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

@@ -71,7 +71,7 @@ namespace Content.Client.GameObjects.EntitySystems
private SharedInteractionSystem _interactionSystem;
private InputSystem _inputSystem;
private List<SpriteComponent> highlightedSprites = new List<SpriteComponent>();
private readonly List<SpriteComponent> _highlightedSprites = new List<SpriteComponent>();
private enum DragState
{
@@ -298,7 +298,7 @@ namespace Content.Client.GameObjects.EntitySystems
var inRange = _interactionSystem.InRangeUnobstructed(_dragger, pvsEntity);
inRangeSprite.PostShader = inRange ? _dropTargetInRangeShader : _dropTargetOutOfRangeShader;
inRangeSprite.RenderOrder = EntityManager.CurrentTick.Value;
highlightedSprites.Add(inRangeSprite);
_highlightedSprites.Add(inRangeSprite);
}
}
}
@@ -306,12 +306,12 @@ namespace Content.Client.GameObjects.EntitySystems
private void RemoveHighlights()
{
foreach (var highlightedSprite in highlightedSprites)
foreach (var highlightedSprite in _highlightedSprites)
{
highlightedSprite.PostShader = null;
highlightedSprite.RenderOrder = 0;
}
highlightedSprites.Clear();
_highlightedSprites.Clear();
}
/// <summary>