Add additional notification support to infiltration.

This commit is contained in:
Matthias Mailänder
2020-03-18 15:59:02 +01:00
committed by atlimit8
parent 2c7a56625c
commit 73a2b59c2c
7 changed files with 91 additions and 5 deletions

View File

@@ -23,6 +23,14 @@ namespace OpenRA.Mods.Cnc.Traits
public readonly BitSet<TargetableType> Types = default(BitSet<TargetableType>);
[NotificationReference("Speech")]
[Desc("Sound the victim will hear when technology gets stolen.")]
public readonly string InfiltratedNotification = null;
[NotificationReference("Speech")]
[Desc("Sound the perpetrator will hear after successful infiltration.")]
public readonly string InfiltrationNotification = null;
public object Create(ActorInitializer init) { return new InfiltrateForSupportPower(this); }
}
@@ -40,6 +48,12 @@ namespace OpenRA.Mods.Cnc.Traits
if (!info.Types.Overlaps(types))
return;
if (info.InfiltratedNotification != null)
Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", info.InfiltratedNotification, self.Owner.Faction.InternalName);
if (info.InfiltrationNotification != null)
Game.Sound.PlayNotification(self.World.Map.Rules, infiltrator.Owner, "Speech", info.InfiltrationNotification, infiltrator.Owner.Faction.InternalName);
infiltrator.World.AddFrameEndTask(w => w.CreateActor(info.Proxy, new TypeDictionary
{
new OwnerInit(infiltrator.Owner)