Cleanup with resharper (mostly removing redundancies & using collection.Length/Count properties instead of the Count method)
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@@ -249,7 +249,7 @@ namespace Barotrauma
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if (c.Position.X < position.X - range || c.Position.X > position.X + size.X + range) continue;
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if (c.Position.Y < position.Y - size.Y || c.Position.Y > hull.Rect.Y) continue;
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float dmg = (float)Math.Sqrt(size.X) * deltaTime / c.AnimController.Limbs.Count();
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float dmg = (float)Math.Sqrt(size.X) * deltaTime / c.AnimController.Limbs.Length;
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foreach (Limb limb in c.AnimController.Limbs)
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{
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if (limb.WearingItems.Find(w => w!=null && w.WearableComponent.Item.FireProof)!=null) continue;
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@@ -311,7 +311,7 @@ namespace Barotrauma
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positionsOfInterest.Add(new InterestingPosition(tunnel.Last(), PositionType.Cave));
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if (tunnel.Count() > 4) positionsOfInterest.Add(new InterestingPosition(tunnel[tunnel.Count() / 2], PositionType.Cave));
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if (tunnel.Count > 4) positionsOfInterest.Add(new InterestingPosition(tunnel[tunnel.Count / 2], PositionType.Cave));
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pathCells.AddRange(newPathCells);
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}
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@@ -271,8 +271,6 @@ namespace Barotrauma.RuinGeneration
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foreach (Corridor corridor in corridors)
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{
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List<Line> corridorWalls = new List<Line>();
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corridor.CreateWalls();
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foreach (BTRoom leaf in rooms)
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@@ -361,7 +359,7 @@ namespace Barotrauma.RuinGeneration
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var prop = RuinStructure.GetRandom(RuinStructureType.Prop, alignments[Rand.Int(alignments.Length, false)]);
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Vector2 size = (prop.Prefab is StructurePrefab) ? (prop.Prefab as StructurePrefab).Size : Vector2.Zero;
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Vector2 size = (prop.Prefab is StructurePrefab) ? ((StructurePrefab)prop.Prefab).Size : Vector2.Zero;
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var shape = shapes[Rand.Int(shapes.Count, false)];
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@@ -385,7 +383,7 @@ namespace Barotrauma.RuinGeneration
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if (prop.Prefab is ItemPrefab)
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{
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var item = new Item(prop.Prefab as ItemPrefab, position, null);
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var item = new Item((ItemPrefab)prop.Prefab, position, null);
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item.MoveWithLevel = true;
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}
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else
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@@ -182,7 +182,7 @@ namespace Barotrauma.Lights
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{
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ClearCachedShadows();
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for (int i = 0; i < vertices.Count(); i++)
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for (int i = 0; i < vertices.Length; i++)
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{
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vertices[i] += amount;
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losVertices[i] += amount;
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@@ -98,8 +98,8 @@ namespace Barotrauma.Lights
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public LightSource (XElement element)
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: this(Vector2.Zero, 100.0f, Color.White, null)
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{
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float range = ToolBox.GetAttributeFloat(element, "range", 100.0f);
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Color color = new Color(ToolBox.GetAttributeVector4(element, "color", Vector4.One));
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range = ToolBox.GetAttributeFloat(element, "range", 100.0f);
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color = new Color(ToolBox.GetAttributeVector4(element, "color", Vector4.One));
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CastShadows = ToolBox.GetAttributeBool(element, "castshadows", true);
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@@ -95,10 +95,7 @@ namespace Barotrauma
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(int)sl.wallVertices.Max(v => v.Y + position.Y),
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(int)sl.wallVertices.Max(v => v.X + position.X),
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(int)sl.wallVertices.Min(v => v.Y + position.Y));
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int width = sl.rect.Width - sl.rect.X;
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int height = sl.rect.Y - sl.rect.Height;
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sl.rect = new Rectangle((int)position.X, (int)position.Y, 1, 1);
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return sl;
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@@ -180,7 +180,7 @@ namespace Barotrauma
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{
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base.Move(amount);
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for (int i = 0; i < sections.Count(); i++)
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for (int i = 0; i < sections.Length; i++)
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{
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Rectangle r = sections[i].rect;
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r.X += (int)amount.X;
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@@ -867,7 +867,7 @@ namespace Barotrauma
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(int)(rect.Y - Submarine.HiddenSubPosition.Y) + "," +
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rect.Width + "," + rect.Height));
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for (int i = 0; i < sections.Count(); i++)
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for (int i = 0; i < sections.Length; i++)
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{
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if (sections[i].damage == 0.0f) continue;
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@@ -985,7 +985,7 @@ namespace Barotrauma
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// int sectionCount = message.ReadByte();
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for (int i = 0; i<sections.Count(); i++)
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for (int i = 0; i<sections.Length; i++)
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{
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//byte sectionIndex = message.ReadByte();
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float damage = message.ReadRangedSingle(0.0f, 1.0f, 8) * Health;
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@@ -162,7 +162,7 @@ namespace Barotrauma
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{
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get
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{
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return subBody ==null ? Vector2.Zero : subBody.Position;
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return subBody == null ? Vector2.Zero : subBody.Position;
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}
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}
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@@ -481,7 +481,7 @@ namespace Barotrauma
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if (Vector2.Distance(rayStart, rayEnd) < 0.01f)
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{
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closestFraction = 0.01f;
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lastPickedPosition = rayEnd;
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return null;
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}
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@@ -517,7 +517,7 @@ namespace Barotrauma
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//movement ----------------------------------------------------
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private bool flippedX = false;
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private bool flippedX;
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public bool FlippedX
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{
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get { return flippedX; }
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@@ -634,9 +634,7 @@ namespace Barotrauma
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public void SetPosition(Vector2 position)
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{
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if (!MathUtils.IsValid(position)) return;
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Vector2 prevPos = subBody.Position;
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subBody.SetPosition(position);
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foreach (Submarine sub in loaded)
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@@ -665,7 +663,7 @@ namespace Barotrauma
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{
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Submarine closest = null;
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float closestDist = 0.0f;
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foreach (Submarine sub in Submarine.loaded)
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foreach (Submarine sub in loaded)
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{
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float dist = Vector2.Distance(worldPosition, sub.WorldPosition);
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if (closest == null || dist < closestDist)
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@@ -397,7 +397,7 @@ namespace Barotrauma
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int particleAmount = (int)(wallImpact*10.0f);
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for (int i = 0; i < particleAmount; i++)
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{
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var particle = GameMain.ParticleManager.CreateParticle("iceshards",
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GameMain.ParticleManager.CreateParticle("iceshards",
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ConvertUnits.ToDisplayUnits(particlePos[0]) + Rand.Vector(Rand.Range(1.0f, 50.0f)),
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Rand.Vector(Rand.Range(50.0f,500.0f)) + Velocity);
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}
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