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
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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 |