Change *VictoryConditions to use customizable objective descriptions

This commit is contained in:
Oliver Brakmann
2015-05-26 11:45:28 +02:00
parent 34f382ec57
commit 4e010bd6e6
3 changed files with 15 additions and 4 deletions

View File

@@ -31,7 +31,10 @@ namespace OpenRA.Mods.Common.Traits
public readonly float RatioRequired = 0.5f;
[Desc("Delay for the end game notification in milliseconds.")]
public int NotificationDelay = 1500;
public readonly int NotificationDelay = 1500;
[Desc("Description of the objective")]
[Translate] public readonly string Objective = "Hold all the strategic positions!";
public object Create(ActorInitializer init) { return new StrategicVictoryConditions(init.Self, this); }
}
@@ -68,7 +71,7 @@ namespace OpenRA.Mods.Common.Traits
if (player.WinState != WinState.Undefined || player.NonCombatant) return;
if (objectiveID < 0)
objectiveID = mo.Add(player, "Hold all the strategic positions for a specified time!", ObjectiveType.Primary, true);
objectiveID = mo.Add(player, info.Objective, ObjectiveType.Primary, true);
if (!self.Owner.NonCombatant && self.Owner.HasNoRequiredUnits())
mo.MarkFailed(self.Owner, objectiveID);