Add support for transient text notifications matching speech notifications
This commit is contained in:
committed by
Paul Chote
parent
9f723be65a
commit
24b9482cc1
@@ -28,15 +28,21 @@ namespace OpenRA.Mods.Common.Traits
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public readonly string Type = null;
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[NotificationReference("Speech")]
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[Desc("Notification played when production is activated.",
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[Desc("Speech notification played when production is activated.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string ReadyAudio = null;
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[Desc("Text notification displayed when production is activated.")]
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public readonly string ReadyTextNotification = null;
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[NotificationReference("Speech")]
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[Desc("Notification played when the exit is jammed.",
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[Desc("Speech notification played when the exit is jammed.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string BlockedAudio = null;
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[Desc("Text notification displayed when the exit is jammed.")]
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public readonly string BlockedTextNotification = null;
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public override object Create(ActorInitializer init) { return new ProduceActorPower(init, this); }
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}
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@@ -91,9 +97,15 @@ namespace OpenRA.Mods.Common.Traits
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}
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if (activated)
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{
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Game.Sound.PlayNotification(self.World.Map.Rules, manager.Self.Owner, "Speech", info.ReadyAudio, self.Owner.Faction.InternalName);
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TextNotificationsManager.AddTransientLine(info.ReadyTextNotification, manager.Self.Owner);
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}
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else
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{
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Game.Sound.PlayNotification(self.World.Map.Rules, manager.Self.Owner, "Speech", info.BlockedAudio, self.Owner.Faction.InternalName);
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TextNotificationsManager.AddTransientLine(info.BlockedTextNotification, manager.Self.Owner);
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}
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}
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}
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}
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