Add support for transient text notifications matching speech notifications
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committed by
Paul Chote
parent
9f723be65a
commit
24b9482cc1
@@ -16,8 +16,12 @@ namespace OpenRA.Mods.Common.Traits.Sound
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class ActorLostNotificationInfo : ConditionalTraitInfo
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{
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[NotificationReference("Speech")]
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[Desc("Speech notification to play.")]
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public readonly string Notification = "UnitLost";
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[Desc("Text notification to display.")]
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public readonly string TextNotification = null;
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public readonly bool NotifyAll = false;
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public override object Create(ActorInitializer init) { return new ActorLostNotification(this); }
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@@ -33,8 +37,15 @@ namespace OpenRA.Mods.Common.Traits.Sound
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if (IsTraitDisabled)
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return;
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var player = Info.NotifyAll ? self.World.LocalPlayer : self.Owner;
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var localPlayer = self.World.LocalPlayer;
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if (localPlayer == null || localPlayer.Spectating)
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return;
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var player = Info.NotifyAll ? localPlayer : self.Owner;
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Game.Sound.PlayNotification(self.World.Map.Rules, player, "Speech", Info.Notification, self.Owner.Faction.InternalName);
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TextNotificationsManager.AddTransientLine(Info.TextNotification, player);
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}
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}
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}
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