Add support for transient text notifications matching speech notifications
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committed by
Paul Chote
parent
9f723be65a
commit
24b9482cc1
@@ -34,9 +34,12 @@ namespace OpenRA.Mods.Common.Traits
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public readonly string PrimaryCondition = null;
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[NotificationReference("Speech")]
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[Desc("The speech notification to play when selecting a primary building.")]
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[Desc("Speech notification to play when selecting a primary building.")]
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public readonly string SelectionNotification = null;
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[Desc("Text notification to display when selecting a primary building.")]
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public readonly string SelectionTextNotification = null;
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[Desc("List of production queues for which the primary flag should be set.",
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"If empty, the list given in the `Produces` property of the `" + nameof(Production) + "` trait will be used.")]
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public readonly string[] ProductionQueues = Array.Empty<string>();
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@@ -113,6 +116,7 @@ namespace OpenRA.Mods.Common.Traits
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primaryToken = self.GrantCondition(Info.PrimaryCondition);
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.SelectionNotification, self.Owner.Faction.InternalName);
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TextNotificationsManager.AddTransientLine(Info.SelectionTextNotification, self.Owner);
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}
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else if (primaryToken != Actor.InvalidConditionToken)
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primaryToken = self.RevokeCondition(primaryToken);
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