ProductionQueue notifications now optional.

This commit is contained in:
Andre Mohren
2018-07-22 14:25:53 +02:00
committed by abcdefg30
parent c2b1a5f4e0
commit fac758f38e
6 changed files with 125 additions and 28 deletions

View File

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