Add brief explanations to the tooltips of the alert buttons.
For a bit of added clarity. Patch by: @abian Differential revision: https://code.wildfiregames.com/D5095 Fixes #6850 This was SVN commit r27886.
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@ -63,10 +63,22 @@ g_SelectionPanels.Alert = {
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case "raise":
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data.icon.sprite = "stretched:session/icons/bell_level1.png";
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data.button.tooltip = translate("Raise an alert!");
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if (data.unitEntStates.every(state => MatchesClassList(["FemaleCitizen"], state.alertRaiser?.classes)))
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data.button.tooltip += "\n" + bodyFont(translate("Alert nearby Female Citizens to seek refuge."));
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else if (data.unitEntStates.every(state => MatchesClassList(["Trader"], state.alertRaiser?.classes)))
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data.button.tooltip += "\n" + bodyFont(translate("Alert nearby Traders to seek refuge."));
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else
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data.button.tooltip += "\n" + bodyFont(translate("Alert nearby vulnerable units to seek refuge."));
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break;
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case "end":
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data.button.tooltip = translate("End of alert.");
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data.icon.sprite = "stretched:session/icons/bell_level0.png";
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data.button.tooltip = translate("End the alert.");
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if (data.unitEntStates.every(state => MatchesClassList(["FemaleCitizen"], state.alertRaiser?.classes)))
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data.button.tooltip += "\n" + bodyFont(translate("Unload nearby Female Citizens."));
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else if (data.unitEntStates.every(state => MatchesClassList(["Trader"], state.alertRaiser?.classes)))
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data.button.tooltip += "\n" + bodyFont(translate("Unload nearby Traders."));
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else
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data.button.tooltip += "\n" + bodyFont(translate("Unload nearby vulnerable units."));
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break;
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}
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data.button.enabled = controlsPlayer(data.player);
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@ -961,8 +973,7 @@ g_SelectionPanels.Stance = {
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let unitIds = data.unitEntStates.map(state => state.id);
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data.button.onPress = function() { performStance(unitIds, data.item); };
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data.button.tooltip = getStanceDisplayName(data.item) + "\n" +
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"[font=\"sans-13\"]" + getStanceTooltip(data.item) + "[/font]";
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data.button.tooltip = getStanceDisplayName(data.item) + "\n" + bodyFont(getStanceTooltip(data.item));
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data.guiSelection.hidden = !Engine.GuiInterfaceCall("IsStanceSelected", {
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"ents": unitIds,
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@ -17,10 +17,15 @@ AlertRaiser.prototype.Init = function()
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this.lastTime = 0;
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};
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AlertRaiser.prototype.GetTargetClasses = function()
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{
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return this.template.List._string;
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};
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AlertRaiser.prototype.UnitFilter = function(unit)
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{
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let cmpIdentity = Engine.QueryInterface(unit, IID_Identity);
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return cmpIdentity && MatchesClassList(cmpIdentity.GetClassesList(), this.template.List._string);
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return cmpIdentity && MatchesClassList(cmpIdentity.GetClassesList(), this.GetTargetClasses());
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};
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AlertRaiser.prototype.RaiseAlert = function()
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@ -464,7 +464,9 @@ GuiInterface.prototype.GetEntityState = function(player, ent)
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let cmpAlertRaiser = Engine.QueryInterface(ent, IID_AlertRaiser);
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if (cmpAlertRaiser)
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ret.alertRaiser = true;
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ret.alertRaiser = {
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"classes": cmpAlertRaiser.GetTargetClasses()
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};
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let cmpRangeManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager);
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ret.visibility = cmpRangeManager.GetLosVisibility(ent, player);
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