Add full-stop to UI feedback text notifications
This commit is contained in:
committed by
Matthias Mailänder
parent
a680cae00c
commit
3c77df276a
@@ -29,12 +29,12 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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if (Game.Settings.Sound.Mute)
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{
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Game.Sound.MuteAudio();
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TextNotificationsManager.AddFeedbackLine("Audio muted");
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TextNotificationsManager.AddFeedbackLine("Audio muted.");
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}
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else
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{
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Game.Sound.UnmuteAudio();
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TextNotificationsManager.AddFeedbackLine("Audio unmuted");
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TextNotificationsManager.AddFeedbackLine("Audio unmuted.");
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}
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return true;
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@@ -248,12 +248,12 @@ namespace OpenRA.Mods.Common.Widgets
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// Check if selecting actors on the screen has selected new units
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if (ownUnitsOnScreen.Count > World.Selection.Actors.Count())
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TextNotificationsManager.AddFeedbackLine("Selected across screen");
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TextNotificationsManager.AddFeedbackLine("Selected across screen.");
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else
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{
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// Select actors in the world that have highest selection priority
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ownUnitsOnScreen = SelectActorsInWorld(World, null, eligiblePlayers).SubsetWithHighestSelectionPriority(e.Modifiers).ToList();
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TextNotificationsManager.AddFeedbackLine("Selected across map");
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TextNotificationsManager.AddFeedbackLine("Selected across map.");
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}
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World.Selection.Combine(World, ownUnitsOnScreen, false, false);
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@@ -280,12 +280,12 @@ namespace OpenRA.Mods.Common.Widgets
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// Check if selecting actors on the screen has selected new units
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if (newSelection.Count > World.Selection.Actors.Count())
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TextNotificationsManager.AddFeedbackLine("Selected across screen");
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TextNotificationsManager.AddFeedbackLine("Selected across screen.");
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else
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{
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// Select actors in the world that have the same selection class as one of the already selected actors
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newSelection = SelectActorsInWorld(World, selectedClasses, eligiblePlayers).ToList();
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TextNotificationsManager.AddFeedbackLine("Selected across map");
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TextNotificationsManager.AddFeedbackLine("Selected across map.");
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}
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World.Selection.Combine(World, newSelection, true, false);
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