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https://github.com/ClassiCube/MCGalaxy.git
synced 2025-09-22 12:05:51 -04:00
prefer explicit new type[] {
This commit is contained in:
parent
785255d389
commit
c52b91feff
@ -89,7 +89,7 @@ namespace MCGalaxy {
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string line;
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while ((line = r.ReadLine()) != null) {
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if (line.StartsWith("//")) continue;
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string[] split = line.Split(new[] { ':' }, 2);
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string[] split = line.Split(new[] char{ ':' }, 2);
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if (split.Length == 2 && !String.IsNullOrEmpty(split[0]))
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CustomTokens.Add(split[0], split[1]);
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}
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@ -629,45 +629,45 @@ namespace MCGalaxy.Commands.CPE {
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static string[][] stepsHelp = new string[][] {
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null, // step 0
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null, // step 1
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new[] { "Type the name for the block." },
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new[] { "Type '0' if the block is a cube, '1' if a sprite (e.g roses)." },
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new string[] { "Type the name for the block." },
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new string[] { "Type '0' if the block is a cube, '1' if a sprite (e.g roses)." },
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new[] { "Type a number between '0' and '255' for the top texture.",
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new string[] { "Type a number between '0' and '255' for the top texture.",
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"Textures in terrain.png are numbered from left to right, increasing downwards",
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},
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new[] { "Type a number between '0' and '255' for the sides texture.",
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new string[] { "Type a number between '0' and '255' for the sides texture.",
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"Textures in terrain.png are numbered from left to right, increasing downwards.",
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},
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new[] { "Type a number between '0' and '255' for the bottom texture.",
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new string[] { "Type a number between '0' and '255' for the bottom texture.",
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"Textures in terrain.png are numbered from left to right, increasing downwards.",
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},
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new[] { "Enter the three minimum coordinates of the cube in units (separated by spaces). 1 block = 16 units.",
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new string[] { "Enter the three minimum coordinates of the cube in units (separated by spaces). 1 block = 16 units.",
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"Minimum coordinates for a normal block are &40 &20 &10." },
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new[] { "Enter the three maximum coordinates of the cube in units (separated by spaces). 1 block = 16 units.",
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new string[] { "Enter the three maximum coordinates of the cube in units (separated by spaces). 1 block = 16 units.",
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"Maximum coordinates for a normal block are &416 &216 &116." },
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new[] { "Type '0' if the block is walk-through.", "Type '1' if the block is swim-through.",
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new string[] { "Type '0' if the block is walk-through.", "Type '1' if the block is swim-through.",
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"Type '2' if the block is solid.",
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},
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new[] { "Type a number between '0.25' (25% speed) and '3.96' (396% speed).",
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new string[] { "Type a number between '0.25' (25% speed) and '3.96' (396% speed).",
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"This speed is used when inside or walking on the block. Default speed is 1",
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},
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new[] { "Type 'yes' if the block casts a shadow, 'no' if it doesn't" },
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new[] { "Type a number between '0' and '9' for the sound played when walking on it and breaking.",
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new string[] { "Type 'yes' if the block casts a shadow, 'no' if it doesn't" },
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new string[] { "Type a number between '0' and '9' for the sound played when walking on it and breaking.",
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"0 = None, 1 = Wood, 2 = Gravel, 3 = Grass, 4 = Stone",
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"5 = Metal, 6 = Glass, 7 = Cloth, 8 = Sand, 9 = Snow",
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},
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new[] { "Type 'yes' if the block is fully lit (e.g. lava), 'no' if not." },
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new[] { "Enter the block's draw method.", "0 = Opaque, 1 = Transparent (Like glass)",
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new string[] { "Type 'yes' if the block is fully lit (e.g. lava), 'no' if not." },
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new string[] { "Enter the block's draw method.", "0 = Opaque, 1 = Transparent (Like glass)",
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"2 = Transparent (Like leaves), 3 = Translucent (Like ice), 4 = Gas (Like air)",
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},
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new[] { "Enter the fog density for the block. 0 = No fog at all",
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new string[] { "Enter the fog density for the block. 0 = No fog at all",
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"1 - 255 = Increasing density (e.g. water has 12, lava 255)",
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},
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new[] { "Enter the fog color (hex color)", },
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new[] { "Enter the fallback block (Block shown to players who can't see custom blocks).",
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new string[] { "Enter the fog color (hex color)", },
