ClassicCityBuilderKit 1.8.8
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an event that, on activation, modifies the risk values of a set amount of buildings
increase > arsonist, disease outbreak, natural disaster(volcano, earthquake) ...
decrease > blessings, ...
Public Member Functions | |
override void | Start () |
called when the happening first starts, meaning when its condition switches from being false to true use for thing that persist on their own like adding items to buildings or changing risk values the difference to Activate is that start will not be called again when the game is loaded | |
override void | End () |
called when the happening first end, meaning when its condition switches from bein true to being false the difference to Deactivate is that end will not be called again when the game is unloaded | |
Public Member Functions inherited from CityBuilderCore.TimingHappening | |
virtual void | Activate () |
called whenever the happening becomes active, this may be when the happening starts or when a game is loaded at a time when the happening is active used for ongoing stuff like modifers to layers and services or for visuals like rain particles | |
virtual void | Deactivate () |
called whenever the happening becomes inactive, this may be when the happening ends or when a game is unloaded used to reset ongoing stuff from Activate | |
Public Attributes | |
BuildingAddon | Addon |
BuildingInfo | Building |
BuildingCategory | BuildingCategory |
int | Count |
bool | Remove |
Public Attributes inherited from CityBuilderCore.TimingHappening | |
string | Name |
string | StartTitle |
string | StartDescription |
string | EndTitle |
string | EndDescription |
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inlinevirtual |
called when the happening first end, meaning when its condition switches from bein true to being false the difference to Deactivate is that end will not be called again when the game is unloaded
Reimplemented from CityBuilderCore.TimingHappening.
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inlinevirtual |
called when the happening first starts, meaning when its condition switches from being false to true
use for thing that persist on their own like adding items to buildings or changing risk values
the difference to Activate is that start will not be called again when the game is loaded
Reimplemented from CityBuilderCore.TimingHappening.