ProductionQueue notifications now optional.
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@@ -52,12 +52,12 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Notification played when production is complete.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string ReadyAudio = "UnitReady";
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public readonly string ReadyAudio = null;
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[Desc("Notification played when you can't train another actor",
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"when the build limit exceeded or the exit is jammed.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string BlockedAudio = "NoBuild";
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public readonly string BlockedAudio = null;
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[Desc("Notification played when you can't queue another actor",
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"when the queue length limit is exceeded.",
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@@ -66,15 +66,15 @@ namespace OpenRA.Mods.Common.Traits
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[Desc("Notification played when user clicks on the build palette icon.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string QueuedAudio = "Training";
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public readonly string QueuedAudio = null;
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[Desc("Notification played when player right-clicks on the build palette icon.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string OnHoldAudio = "OnHold";
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public readonly string OnHoldAudio = null;
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[Desc("Notification played when player right-clicks on a build palette icon that is already on hold.",
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"The filename of the audio is defined per faction in notifications.yaml.")]
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public readonly string CancelledAudio = "Cancelled";
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public readonly string CancelledAudio = null;
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public virtual object Create(ActorInitializer init) { return new ProductionQueue(init, init.Self.Owner.PlayerActor, this); }
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