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new string[] { "Enter the fallback block (Block shown to players who can't see custom blocks).",
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"You can use any block name or block ID from the normal blocks.",
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},
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};
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@ -132,7 +132,11 @@ namespace MCGalaxy.Commands.Building {
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DrawOp op = new CuboidDrawOp();
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op.Flags = BlockDBFlags.Cut;
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Brush brush = new SolidBrush(Block.air, 0);
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Vec3S32[] marks = { new Vec3S32(minX, minY, minZ), new Vec3S32(maxX, maxY, maxZ) };
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Vec3S32[] marks = new Vec3S32[] {
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new Vec3S32(minX, minY, minZ),
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new Vec3S32(maxX, maxY, maxZ)
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};
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DrawOpPerformer.Do(op, brush, p, marks, false);
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}
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@ -32,7 +32,7 @@ namespace MCGalaxy.Commands.Building {
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public override bool museumUsable { get { return false; } }
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public override LevelPermission defaultRank { get { return LevelPermission.Admin; } }
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public override CommandAlias[] Aliases {
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get { return new[] { new CommandAlias("imgprint"), new CommandAlias("printimg"),
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get { return new[] { new CommandAlias("imgprint"), new CommandAlias("printimg"),
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new CommandAlias("imgdraw"), new CommandAlias("drawimg"),
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new CommandAlias("drawimage"), new CommandAlias("printimage") }; }
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}
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@ -22,7 +22,7 @@ namespace MCGalaxy.Eco {
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public sealed class LoginMessageItem : SimpleItem {
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public LoginMessageItem() {
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Aliases = new[] { "login", "loginmsg", "loginmessage" };
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Aliases = new string[] { "login", "loginmsg", "loginmessage" };
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AllowsNoArgs = true;
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}
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@ -51,7 +51,7 @@ namespace MCGalaxy.Eco {
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public sealed class LogoutMessageItem : SimpleItem {
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public LogoutMessageItem() {
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Aliases = new[] { "logout", "logoutmsg", "logoutmessage" };
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Aliases = new string[] { "logout", "logoutmsg", "logoutmessage" };
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AllowsNoArgs = true;
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}
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@ -22,7 +22,7 @@ namespace MCGalaxy.Eco {
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public sealed class TitleItem : SimpleItem {
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public TitleItem() {
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Aliases = new[] { "titles", "title" };
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Aliases = new string[] { "titles", "title" };
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AllowsNoArgs = true;
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}
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@ -51,7 +51,7 @@ namespace MCGalaxy.Eco {
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public sealed class NickItem : SimpleItem {
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public NickItem() {
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Aliases = new[] { "nickname", "nick", "nicks", "name", "names" };
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Aliases = new string[] { "nickname", "nick", "nicks", "name", "names" };
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AllowsNoArgs = true;
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}
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@ -80,7 +80,7 @@ namespace MCGalaxy.Eco {
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public sealed class TitleColorItem : SimpleItem {
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public TitleColorItem() {
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Aliases = new[] { "tcolor", "tcolors", "titlecolor", "titlecolors", "tc" };
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Aliases = new string[] { "tcolor", "tcolors", "titlecolor", "titlecolors", "tc" };
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}
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public override string Name { get { return "TitleColor"; } }
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@ -103,7 +103,7 @@ namespace MCGalaxy.Eco {
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public sealed class ColorItem : SimpleItem {
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public ColorItem() {
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Aliases = new[] { "colors", "color", "colours", "colour" };
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Aliases = new string[] { "colors", "color", "colours", "colour" };
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}
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public override string Name { get { return "Color"; } }
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@ -24,7 +24,7 @@ namespace MCGalaxy.Eco {
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public sealed class ReviveItem : SimpleItem {
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public ReviveItem() {
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Aliases = new[] { "revive", "rev" };
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Aliases = new string[] { "revive", "rev" };
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Price = 7;
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}
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@ -24,7 +24,7 @@ namespace MCGalaxy.Eco {
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public sealed class BlocksItem : SimpleItem {
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public BlocksItem() {
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Aliases = new[] { "blocks", "bl", "b" };
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Aliases = new string[] { "blocks", "bl", "b" };
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Price = 1;
