Use 'new' expression in places where the type is evident for content (#2590)

* Content.Client

* Content.Benchmarks

* Content.IntegrationTests

* Content.Server

* Content.Server.Database

* Content.Shared

* Content.Tests

* Merge fixes

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
DrSmugleaf
2020-11-27 11:00:49 +01:00
committed by GitHub
parent 4a56df749b
commit 5c0cf1b1a0
235 changed files with 431 additions and 433 deletions

View File

@@ -45,7 +45,7 @@ namespace Content.Client.GameObjects.Components.Mobs
[ViewVariables]
private readonly Dictionary<AlertKey, AlertControl> _alertControls
= new Dictionary<AlertKey, AlertControl>();
= new();
/// <summary>
/// Allows calculating if we need to act due to this component being controlled by the current mob

View File

@@ -31,7 +31,7 @@ namespace Content.Client.GameObjects.Components.Mobs
/// <summary>
/// A list of overlay containers representing the current overlays applied
/// </summary>
private List<OverlayContainer> _currentEffects = new List<OverlayContainer>();
private List<OverlayContainer> _currentEffects = new();
[ViewVariables(VVAccess.ReadOnly)]
public List<OverlayContainer> ActiveOverlays

View File

@@ -14,7 +14,7 @@ namespace Content.Client.GameObjects.Components.Mobs
public sealed class DamageStateVisualizer : AppearanceVisualizer
{
private DamageState _data = DamageState.Alive;
private readonly Dictionary<DamageState, string> _stateMap = new Dictionary<DamageState, string>();
private readonly Dictionary<DamageState, string> _stateMap = new();
private int? _originalDrawDepth;
public override void LoadData(YamlMappingNode node)

View File

@@ -10,7 +10,7 @@ namespace Content.Client.GameObjects.Components.Mobs.State
[ComponentReference(typeof(SharedMobStateManagerComponent))]
public class MobStateManagerComponent : SharedMobStateManagerComponent
{
private readonly Dictionary<DamageState, IMobState> _behavior = new Dictionary<DamageState, IMobState>
private readonly Dictionary<DamageState, IMobState> _behavior = new()
{
{DamageState.Alive, new NormalState()},
{DamageState.Critical, new CriticalState()},