More refactoring of code.

This commit is contained in:
hondacrx
2019-09-23 21:41:13 -04:00
parent 2418715800
commit 570aebce26
176 changed files with 2261 additions and 2265 deletions
+41 -41
View File
@@ -47,10 +47,10 @@ namespace Game.Movement
public void Initialize()
{
while (!empty())
while (!Empty())
{
IMovementGenerator curr = top();
pop();
IMovementGenerator curr = Top();
Pop();
if (curr != null)
DirectDelete(curr);
}
@@ -77,10 +77,10 @@ namespace Game.Movement
if (_owner.HasUnitState(UnitState.Root | UnitState.Stunned))
return;
Cypher.Assert(!empty());
Cypher.Assert(!Empty());
_cleanFlag |= MMCleanFlag.Update;
bool isMoveGenUpdateSuccess = top().Update(_owner, diff);
bool isMoveGenUpdateSuccess = Top().Update(_owner, diff);
_cleanFlag &= ~MMCleanFlag.Update;
if (!isMoveGenUpdateSuccess)
@@ -114,12 +114,12 @@ namespace Game.Movement
_expireList = null;
if (empty())
if (Empty())
Initialize();
else if (NeedInitTop())
InitTop();
else if (Convert.ToBoolean(_cleanFlag & MMCleanFlag.Reset))
top().Reset(_owner);
Top().Reset(_owner);
_cleanFlag &= ~MMCleanFlag.Reset;
}
@@ -140,10 +140,10 @@ namespace Game.Movement
public MovementGeneratorType GetCurrentMovementGeneratorType()
{
if (empty())
if (Empty())
return MovementGeneratorType.Idle;
return top().GetMovementGeneratorType();
return Top().GetMovementGeneratorType();
}
public MovementGeneratorType GetMotionSlotType(MovementSlot slot)
@@ -160,12 +160,12 @@ namespace Game.Movement
return _slot[slot];
}
public void propagateSpeedChange()
public void PropagateSpeedChange()
{
for (int i = 0; i <= _top; ++i)
{
if (_slot[i] != null)
_slot[i].unitSpeedChanged();
_slot[i].UnitSpeedChanged();
}
}
@@ -186,7 +186,7 @@ namespace Game.Movement
public void MoveIdle()
{
if (empty() || !IsStatic(top()))
if (Empty() || !IsStatic(Top()))
StartMovement(staticIdleMovement, MovementSlot.Idle);
}
@@ -357,7 +357,7 @@ namespace Game.Movement
float x, y, z;
float moveTimeHalf = (float)(speedZ / gravity);
float dist = 2 * moveTimeHalf * speedXY;
float max_height = -MoveSpline.computeFallElevation(moveTimeHalf, false, -speedZ);
float max_height = -MoveSpline.ComputeFallElevation(moveTimeHalf, false, -speedZ);
_owner.GetNearPoint(_owner, out x, out y, out z, _owner.GetObjectSize(), dist, _owner.GetAngle(srcX, srcY) + MathFunctions.PI);
@@ -400,7 +400,7 @@ namespace Game.Movement
return;
float moveTimeHalf = (float)(speedZ / gravity);
float max_height = -MoveSpline.computeFallElevation(moveTimeHalf, false, -speedZ);
float max_height = -MoveSpline.ComputeFallElevation(moveTimeHalf, false, -speedZ);
MoveSplineInit init = new MoveSplineInit(_owner);
init.MoveTo(x, y, z, false);
@@ -611,19 +611,19 @@ namespace Game.Movement
StartMovement(new RotateMovementGenerator(time, direction), MovementSlot.Active);
}
void pop()
void Pop()
{
if (empty())
if (Empty())
return;
_slot[_top] = null;
while (!empty() && top() == null)
while (!Empty() && Top() == null)
--_top;
}
bool NeedInitTop()
{
if (empty())
if (Empty())
return false;
return _initialize[_top];
@@ -631,7 +631,7 @@ namespace Game.Movement
void InitTop()
{
top().Initialize(_owner);
Top().Initialize(_owner);
_initialize[_top] = false;
}
@@ -663,29 +663,29 @@ namespace Game.Movement
void DirectClean(bool reset)
{
while (size() > 1)
while (Size() > 1)
{
IMovementGenerator curr = top();
pop();
IMovementGenerator curr = Top();
Pop();
if (curr != null)
DirectDelete(curr);
}
if (empty())
if (Empty())
return;
if (NeedInitTop())
InitTop();
else if (reset)
top().Reset(_owner);
Top().Reset(_owner);
}
void DelayedClean()
{
while (size() > 1)
while (Size() > 1)
{
IMovementGenerator curr = top();
pop();
IMovementGenerator curr = Top();
Pop();
if (curr != null)
DelayedDelete(curr);
}
@@ -693,34 +693,34 @@ namespace Game.Movement
void DirectExpire(bool reset)
{
if (size() > 1)
if (Size() > 1)
{
IMovementGenerator curr = top();
pop();
IMovementGenerator curr = Top();
Pop();
DirectDelete(curr);
}
while (!empty() && top() == null)//not sure this will work
while (!Empty() && Top() == null)//not sure this will work
--_top;
if (empty())
if (Empty())
Initialize();
else if (NeedInitTop())
InitTop();
else if (reset)
top().Reset(_owner);
Top().Reset(_owner);
}
void DelayedExpire()
{
if (size() > 1)
if (Size() > 1)
{
IMovementGenerator curr = top();
pop();
IMovementGenerator curr = Top();
Pop();
DelayedDelete(curr);
}
while (!empty() && top() == null)
while (!Empty() && Top() == null)
--_top;
}
@@ -740,13 +740,13 @@ namespace Game.Movement
_expireList.Add(curr);
}
public bool empty() { return (_top < 0); }
public bool Empty() { return (_top < 0); }
int size() { return _top + 1; }
int Size() { return _top + 1; }
public IMovementGenerator top()
public IMovementGenerator Top()
{
Cypher.Assert(!empty());
Cypher.Assert(!Empty());
return _slot[_top];
}