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CityBuilderCore.BuildingWalker Member List

This is the complete list of members for CityBuilderCore.BuildingWalker, including all inherited members.

_addonsCityBuilderCore.Walkerprotected
_addonsQueueCityBuilderCore.Walkerprotected
_currentCityBuilderCore.Walkerprotected
_isFinishedCityBuilderCore.Walkerprotected
_startCityBuilderCore.Walkerprotected
_state (defined in CityBuilderCore.RoamingWalker)CityBuilderCore.RoamingWalkerprotected
AddAddon< T >(T prefab)CityBuilderCore.Walkerinline
AddonsCityBuilderCore.Walker
AdvanceProcess()CityBuilderCore.Walkerinline
Agent (defined in CityBuilderCore.Walker)CityBuilderCore.Walker
Animator (defined in CityBuilderCore.Walker)CityBuilderCore.Walker
Area (defined in CityBuilderCore.BuildingWalker)CityBuilderCore.BuildingWalker
CancelProcess()CityBuilderCore.Walkerinline
cancelRoam()CityBuilderCore.Walkerinline
cancelWait()CityBuilderCore.Walkerinline
cancelWalk()CityBuilderCore.Walkerinline
continueFollow(Action finished)CityBuilderCore.Walkerinlineprotected
continueRoam(int memoryLength, int range, Action finished)CityBuilderCore.Walkerinline
continueRoam(int memoryLength, int range, PathType pathType, UnityEngine.Object pathTag, Action finished)CityBuilderCore.Walkerinline
continueWait(Action finished)CityBuilderCore.Walkerinline
continueWalk(Action finished=null)CityBuilderCore.Walkerinline
continueWander(Action finished)CityBuilderCore.Walkerinline
CurrentActionCityBuilderCore.Walker
CurrentAgentWalkingCityBuilderCore.Walker
CurrentPointCityBuilderCore.Walker
CurrentProcessCityBuilderCore.Walker
CurrentRoamingCityBuilderCore.Walker
CurrentWaitingCityBuilderCore.Walker
CurrentWalkingCityBuilderCore.Walker
delay(Action finished)CityBuilderCore.Walkerinline
DirectionChanged (defined in CityBuilderCore.Walker)CityBuilderCore.Walker
Finish()CityBuilderCore.Walker
FinishedCityBuilderCore.Walker
followPath(IEnumerable< Vector3 > path, Action finished)CityBuilderCore.Walkerinlineprotected
followPath(IEnumerable< Vector3 > path, float delay, Action finished)CityBuilderCore.Walkerinlineprotected
ForwardReceiver (defined in CityBuilderCore.MessageReceiver)CityBuilderCore.MessageReceiver
GetAddon< T >(T _)CityBuilderCore.Walkerinline
GetAddon< T >(string key)CityBuilderCore.Walkerinline
GetDebugText()CityBuilderCore.Walkervirtual
GetDescription()CityBuilderCore.RoamingWalkerinlinevirtual
getDescription(int index)CityBuilderCore.Walkerprotected
getDescription(int index, params object[] parameters)CityBuilderCore.Walkerinlineprotected
GetName() (defined in CityBuilderCore.Walker)CityBuilderCore.Walkervirtual
GridPointCityBuilderCore.Walker
HasAddon(string key)CityBuilderCore.Walkerinline
HasAddon< T >()CityBuilderCore.Walkerinline
HasAddon< T >(T _)CityBuilderCore.Walkerinline
HeightOverrideCityBuilderCore.Walker
Hide()CityBuilderCore.Walkerinline
HomeCityBuilderCore.Walker
IdCityBuilderCore.Walker
Info (defined in CityBuilderCore.Walker)CityBuilderCore.Walker
Initialize(BuildingReference home, Vector2Int start)CityBuilderCore.BuildingWalkerinlinevirtual
IsCross (defined in CityBuilderCore.BuildingWalker)CityBuilderCore.BuildingWalker
IsWalkingCityBuilderCore.Walker
IsWalkingChanged (defined in CityBuilderCore.Walker)CityBuilderCore.Walker
ItemStorageCityBuilderCore.Walker
LoadData(string json)CityBuilderCore.RoamingWalkerinlinevirtual
loadWalkerData(WalkerData data) (defined in CityBuilderCore.Walker)CityBuilderCore.Walkerinlineprotected
Memory (defined in CityBuilderCore.RoamingWalker)CityBuilderCore.RoamingWalker
MessageEvents (defined in CityBuilderCore.MessageReceiver)CityBuilderCore.MessageReceiver
MessageReceived (defined in CityBuilderCore.MessageReceiver)CityBuilderCore.MessageReceiver
MovedCityBuilderCore.Walker
NextProcessCityBuilderCore.Walker
OnDestroy() (defined in CityBuilderCore.Walker)CityBuilderCore.Walkerinlineprotectedvirtual
onEntered(IBuilding building)CityBuilderCore.BuildingWalkerinlineprotectedvirtual
onFinished()CityBuilderCore.RoamingWalkerinlineprotectedvirtual
OnMessage(string e)CityBuilderCore.MessageReceiverinlinevirtual
OnMessages(string e)CityBuilderCore.MessageReceiverinlinevirtual
