Add additional notification support to infiltration.
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committed by
atlimit8
parent
2c7a56625c
commit
73a2b59c2c
@@ -34,7 +34,11 @@ namespace OpenRA.Mods.Cnc.Traits
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[NotificationReference("Speech")]
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[Desc("Sound the victim will hear when they get robbed.")]
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public readonly string Notification = null;
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public readonly string InfiltratedNotification = null;
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[NotificationReference("Speech")]
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[Desc("Sound the perpetrator will hear after successful infiltration.")]
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public readonly string InfiltrationNotification = null;
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[Desc("Whether to show the cash tick indicators rising from the actor.")]
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public readonly bool ShowTicks = true;
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@@ -63,8 +67,11 @@ namespace OpenRA.Mods.Cnc.Traits
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targetResources.TakeCash(toTake);
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spyResources.GiveCash(toGive);
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if (info.Notification != null)
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", info.Notification, self.Owner.Faction.InternalName);
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if (info.InfiltratedNotification != null)
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", info.InfiltratedNotification, self.Owner.Faction.InternalName);
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if (info.InfiltrationNotification != null)
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Game.Sound.PlayNotification(self.World.Map.Rules, infiltrator.Owner, "Speech", info.InfiltrationNotification, infiltrator.Owner.Faction.InternalName);
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if (info.ShowTicks)
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self.World.AddFrameEndTask(w => w.Add(new FloatingText(self.CenterPosition, infiltrator.Owner.Color, FloatingText.FormatCashTick(toGive), 30)));
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