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>
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@@ -45,7 +45,7 @@ namespace Content.Client.GameObjects.Components.Mobs
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[ViewVariables]
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private readonly Dictionary<AlertKey, AlertControl> _alertControls
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= new Dictionary<AlertKey, AlertControl>();
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= new();
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/// <summary>
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/// Allows calculating if we need to act due to this component being controlled by the current mob
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@@ -31,7 +31,7 @@ namespace Content.Client.GameObjects.Components.Mobs
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/// <summary>
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/// A list of overlay containers representing the current overlays applied
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/// </summary>
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private List<OverlayContainer> _currentEffects = new List<OverlayContainer>();
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private List<OverlayContainer> _currentEffects = new();
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[ViewVariables(VVAccess.ReadOnly)]
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public List<OverlayContainer> ActiveOverlays
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@@ -14,7 +14,7 @@ namespace Content.Client.GameObjects.Components.Mobs
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public sealed class DamageStateVisualizer : AppearanceVisualizer
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{
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private DamageState _data = DamageState.Alive;
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private readonly Dictionary<DamageState, string> _stateMap = new Dictionary<DamageState, string>();
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private readonly Dictionary<DamageState, string> _stateMap = new();
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private int? _originalDrawDepth;
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public override void LoadData(YamlMappingNode node)
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@@ -10,7 +10,7 @@ namespace Content.Client.GameObjects.Components.Mobs.State
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[ComponentReference(typeof(SharedMobStateManagerComponent))]
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public class MobStateManagerComponent : SharedMobStateManagerComponent
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{
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private readonly Dictionary<DamageState, IMobState> _behavior = new Dictionary<DamageState, IMobState>
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private readonly Dictionary<DamageState, IMobState> _behavior = new()
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{
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{DamageState.Alive, new NormalState()},
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{DamageState.Critical, new CriticalState()},
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