Add support for transient text notifications matching speech notifications
This commit is contained in:
committed by
Paul Chote
parent
9f723be65a
commit
24b9482cc1
@@ -31,12 +31,16 @@ namespace OpenRA.Mods.Common.Traits
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[NotificationReference("Speech")]
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public readonly string EnabledSpeech = null;
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public readonly string EnabledTextNotification = null;
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[NotificationReference("Sounds")]
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public readonly string DisabledSound = null;
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[NotificationReference("Speech")]
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public readonly string DisabledSpeech = null;
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public readonly string DisabledTextNotification = null;
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public override object Create(ActorInitializer init) { return new ToggleConditionOnOrder(this); }
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}
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@@ -62,6 +66,8 @@ namespace OpenRA.Mods.Common.Traits
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if (Info.EnabledSpeech != null)
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.EnabledSpeech, self.Owner.Faction.InternalName);
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TextNotificationsManager.AddTransientLine(Info.EnabledTextNotification, self.Owner);
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}
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else if (!granted && conditionToken != Actor.InvalidConditionToken)
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{
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@@ -72,6 +78,8 @@ namespace OpenRA.Mods.Common.Traits
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if (Info.DisabledSpeech != null)
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", Info.DisabledSpeech, self.Owner.Faction.InternalName);
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TextNotificationsManager.AddTransientLine(Info.DisabledTextNotification, self.Owner);
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}
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}
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