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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@@ -26,6 +26,7 @@ namespace OpenRA.Mods.Common.Traits
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public readonly int SquadSize = 1;
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public readonly WVec SquadOffset = new WVec(-1536, 1536, 0);
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[NotificationReference("Speech")]
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[Desc("Notification to play when entering the drop zone.")]
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public readonly string ReinforcementsArrivedSpeechNotification = null;
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@@ -26,10 +26,12 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Production queue type to use")]
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public readonly string Type = null;
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[NotificationReference("Speech")]
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[Desc("Notification played when production is activated.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string ReadyAudio = null;
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[NotificationReference("Speech")]
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[Desc("Notification played when the exit is jammed.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string BlockedAudio = null;
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@@ -32,16 +32,33 @@ namespace OpenRA.Mods.Common.Traits
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public readonly string[] Prerequisites = { };
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public readonly string BeginChargeSound = null;
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[NotificationReference("Speech")]
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public readonly string BeginChargeSpeechNotification = null;
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public readonly string EndChargeSound = null;
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[NotificationReference("Speech")]
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public readonly string EndChargeSpeechNotification = null;
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public readonly string SelectTargetSound = null;
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[NotificationReference("Speech")]
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public readonly string SelectTargetSpeechNotification = null;
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public readonly string InsufficientPowerSound = null;
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[NotificationReference("Speech")]
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public readonly string InsufficientPowerSpeechNotification = null;
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public readonly string LaunchSound = null;
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[NotificationReference("Speech")]
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public readonly string LaunchSpeechNotification = null;
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public readonly string IncomingSound = null;
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[NotificationReference("Speech")]
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public readonly string IncomingSpeechNotification = null;
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[Desc("Defines to which players the timer is shown.")]
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