Add support for transient text notifications matching speech notifications
This commit is contained in:
committed by
Paul Chote
parent
9f723be65a
commit
24b9482cc1
@@ -37,10 +37,16 @@ namespace OpenRA.Mods.Cnc.Traits
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[Desc("Sound the victim will hear when they get robbed.")]
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public readonly string InfiltratedNotification = null;
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[Desc("Text notification the victim will see when they get robbed.")]
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public readonly string InfiltratedTextNotification = null;
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[NotificationReference("Speech")]
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[Desc("Sound the perpetrator will hear after successful infiltration.")]
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public readonly string InfiltrationNotification = null;
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[Desc("Text notification the perpetrator will see after successful infiltration.")]
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public readonly string InfiltrationTextNotification = null;
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[Desc("Whether to show the cash tick indicators rising from the actor.")]
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public readonly bool ShowTicks = true;
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@@ -74,6 +80,9 @@ namespace OpenRA.Mods.Cnc.Traits
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if (info.InfiltrationNotification != null)
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Game.Sound.PlayNotification(self.World.Map.Rules, infiltrator.Owner, "Speech", info.InfiltrationNotification, infiltrator.Owner.Faction.InternalName);
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TextNotificationsManager.AddTransientLine(info.InfiltratedTextNotification, self.Owner);
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TextNotificationsManager.AddTransientLine(info.InfiltrationTextNotification, infiltrator.Owner);
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if (info.ShowTicks)
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self.World.AddFrameEndTask(w => w.Add(new FloatingText(self.CenterPosition, infiltrator.Owner.Color, FloatingText.FormatCashTick(toGive), 30)));
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}
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