Add a lint test for audio notifications.
Only traits are linted - the UI still hardcodes too many audio references for this to be worthwhile.
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@@ -15,7 +15,9 @@ namespace OpenRA.Mods.Common.Traits.Sound
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{
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class ActorLostNotificationInfo : ITraitInfo
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{
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[NotificationReference("Speech")]
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public readonly string Notification = "UnitLost";
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public readonly bool NotifyAll = false;
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public object Create(ActorInitializer init) { return new ActorLostNotification(this); }
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@@ -21,6 +21,7 @@ namespace OpenRA.Mods.Common.Traits.Sound
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[Desc("Should there be a radar ping on enemies' radar at the actor's location when they see him")]
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public readonly bool PingRadar = false;
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[NotificationReference("Speech")]
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public readonly string Notification = null;
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public readonly bool AnnounceNeutrals = false;
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@@ -15,12 +15,14 @@ namespace OpenRA.Mods.Common.Traits.Sound
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{
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public class CaptureNotificationInfo : ITraitInfo
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{
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[NotificationReference("Speech")]
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[Desc("The speech notification to play to the new owner.")]
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public readonly string Notification = "BuildingCaptured";
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[Desc("Specifies if Notification is played with the voice of the new owners faction.")]
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public readonly bool NewOwnerVoice = true;
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[NotificationReference("Speech")]
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[Desc("The speech notification to play to the old owner.")]
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public readonly string LoseNotification = null;
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