Use real (milli)seconds for notifications
Allows for more fine-grained control, while adding independence from gamespeed and getting rid of magic * 25 multiplications.
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@@ -19,7 +19,8 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Attach this to the player actor.")]
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public class PowerManagerInfo : TraitInfo, Requires<DeveloperModeInfo>
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{
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public readonly int AdviceInterval = 250;
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[Desc("Interval (in milliseconds) at which to warn the player of low power.")]
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public readonly int AdviceInterval = 10000;
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[NotificationReference("Speech")]
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public readonly string SpeechNotification = null;
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@@ -50,7 +51,7 @@ namespace OpenRA.Mods.Common.Traits
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public int PowerOutageRemainingTicks { get; private set; }
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public int PowerOutageTotalTicks { get; private set; }
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int nextPowerAdviceTime = 0;
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long lastPowerAdviceTime;
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bool isLowPower = false;
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bool wasLowPower = false;
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bool wasHackEnabled;
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@@ -128,8 +129,9 @@ namespace OpenRA.Mods.Common.Traits
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if (isLowPower != wasLowPower)
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UpdatePowerRequiringActors();
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// Force the notification to play immediately
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if (isLowPower && !wasLowPower)
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nextPowerAdviceTime = 0;
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lastPowerAdviceTime = -info.AdviceInterval;
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wasLowPower = isLowPower;
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}
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@@ -156,10 +158,10 @@ namespace OpenRA.Mods.Common.Traits
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UpdatePowerState();
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}
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if (isLowPower && --nextPowerAdviceTime <= 0)
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if (isLowPower && Game.RunTime > lastPowerAdviceTime + info.AdviceInterval)
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{
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Game.Sound.PlayNotification(self.World.Map.Rules, self.Owner, "Speech", info.SpeechNotification, self.Owner.Faction.InternalName);
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nextPowerAdviceTime = info.AdviceInterval;
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lastPowerAdviceTime = Game.RunTime;
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}
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if (PowerOutageRemainingTicks > 0 && --PowerOutageRemainingTicks == 0)
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