Add support for transient text notifications matching speech notifications
This commit is contained in:
committed by
Paul Chote
parent
9f723be65a
commit
24b9482cc1
@@ -26,12 +26,19 @@ namespace OpenRA.Mods.Common.Traits
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public readonly int NewOptionsNotificationDelay = 10;
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[NotificationReference("Speech")]
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[Desc("Notification to play after building placement if new construction options are available.")]
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[Desc("Speech notification to play after building placement if new construction options are available.")]
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public readonly string NewOptionsNotification = null;
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[Desc("Text notification to display after building placement if new construction options are available.")]
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public readonly string NewOptionsTextNotification = null;
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[NotificationReference("Speech")]
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[Desc("Speech notification to play if building placement is not possible.")]
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public readonly string CannotPlaceNotification = null;
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[Desc("Text notification to display if building placement is not possible.")]
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public readonly string CannotPlaceTextNotification = null;
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[Desc("Hotkey to toggle between PlaceBuildingVariants when placing a structure.")]
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public readonly HotkeyReference ToggleVariantKey = new HotkeyReference();
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@@ -223,6 +230,8 @@ namespace OpenRA.Mods.Common.Traits
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void PlayNotification(Actor self)
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{
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", info.NewOptionsNotification, self.Owner.Faction.InternalName);
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TextNotificationsManager.AddTransientLine(info.NewOptionsTextNotification, self.Owner);
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triggerNotification = false;
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tick = 0;
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}
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