Add full-stop to UI feedback text notifications

This commit is contained in:
Ivaylo Draganov
2021-06-17 18:39:01 +03:00
committed by Matthias Mailänder
parent a680cae00c
commit 3c77df276a
2 changed files with 6 additions and 6 deletions

View File

@@ -29,12 +29,12 @@ namespace OpenRA.Mods.Common.Widgets.Logic
if (Game.Settings.Sound.Mute)
{
Game.Sound.MuteAudio();
TextNotificationsManager.AddFeedbackLine("Audio muted");
TextNotificationsManager.AddFeedbackLine("Audio muted.");
}
else
{
Game.Sound.UnmuteAudio();
TextNotificationsManager.AddFeedbackLine("Audio unmuted");
TextNotificationsManager.AddFeedbackLine("Audio unmuted.");
}
return true;

View File

@@ -248,12 +248,12 @@ namespace OpenRA.Mods.Common.Widgets
// Check if selecting actors on the screen has selected new units
if (ownUnitsOnScreen.Count > World.Selection.Actors.Count())
TextNotificationsManager.AddFeedbackLine("Selected across screen");
TextNotificationsManager.AddFeedbackLine("Selected across screen.");
else
{
// Select actors in the world that have highest selection priority
ownUnitsOnScreen = SelectActorsInWorld(World, null, eligiblePlayers).SubsetWithHighestSelectionPriority(e.Modifiers).ToList();
TextNotificationsManager.AddFeedbackLine("Selected across map");
TextNotificationsManager.AddFeedbackLine("Selected across map.");
}
World.Selection.Combine(World, ownUnitsOnScreen, false, false);
@@ -280,12 +280,12 @@ namespace OpenRA.Mods.Common.Widgets
// Check if selecting actors on the screen has selected new units
if (newSelection.Count > World.Selection.Actors.Count())
TextNotificationsManager.AddFeedbackLine("Selected across screen");
TextNotificationsManager.AddFeedbackLine("Selected across screen.");
else
{
// Select actors in the world that have the same selection class as one of the already selected actors
newSelection = SelectActorsInWorld(World, selectedClasses, eligiblePlayers).ToList();
TextNotificationsManager.AddFeedbackLine("Selected across map");
TextNotificationsManager.AddFeedbackLine("Selected across map.");
}
World.Selection.Combine(World, newSelection, true, false);