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AllowsNoArgs = true;
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}
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@ -55,7 +55,7 @@ namespace MCGalaxy.Eco {
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public sealed class QueueLevelItem : SimpleItem {
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public QueueLevelItem() {
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Aliases = new[] { "queuelevel", "queuelvl", "queue" };
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Aliases = new string[] { "queuelevel", "queuelvl", "queue" };
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Price = 150;
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}
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@ -83,7 +83,7 @@ namespace MCGalaxy.Eco {
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public sealed class InfectMessageItem : SimpleItem {
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public InfectMessageItem() {
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Aliases = new[] { "infectmessage", "infectmsg" };
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Aliases = new string[] { "infectmessage", "infectmsg" };
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Price = 150;
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}
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@ -176,7 +176,7 @@ namespace MCGalaxy.Eco {
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public sealed class HumanInvisibilityItem : InvisibilityItem {
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public HumanInvisibilityItem() {
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Aliases = new[] { "invisibility", "invisible", "invis" };
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Aliases = new string[] { "invisibility", "invisible", "invis" };
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Price = 3;
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}
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@ -189,7 +189,7 @@ namespace MCGalaxy.Eco {
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public sealed class ZombieInvisibilityItem : InvisibilityItem {
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public ZombieInvisibilityItem() {
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Aliases = new[] { "zinvisibility", "zinvisible", "zinvis" };
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Aliases = new string[] { "zinvisibility", "zinvisible", "zinvis" };
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Price = 3;
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}
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@ -60,12 +60,12 @@ namespace MCGalaxy.Generator.Foliage {
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int branchMax = branchStart + rnd.Next(3, maxBranchHeight);
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int R = clusterSize;
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Vec3S32[] marks = new [] {
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Vec3S32[] marks = new Vec3S32[] {
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new Vec3S32(x + dx - R, y + branchMax - R, z + dz - R),
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new Vec3S32(x + dx + R, y + branchMax + R, z + dz + R) };
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DrawOp op = new EllipsoidDrawOp();
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Brush brush = new RandomBrush(new [] { new ExtBlock(Block.leaf, 0) });
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Brush brush = new RandomBrush(new ExtBlock[] { new ExtBlock(Block.leaf, 0) });
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op.SetMarks(marks);
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op.Perform(marks, brush, b => output(b.X, b.Y, b.Z, b.Block));
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@ -338,7 +338,7 @@ namespace MCGalaxy.Generator.Foliage {
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public override void Prepare() {
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base.Prepare();
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branchslope = 0.382f;
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foliage_shape = new [] { 2, 3, 3, 2.5f, 1.6f };
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foliage_shape = new float[] { 2, 3, 3, 2.5f, 1.6f };
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trunkradius = trunkradius * 0.8f;
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trunkheight = TRUNKHEIGHT * trunkheight;
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}
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@ -372,7 +372,7 @@ namespace MCGalaxy.Generator.Foliage {
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public override void Prepare() {
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base.Prepare();
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branchslope = 0.15f;
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foliage_shape = new [] { 3, 2.6f, 2, 1 };
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foliage_shape = new float[] { 3, 2.6f, 2, 1 };
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trunkradius = trunkradius * 0.5f;
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}
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@ -395,7 +395,7 @@ namespace MCGalaxy.Generator.Foliage {
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public override void Prepare() {
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base.Prepare();
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foliage_shape = new [] { 3.4f, 2.6f };
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foliage_shape = new float[] { 3.4f, 2.6f };
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branchslope = 1.0f;
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trunkradius = trunkradius * 0.382f;
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trunkheight = trunkheight * 0.9f;
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@ -164,8 +164,8 @@ namespace MCGalaxy {
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if (priIndex == -1) return;
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// Find the name of this column
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char[] sepChars = { '\t', ' ' }; // chars that separate part of a column definition
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char[] startChars = { '`', '(', ' ', ',', '\t' }; // chars that can start a column definition
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char[] sepChars = new char[] { '\t', ' ' }; // chars that separate part of a column definition
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char[] startChars = new char[] { '`', '(', ' ', ',', '\t' }; // chars that can start a column definition
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string before = cmd.Substring(0, priIndex);
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before = before.Substring(0, before.LastIndexOfAny(sepChars)); // get rid of column type
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int nameStart = before.LastIndexOfAny(startChars) + 1;
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