Un-hardcode production audio

This commit is contained in:
Paul Chote
2010-01-31 21:22:31 +13:00
parent 1038a9a7e8
commit ca8acee224
4 changed files with 29 additions and 8 deletions

View File

@@ -8,6 +8,15 @@ namespace OpenRa.Traits
{
class ProductionQueueInfo : ITraitInfo
{
public readonly string BuildingSelectAudio = "abldgin1.aud";
public readonly string BuildingReadyAudio = "conscmp1.aud";
public readonly string BuildingCannotPlaceAudio = "nodeply1.aud";
public readonly string UnitSelectAudio = "train1.aud";
public readonly string UnitReadyAudio = "unitrdy1.aud";
public readonly string OnHoldAudio = "onhold1.aud";
public readonly string CancelledAudio = "cancld1.aud";
public readonly string ClickAudio = "ramenu1.aud";
public object Create(Actor self) { return new ProductionQueue(self); }
}
@@ -55,7 +64,7 @@ namespace OpenRa.Traits
var isBuilding = unit.Traits.Contains<BuildingInfo>();
if( !hasPlayedSound )
{
Sound.PlayToPlayer( order.Player, isBuilding ? "conscmp1.aud" : "unitrdy1.aud" );
Sound.PlayToPlayer( order.Player, isBuilding ? self.Info.Traits.Get<ProductionQueueInfo>().BuildingReadyAudio : self.Info.Traits.Get<ProductionQueueInfo>().UnitReadyAudio );
hasPlayedSound = true;
}
if( !isBuilding )