Merge the sounds in ProductionQueue into EvaAlerts
This commit is contained in:
@@ -966,10 +966,10 @@ namespace OpenRa
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void StartProduction( World world, string item )
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void StartProduction( World world, string item )
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{
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{
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var queueInfo = world.LocalPlayer.PlayerActor.Info.Traits.Get<ProductionQueueInfo>();
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var eva = world.LocalPlayer.PlayerActor.Info.Traits.Get<EvaAlertsInfo>();
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var unit = Rules.Info[item];
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var unit = Rules.Info[item];
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Sound.Play(unit.Traits.Contains<BuildingInfo>() ? queueInfo.BuildingSelectAudio : queueInfo.UnitSelectAudio);
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Sound.Play(unit.Traits.Contains<BuildingInfo>() ? eva.BuildingSelectAudio : eva.UnitSelectAudio);
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Game.IssueOrder(Order.StartProduction(world.LocalPlayer, item));
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Game.IssueOrder(Order.StartProduction(world.LocalPlayer, item));
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}
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}
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@@ -978,10 +978,10 @@ namespace OpenRa
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var player = world.LocalPlayer;
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var player = world.LocalPlayer;
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var unit = Rules.Info[item];
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var unit = Rules.Info[item];
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var queue = player.PlayerActor.traits.Get<Traits.ProductionQueue>();
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var queue = player.PlayerActor.traits.Get<Traits.ProductionQueue>();
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var queueInfo = player.PlayerActor.Info.Traits.Get<Traits.ProductionQueueInfo>();
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var eva = player.PlayerActor.Info.Traits.Get<EvaAlertsInfo>();
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var producing = queue.AllItems(unit.Category).FirstOrDefault( a => a.Item == item );
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var producing = queue.AllItems(unit.Category).FirstOrDefault( a => a.Item == item );
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Sound.Play(queueInfo.ClickAudio);
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Sound.Play(eva.TabClick);
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if (isLmb)
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if (isLmb)
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{
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{
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@@ -1010,12 +1010,12 @@ namespace OpenRa
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// instant cancel of things we havent really started yet, and things that are finished
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// instant cancel of things we havent really started yet, and things that are finished
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if (producing.Paused || producing.Done || producing.TotalCost == producing.RemainingCost)
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if (producing.Paused || producing.Done || producing.TotalCost == producing.RemainingCost)
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{
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{
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Sound.Play(queueInfo.CancelledAudio);
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Sound.Play(eva.CancelledAudio);
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Game.IssueOrder(Order.CancelProduction(player, item));
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Game.IssueOrder(Order.CancelProduction(player, item));
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}
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}
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else
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else
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{
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{
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Sound.Play(queueInfo.OnHoldAudio);
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Sound.Play(eva.OnHoldAudio);
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Game.IssueOrder(Order.PauseProduction(player, item, true));
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Game.IssueOrder(Order.PauseProduction(player, item, true));
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}
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}
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}
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}
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@@ -1,4 +1,4 @@
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#region Copyright & License Information
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#region Copyright & License Information
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/*
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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* This file is part of OpenRA.
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@@ -52,8 +52,8 @@ namespace OpenRa.Orders
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if (!world.CanPlaceBuilding( Building, BuildingInfo, topLeft, null)
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if (!world.CanPlaceBuilding( Building, BuildingInfo, topLeft, null)
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|| !world.IsCloseEnoughToBase(Producer.Owner, Building, BuildingInfo, topLeft))
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|| !world.IsCloseEnoughToBase(Producer.Owner, Building, BuildingInfo, topLeft))
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{
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{
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var queueInfo = world.LocalPlayer.PlayerActor.Info.Traits.Get<ProductionQueueInfo>();
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var eva = world.LocalPlayer.PlayerActor.Info.Traits.Get<EvaAlertsInfo>();
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Sound.Play(queueInfo.BuildingCannotPlaceAudio);
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Sound.Play(eva.BuildingCannotPlaceAudio);
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yield break;
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yield break;
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}
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}
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63
OpenRa.Game/Traits/Player/EvaAlerts.cs
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63
OpenRa.Game/Traits/Player/EvaAlerts.cs
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@@ -0,0 +1,63 @@
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#region Copyright & License Information
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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*
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* OpenRA is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* OpenRA is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with OpenRA. If not, see <http://www.gnu.org/licenses/>.
