}
-3
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@@ -1,8 +1,5 @@
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Barotrauma
{
+2 -2
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@@ -151,11 +151,11 @@ namespace Barotrauma
protected bool ResizeHorizontal
{
get { return prefab == null ? false : prefab.ResizeHorizontal; }
get { return prefab != null && prefab.ResizeHorizontal; }
}
protected bool ResizeVertical
{
get { return prefab == null ? false : prefab.ResizeVertical; }
get { return prefab != null && prefab.ResizeVertical; }
}
public virtual string Name
+7 -9
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@@ -1,9 +1,7 @@
using System;
using System.Diagnostics;
using System.Xml.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System.Collections.Generic;
namespace Barotrauma
@@ -13,17 +11,17 @@ namespace Barotrauma
//public static List<StructurePrefab> list = new List<StructurePrefab>();
//does the structure have a physics body
bool hasBody;
private bool hasBody;
bool castShadow;
private bool castShadow;
bool isPlatform;
Direction stairDirection;
private bool isPlatform;
private Direction stairDirection;
float maxHealth;
private float maxHealth;
//default size
Vector2 size;
private Vector2 size;
public bool HasBody
{
@@ -55,7 +53,7 @@ namespace Barotrauma
foreach (string filePath in filePaths)
{
XDocument doc = ToolBox.TryLoadXml(filePath);
if (doc == null) return;
if (doc == null || doc.Root == null) return;
foreach (XElement el in doc.Root.Elements())
{
+1 -1
View File
@@ -165,7 +165,7 @@ namespace Barotrauma
public bool AtDamageDepth
{
get { return subBody == null ? false : subBody.AtDamageDepth; }
get { return subBody != null && subBody.AtDamageDepth; }
}
public override string ToString()
+4 -5
View File
@@ -310,7 +310,7 @@ namespace Barotrauma
if (hull.Rect.Width<minDist*3.0f)
{
var wayPoint = new WayPoint(
new WayPoint(
new Vector2(hull.Rect.X + hull.Rect.Width / 2.0f, hull.Rect.Y - hull.Rect.Height + heightFromFloor), SpawnType.Path, Submarine.Loaded);
continue;
}
@@ -396,7 +396,7 @@ namespace Barotrauma
}
List<Structure> stairList = new List<Structure>();
foreach (MapEntity me in MapEntity.mapEntityList)
foreach (MapEntity me in mapEntityList)
{
Structure stairs = me as Structure;
if (stairs == null) continue;
@@ -439,8 +439,7 @@ namespace Barotrauma
ladderPoints[0] = new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y - item.Rect.Height + heightFromFloor), SpawnType.Path, Submarine.Loaded);
ladderPoints[1] = new WayPoint(new Vector2(item.Rect.Center.X, item.Rect.Y-1.0f), SpawnType.Path, Submarine.Loaded);
WayPoint prevPoint = ladderPoints[0];
Vector2 prevPos = prevPoint.SimPosition;
@@ -457,7 +456,7 @@ namespace Barotrauma
if (pickedBody.UserData is Item)
{
var door = (pickedBody.UserData as Item).GetComponent<Door>();
var door = ((Item)pickedBody.UserData).GetComponent<Door>();
if (door != null)
{
WayPoint newPoint = new WayPoint(door.Item.Position, SpawnType.Path, Submarine.Loaded);