Let all lobby sounds be optional.
This commit is contained in:
committed by
Gustas
parent
a1efb28f0b
commit
f2a242b09a
@@ -105,10 +105,10 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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bool updateDiscordStatus = true;
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Dictionary<int, SpawnOccupant> spawnOccupants = new();
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readonly string chatLineSound = ChromeMetrics.Get<string>("ChatLineSound");
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readonly string playerJoinedSound = ChromeMetrics.Get<string>("PlayerJoinedSound");
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readonly string playerLeftSound = ChromeMetrics.Get<string>("PlayerLeftSound");
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readonly string lobbyOptionChangedSound = ChromeMetrics.Get<string>("LobbyOptionChangedSound");
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readonly string chatLineSound;
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readonly string playerJoinedSound;
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readonly string playerLeftSound;
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readonly string lobbyOptionChangedSound;
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bool MapIsPlayable => (mapStatus & Session.MapStatus.Playable) == Session.MapStatus.Playable;
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@@ -170,6 +170,11 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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Game.BeforeGameStart += OnGameStart;
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Game.ConnectionStateChanged += ConnectionStateChanged;
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ChromeMetrics.TryGet<string>("ChatLineSound", out chatLineSound);
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ChromeMetrics.TryGet<string>("PlayerJoinedSound", out playerJoinedSound);
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ChromeMetrics.TryGet<string>("PlayerLeftSound", out playerLeftSound);
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ChromeMetrics.TryGet<string>("LobbyOptionChangedSound", out lobbyOptionChangedSound);
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var name = lobby.GetOrNull<LabelWidget>("SERVER_NAME");
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if (name != null)
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name.GetText = () => orderManager.LobbyInfo.GlobalSettings.ServerName;
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