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*/
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#endregion
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namespace OpenRa.Traits
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{
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class EvaAlertsInfo : StatelessTraitInfo<EvaAlerts>
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{
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// Sound effects
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public readonly string TabClick = "ramenu1.aud";
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public readonly string ChatBeep = "rabeep1.aud";
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public readonly string RadarUp = "radaron2.aud";
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public readonly string RadarDown = "radardn1.aud";
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public readonly string CashTickUp = "cashup1.aud";
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public readonly string CashTickDown = "cashdn1.aud";
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// Build Palette
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public readonly string BuildPaletteOpen = "bleep13.aud";
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public readonly string BuildPaletteClose = "bleep13.aud";
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public readonly string BuildingSelectAudio = "abldgin1.aud";
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public readonly string BuildingReadyAudio = "conscmp1.aud";
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public readonly string BuildingCannotPlaceAudio = "nodeply1.aud";
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public readonly string UnitSelectAudio = "train1.aud";
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public readonly string UnitReadyAudio = "unitrdy1.aud";
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public readonly string OnHoldAudio = "onhold1.aud";
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public readonly string CancelledAudio = "cancld1.aud";
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public readonly string ClickAudio = "ramenu1.aud";
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// For manual powerup/down in ra-ng
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public readonly string DisablePower = "bleep11.aud";
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public readonly string EnablePower = "bleep12.aud";
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// Eva speech
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public readonly string LowPower = "lopower1.aud";
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public readonly string SilosNeeded = "silond1.aud";
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public readonly string UnitLost = "unitlst1.aud";
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public readonly string NavalUnitLost = "navylst1.aud";
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public readonly string PrimaryBuildingSelected = "pribldg1.aud";
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public readonly string CreditsStolen = "credit1.aud";
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}
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class EvaAlerts {}
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}
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@@ -1,4 +1,4 @@
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#region Copyright & License Information
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#region Copyright & License Information
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/*
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/*
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* Copyright 2007,2009,2010 Chris Forbes, Robert Pepperell, Matthew Bowra-Dean, Paul Chote, Alli Witheford.
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* This file is part of OpenRA.
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* This file is part of OpenRA.
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@@ -27,15 +27,6 @@ namespace OpenRa.Traits
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{
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{
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class ProductionQueueInfo : ITraitInfo
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class ProductionQueueInfo : ITraitInfo
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{
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{
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public readonly string BuildingSelectAudio = "abldgin1.aud";
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public readonly string BuildingReadyAudio = "conscmp1.aud";
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public readonly string BuildingCannotPlaceAudio = "nodeply1.aud";
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public readonly string UnitSelectAudio = "train1.aud";
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public readonly string UnitReadyAudio = "unitrdy1.aud";
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public readonly string OnHoldAudio = "onhold1.aud";
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public readonly string CancelledAudio = "cancld1.aud";
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public readonly string ClickAudio = "ramenu1.aud";
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public object Create(Actor self) { return new ProductionQueue(self); }
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public object Create(Actor self) { return new ProductionQueue(self); }
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}
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}
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@@ -83,7 +74,8 @@ namespace OpenRa.Traits
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var isBuilding = unit.Traits.Contains<BuildingInfo>();
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var isBuilding = unit.Traits.Contains<BuildingInfo>();
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if( !hasPlayedSound )
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if( !hasPlayedSound )
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{
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{
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Sound.PlayToPlayer( order.Player, isBuilding ? self.Info.Traits.Get<ProductionQueueInfo>().BuildingReadyAudio : self.Info.Traits.Get<ProductionQueueInfo>().UnitReadyAudio );
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var eva = self.Info.Traits.Get<EvaAlertsInfo>();
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Sound.PlayToPlayer( order.Player, isBuilding ? eva.BuildingReadyAudio : eva.UnitReadyAudio );
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hasPlayedSound = true;
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hasPlayedSound = true;
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}
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}
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if( !isBuilding )
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if( !isBuilding )
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@@ -1,5 +1,12 @@
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Player:
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Player:
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ProductionQueue:
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ProductionQueue:
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EvaAlerts:
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TabClick: button.aud
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ChatBeep: beepy2.aud
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RadarUp: comcntr1.aud
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RadarDown: powrdn1.aud
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BuildPaletteOpen: appear1.aud
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BuildPaletteClose: appear1.aud
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BuildingSelectAudio: bldging1.aud
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BuildingSelectAudio: bldging1.aud
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BuildingReadyAudio: constru1.aud
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BuildingReadyAudio: constru1.aud
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BuildingCannotPlaceAudio: deploy1.aud
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BuildingCannotPlaceAudio: deploy1.aud
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@@ -7,16 +14,8 @@ Player:
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UnitReadyAudio: unitredy.aud
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UnitReadyAudio: unitredy.aud
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OnHoldAudio: onhold1.aud
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OnHoldAudio: onhold1.aud
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CancelledAudio: cancel1.aud
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CancelledAudio: cancel1.aud
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ClickAudio: button.aud
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# CashTickUp: clock1.aud
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EvaAlerts:
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# CashTickDown: clock1.aud
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TabClick: button.aud
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ChatBeep: target1.aud
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RadarUp: comcntr1.aud
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RadarDown: powrdn1.aud
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BuildPaletteOpen: appear1.aud
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BuildPaletteClose: appear1.aud
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CashTickUp: clock1.aud
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CashTickDown: clock1.aud
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LowPower: lopower1.aud
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LowPower: lopower1.aud
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SilosNeeded: silos1.aud
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SilosNeeded: silos1.aud
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UnitLost: unitlost.aud
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UnitLost: unitlost.aud
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