Add a lint test for audio notifications.

Only traits are linted - the UI still hardcodes
too many audio references for this to be worthwhile.
This commit is contained in:
Paul Chote
2018-09-25 20:42:32 +00:00
committed by abcdefg30
parent 096de8f5aa
commit 09d8aafddf
32 changed files with 148 additions and 0 deletions

View File

@@ -50,28 +50,34 @@ namespace OpenRA.Mods.Common.Traits
[Desc("The build time is multiplied with this value on low power.")]
public readonly int LowPowerSlowdown = 3;
[NotificationReference("Speech")]
[Desc("Notification played when production is complete.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string ReadyAudio = null;
[NotificationReference("Speech")]
[Desc("Notification played when you can't train another actor",
"when the build limit exceeded or the exit is jammed.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string BlockedAudio = null;
[NotificationReference("Speech")]
[Desc("Notification played when you can't queue another actor",
"when the queue length limit is exceeded.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string LimitedAudio = null;
[NotificationReference("Speech")]
[Desc("Notification played when user clicks on the build palette icon.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string QueuedAudio = null;
[NotificationReference("Speech")]
[Desc("Notification played when player right-clicks on the build palette icon.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string OnHoldAudio = null;
[NotificationReference("Speech")]
[Desc("Notification played when player right-clicks on a build palette icon that is already on hold.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string CancelledAudio = null;