default implementation for various meta game functionality(missions, saving, settings, ...)
https://citybuilder.softleitner.com/manual
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bool | DisableEfficiency = false |
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bool | DisableEmployment = false |
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float | CheckInterval = 1f |
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float | Speed = 1f |
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bool | IsPaused = false |
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MissionParameters | DebugMission |
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float | RiskMultiplier = 1f |
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float | ServiceMultiplier = 1f |
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float | ItemsMultiplier = 1f |
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bool | SaveMetaData |
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Fader | Fader |
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BoolEvent | IsSavingChanged |
| fired true at the start of saving and false at the end, might be used to display save messages
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BoolEvent | IsLoadingChanged |
| fired true at the start of loading and false at the end, might be used to display loading messages
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UnityEvent | Started |
| fired when a mission is started for the first time, might be used to display a mission briefing
this is before structures are initialized so it can be used to perform generation and setup
for the same reason structures wont be available through the manager and wont have proper points
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UnityEvent | StartedDebug |
| fired instead of the started event when DebugMission is used
this allows skipping first time stuff like mission briefings in debug scenes
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UnityEvent | Finished |
| fired when the missions win conditions are satisfied for the first time, might be used to display a win screen
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TimingHappeningStateEvent | HappeningStateChanged |
| fired when a happening starts or ends
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virtual void | Awake () |
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virtual void | Start () |
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virtual void | Update () |
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bool | IsSaving [get] |
| check if the game is currently saving
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bool | IsLoading [get] |
| check if the game is currently loading, used to suppress certain checks and initializations during loading
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bool | IsFinished [get] |
| whether the mission has been finished in this playthrough
if the mission has been finished ever can be checked in Mission.GetFinished(Difficulty)
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float | Playtime [get] |
| time passed since start of the mission, carries over saves
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MissionParameters | MissionParameters [get] |
| gets mission, difficulty, new/continue of the active mission
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◆ DeregisterDifficultyFactor()
void CityBuilderCore.DefaultGameManager.DeregisterDifficultyFactor |
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IDifficultyFactor | difficultyFactor | ) |
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◆ Load()
void CityBuilderCore.DefaultGameManager.Load |
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inline |
◆ LoadNamed()
void CityBuilderCore.DefaultGameManager.LoadNamed |
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string | name | ) |
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inline |
◆ Pause()
void CityBuilderCore.DefaultGameManager.Pause |
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◆ RegisterDifficultyFactor()
void CityBuilderCore.DefaultGameManager.RegisterDifficultyFactor |
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IDifficultyFactor | difficultyFactor | ) |
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register something influencing difficulty(for example increase risks faster during times of peril)
- Parameters
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Implements CityBuilderCore.IGameSettings.
◆ Resume()
void CityBuilderCore.DefaultGameManager.Resume |
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◆ Save()
void CityBuilderCore.DefaultGameManager.Save |
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inline |
◆ SaveNamed()
void CityBuilderCore.DefaultGameManager.SaveNamed |
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string | name | ) |
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inline |
saves the game under a specified name
- Parameters
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name | the name for the save that can later be used when loading |
Implements CityBuilderCore.IGameSaver.
◆ SetMissionParameters()
void CityBuilderCore.DefaultGameManager.SetMissionParameters |
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MissionParameters | missionParameters | ) |
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inline |
◆ SetSpeed()
void CityBuilderCore.DefaultGameManager.SetSpeed |
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float | speed | ) |
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inline |
◆ IsFinished
bool CityBuilderCore.DefaultGameManager.IsFinished |
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get |
◆ IsLoading
bool CityBuilderCore.DefaultGameManager.IsLoading |
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get |
check if the game is currently loading, used to suppress certain checks and initializations during loading
Implements CityBuilderCore.IGameSaver.
◆ IsSaving
bool CityBuilderCore.DefaultGameManager.IsSaving |
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get |
◆ MissionParameters
◆ Playtime
float CityBuilderCore.DefaultGameManager.Playtime |
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get |