Fix duplicated text notifications when sound device is not available.

This commit is contained in:
Paul Chote
2026-01-01 12:35:44 +00:00
committed by Gustas Kažukauskas
parent 9fccc35046
commit 9e1f7cad55

View File

@@ -492,21 +492,23 @@ namespace OpenRA.Mods.Common.Traits
{
if (Info.PayUpFront && cost > playerResources.GetCashAndResources())
return;
var hasPlayedSound = false;
var notified = false;
BeginProduction(new ProductionItem(this, order.TargetString, cost, playerPower, () => self.World.AddFrameEndTask(_ =>
{
// Make sure the item hasn't been invalidated between the ProductionItem ticking and this FrameEndTask running
if (!Queue.Any(i => i.Done && i.Item == unit.Name))
{
hasPlayedSound = false;
notified = false;
return;
}
var isBuilding = unit.HasTraitInfo<BuildingInfo>();
if (isBuilding && !hasPlayedSound)
if (isBuilding && !notified)
{
hasPlayedSound = Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Faction.InternalName);
Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Faction.InternalName);
TextNotificationsManager.AddTransientLine(self.Owner, Info.ReadyTextNotification);
notified = true;
}
else if (!isBuilding)
{
@@ -515,10 +517,11 @@ namespace OpenRA.Mods.Common.Traits
Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.ReadyAudio, self.Owner.Faction.InternalName);
TextNotificationsManager.AddTransientLine(self.Owner, Info.ReadyTextNotification);
}
else if (!hasPlayedSound && time > 0)
else if (!notified && time > 0)
{
hasPlayedSound = Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.BlockedAudio, self.Owner.Faction.InternalName);
Game.Sound.PlayNotification(rules, self.Owner, "Speech", Info.BlockedAudio, self.Owner.Faction.InternalName);
TextNotificationsManager.AddTransientLine(self.Owner, Info.BlockedTextNotification);
notified = true;
}
}
})), !order.Queued);