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

@@ -26,6 +26,7 @@ namespace OpenRA.Mods.Common.Traits
public readonly int SquadSize = 1;
public readonly WVec SquadOffset = new WVec(-1536, 1536, 0);
[NotificationReference("Speech")]
[Desc("Notification to play when entering the drop zone.")]
public readonly string ReinforcementsArrivedSpeechNotification = null;

View File

@@ -26,10 +26,12 @@ namespace OpenRA.Mods.Common.Traits
[Desc("Production queue type to use")]
public readonly string Type = null;
[NotificationReference("Speech")]
[Desc("Notification played when production is activated.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string ReadyAudio = null;
[NotificationReference("Speech")]
[Desc("Notification played when the exit is jammed.",
"The filename of the audio is defined per faction in notifications.yaml.")]
public readonly string BlockedAudio = null;

View File

@@ -32,16 +32,33 @@ namespace OpenRA.Mods.Common.Traits
public readonly string[] Prerequisites = { };
public readonly string BeginChargeSound = null;
[NotificationReference("Speech")]
public readonly string BeginChargeSpeechNotification = null;
public readonly string EndChargeSound = null;
[NotificationReference("Speech")]
public readonly string EndChargeSpeechNotification = null;
public readonly string SelectTargetSound = null;
[NotificationReference("Speech")]
public readonly string SelectTargetSpeechNotification = null;
public readonly string InsufficientPowerSound = null;
[NotificationReference("Speech")]
public readonly string InsufficientPowerSpeechNotification = null;
public readonly string LaunchSound = null;
[NotificationReference("Speech")]
public readonly string LaunchSpeechNotification = null;
public readonly string IncomingSound = null;
[NotificationReference("Speech")]
public readonly string IncomingSpeechNotification = null;
[Desc("Defines to which players the timer is shown.")]