Rename Fluent-related code to be more precise.

This commit is contained in:
Paul Chote
2024-10-01 19:34:12 +01:00
committed by Gustas
parent 771b9ddfda
commit b29b685058
176 changed files with 1349 additions and 1369 deletions

View File

@@ -27,10 +27,10 @@ namespace OpenRA.Mods.Common.Widgets.Logic.Ingame
public readonly string ClickSound = ChromeMetrics.Get<string>("ClickSound");
[TranslationReference("units")]
[FluentReference("units")]
const string SelectedUnitsAcrossScreen = "selected-units-across-screen";
[TranslationReference("units")]
[FluentReference("units")]
const string SelectedUnitsAcrossMap = "selected-units-across-map";
[ObjectCreator.UseCtor]
@@ -54,12 +54,12 @@ namespace OpenRA.Mods.Common.Widgets.Logic.Ingame
// Check if selecting actors on the screen has selected new units
if (newSelection.Count > selection.Actors.Count)
TextNotificationsManager.AddFeedbackLine(SelectedUnitsAcrossScreen, Translation.Arguments("units", newSelection.Count));
TextNotificationsManager.AddFeedbackLine(SelectedUnitsAcrossScreen, FluentBundle.Arguments("units", newSelection.Count));
else
{
// Select actors in the world that have highest selection priority
newSelection = SelectionUtils.SelectActorsInWorld(world, null, eligiblePlayers).SubsetWithHighestSelectionPriority(e.Modifiers).ToList();
TextNotificationsManager.AddFeedbackLine(SelectedUnitsAcrossMap, Translation.Arguments("units", newSelection.Count));
TextNotificationsManager.AddFeedbackLine(SelectedUnitsAcrossMap, FluentBundle.Arguments("units", newSelection.Count));
}
selection.Combine(world, newSelection, false, false);