Merge pull request #9605 from Mailaender/nod-poweroffline

Added support for speech variants to CanPowerDown
This commit is contained in:
reaperrr
2015-12-27 20:10:27 +01:00
10 changed files with 68 additions and 6 deletions

View File

@@ -20,9 +20,15 @@ namespace OpenRA.Mods.Common.Traits
public readonly bool CancelWhenDisabled = false;
public readonly string IndicatorImage = "poweroff";
public readonly string IndicatorSequence = "offline";
[SequenceReference("IndicatorImage")] public readonly string IndicatorSequence = "offline";
public readonly string IndicatorPalette = "chrome";
[PaletteReference] public readonly string IndicatorPalette = "chrome";
public readonly string PowerupSound = null;
public readonly string PowerdownSound = null;
public readonly string PowerupSpeech = null;
public readonly string PowerdownSpeech = null;
public override object Create(ActorInitializer init) { return new CanPowerDown(init.Self, this); }
}
@@ -45,7 +51,19 @@ namespace OpenRA.Mods.Common.Traits
if (!IsTraitDisabled && order.OrderString == "PowerDown")
{
disabled = !disabled;
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", disabled ? "EnablePower" : "DisablePower", self.Owner.Faction.InternalName);
if (Info.PowerupSound != null && disabled)
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", Info.PowerupSound, self.Owner.Faction.InternalName);
if (Info.PowerdownSound != null && !disabled)
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", Info.PowerdownSound, self.Owner.Faction.InternalName);
if (Info.PowerupSpeech != null && disabled)
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.PowerupSpeech, self.Owner.Faction.InternalName);
if (Info.PowerdownSpeech != null && !disabled)
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.PowerdownSpeech, self.Owner.Faction.InternalName);
power.UpdateActor(self);
if (disabled)
@@ -68,7 +86,13 @@ namespace OpenRA.Mods.Common.Traits
if (!disabled || !Info.CancelWhenDisabled)
return;
disabled = false;
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sounds", "EnablePower", self.Owner.Faction.InternalName);
if (Info.PowerupSound != null)
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Sound", Info.PowerupSound, self.Owner.Faction.InternalName);
if (Info.PowerupSpeech != null)
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.PowerupSpeech, self.Owner.Faction.InternalName);
power.UpdateActor(self);
}
}