Add readonly where it is missing and fix those field names according to their modifiers (#2589)

This commit is contained in:
DrSmugleaf
2020-11-21 14:02:00 +01:00
committed by GitHub
parent c7f2b67297
commit 749cd11d33
94 changed files with 344 additions and 374 deletions

View File

@@ -14,8 +14,8 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
public sealed class DoAfterBar : Control
{
private IGameTiming _gameTiming = default!;
private ShaderInstance _shader;
private readonly ShaderInstance _shader;
/// <summary>
/// Set from 0.0f to 1.0f to reflect bar progress
@@ -40,13 +40,13 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
{
return;
}
_cancelled = value;
if (_cancelled)
{
_gameTiming = IoCManager.Resolve<IGameTiming>();
_lastFlash = _gameTiming.CurTime;
}
}
}
}
@@ -87,7 +87,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
_lastFlash = _gameTiming.CurTime;
_flash = !_flash;
}
}
}
}
protected override void Draw(DrawingHandleScreen handle)

View File

@@ -21,11 +21,11 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
[Dependency] private readonly IEyeManager _eyeManager = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
private Dictionary<byte, PanelContainer> _doAfterControls = new Dictionary<byte, PanelContainer>();
private Dictionary<byte, DoAfterBar> _doAfterBars = new Dictionary<byte, DoAfterBar>();
private readonly Dictionary<byte, PanelContainer> _doAfterControls = new Dictionary<byte, PanelContainer>();
private readonly Dictionary<byte, DoAfterBar> _doAfterBars = new Dictionary<byte, DoAfterBar>();
// We'll store cancellations for a little bit just so we can flash the graphic to indicate it's cancelled
private Dictionary<byte, TimeSpan> _cancelledDoAfters = new Dictionary<byte, TimeSpan>();
private readonly Dictionary<byte, TimeSpan> _cancelledDoAfters = new Dictionary<byte, TimeSpan>();
public IEntity? AttachedEntity { get; set; }
private ScreenCoordinates _playerPosition;
@@ -48,12 +48,12 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
base.Dispose(disposing);
if (Disposed)
return;
foreach (var (_, control) in _doAfterControls)
{
control.Dispose();
}
_doAfterControls.Clear();
_doAfterBars.Clear();
_cancelledDoAfters.Clear();
@@ -109,10 +109,10 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
RemoveChild(control);
_doAfterControls.Remove(id);
_doAfterBars.Remove(id);
if (_cancelledDoAfters.ContainsKey(id))
_cancelledDoAfters.Remove(id);
}
/// <summary>
@@ -130,7 +130,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
doAfterBar = new DoAfterBar();
_doAfterBars[id] = doAfterBar;
}
doAfterBar.Cancelled = true;
_cancelledDoAfters.Add(id, _gameTiming.CurTime);
}
@@ -139,7 +139,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
{
base.FrameUpdate(args);
if (AttachedEntity?.IsValid() != true ||
if (AttachedEntity?.IsValid() != true ||
!AttachedEntity.TryGetComponent(out DoAfterComponent? doAfterComponent))
{
return;

View File

@@ -35,7 +35,7 @@ namespace Content.Client.GameObjects.EntitySystems.DoAfter
// Each component in range will have its own vBox which we need to keep track of so if they go out of range or
// come into range it needs altering
private HashSet<DoAfterComponent> _knownComponents = new HashSet<DoAfterComponent>();
private readonly HashSet<DoAfterComponent> _knownComponents = new HashSet<DoAfterComponent>();
private IEntity? _attachedEntity;