onMoved(Vector2Int position)CityBuilderCore.BuildingWalkerinlineprotectedvirtual
onProcessFinished(ProcessState process)CityBuilderCore.Walkerinlineprotectedvirtual
onRemaining(IBuilding building)CityBuilderCore.BuildingWalkerinlineprotectedvirtual
onRoamFinished() (defined in CityBuilderCore.RoamingWalker)CityBuilderCore.RoamingWalkerinlineprotectedvirtual
PathTagCityBuilderCore.Walker
PathType (defined in CityBuilderCore.Walker)CityBuilderCore.Walker
Pivot (defined in CityBuilderCore.Walker)CityBuilderCore.Walker
Range (defined in CityBuilderCore.RoamingWalker)CityBuilderCore.RoamingWalker
RemoveAddon(WalkerAddon addon)CityBuilderCore.Walkerinline
RemoveAddon(string key)CityBuilderCore.Walkerinline
ReturnHome (defined in CityBuilderCore.RoamingWalker)CityBuilderCore.RoamingWalker
roam(int memoryLength, int range, PathType pathType, UnityEngine.Object pathTag, Action finished=null)CityBuilderCore.Walkerinline
roam(int memoryLength, int range, Action finished=null)CityBuilderCore.Walkerinline
roam(float delay, int memoryLength, int range, Action finished=null)CityBuilderCore.Walkerinline
RoamingWalkerState enum name (defined in CityBuilderCore.RoamingWalker)CityBuilderCore.RoamingWalker
SaveData()CityBuilderCore.RoamingWalkerinlinevirtual
savewalkerData() (defined in CityBuilderCore.Walker)CityBuilderCore.Walkerinlineprotected
Show()CityBuilderCore.Walkerinline
Spawned()CityBuilderCore.BuildingWalkerinlinevirtual
Speed (defined in CityBuilderCore.Walker)CityBuilderCore.Walker
Start() (defined in CityBuilderCore.Walker)CityBuilderCore.Walkerinlineprotectedvirtual
StartProcess(WalkerAction[] actions, string key=null)CityBuilderCore.Walkerinline
tryWalk(IBuilding target, float delay, Action planned=null, Action finished=null, Action canceled=null)CityBuilderCore.Walkerinlineprotected
tryWalk(Vector2Int target, float delay, Action planned=null, Action finished=null, Action canceled=null)CityBuilderCore.Walkerinlineprotected
tryWalk(Func< WalkingPath > pathGetter, float delay, Action planned=null, Action finished=null, Action canceled=null)CityBuilderCore.Walkerinlineprotected
tryWalk(IBuilding target, Action planned=null, Action finished=null, Action canceled=null)CityBuilderCore.Walkerinlineprotected
tryWalk(Vector2Int target, Action planned=null, Action finished=null, Action canceled=null)CityBuilderCore.Walkerinlineprotected
tryWalk(Func< WalkingPath > pathGetter, Action planned=null, Action finished=null, Action canceled=null)CityBuilderCore.Walkerinlineprotected
tryWalk(Func< PathQuery > queryGetter, Action planned=null, Action finished=null, Action canceled=null)CityBuilderCore.Walkerinlineprotected
tryWalk(Func< PathQuery > queryGetter, float delay, Action planned=null, Action finished=null, Action canceled=null)CityBuilderCore.Walkerinlineprotected
tryWalk< Q, P >(Func< Q > preparer, Func< Q, P > planner, Func< P, WalkingPath > planned, Action finished=null, Action canceled=null)CityBuilderCore.Walkerinlineprotected
tryWalk< Q, P >(Func< Q > preparer, Func< Q, P > planner, Func< P, WalkingPath > planned, float delay, Action finished=null, Action canceled=null)CityBuilderCore.Walkerinlineprotected
tryWalk< T >(Func< BuildingComponentPathQuery< T > > queryGetter, Action< BuildingComponentPath< T > > planned=null, Action finished=null, Action canceled=null)CityBuilderCore.Walkerinlineprotected
tryWalk< T >(Func< BuildingComponentPathQuery< T > > queryGetter, float delay, Action< BuildingComponentPath< T > > planned=null, Action finished=null, Action canceled=null)CityBuilderCore.Walkerinlineprotected
Update() (defined in CityBuilderCore.BuildingWalker)CityBuilderCore.BuildingWalkerinlineprotectedvirtual
wait(Action finished, float time)CityBuilderCore.Walkerinline
walk(IBuilding target, Action finished=null)CityBuilderCore.Walkerinline
walk(Vector2Int target, Action finished=null)CityBuilderCore.Walkerinline
walk(Vector2Int target, PathType pathType, UnityEngine.Object pathTag, Action finished=null)CityBuilderCore.Walkerinline
walk(WalkingPath path, Action finished=null)CityBuilderCore.Walkerinline
walk(WalkingPath path, float delay, Action finished=null)CityBuilderCore.Walkerinline
wander(Action finished)CityBuilderCore.Walkerinline