ClassicCityBuilderKit 1.8.8
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building component that uses employees to influence the buildings efficiency
for example in THREE most buildings employ workers
how fast mines and farms create items and whether storage works is bound to employment
Public Member Functions | |
override void | InitializeComponent () |
initialization is performed when the building is placed or loaded use to create references, register traits, ... | |
int | GetNeeded (EmploymentGroup employmentGroup, Population population) |
check how many workers of a population the component needs for a certain employment group | |
virtual int | AssignAvailable (EmploymentGroup employmentGroup, Population population, int quantity) |
assigns the quantity needed and returns the rest | |
IEnumerable< EmploymentGroup > | GetEmploymentGroups () |
returns which employment groups the employer needs | |
IEnumerable< Population > | GetPopulations () |
returns which populations this component uses | |
override string | GetDebugText () |
returns text that gets displayed for debugging in the scene editor | |
override string | GetDescription () |
gets displayed in dialogs to show the component status to players | |
Public Member Functions inherited from CityBuilderCore.BuildingComponent | |
virtual void | SetupComponent () |
only called when the building is originally placed, before Initialize | |
virtual void | OnReplacing (IBuilding replacement) |
called when a component gets replaced use to transfer resources, replace references | |
virtual void | TerminateComponent () |
termination is performed when the building is destroyed use to deregister traits, remove references from other systems | |
virtual void | OnMoving () |
called when the building is about to be moved can be used to remove/deregister stuff from the old position | |
virtual void | OnMoved (Vector2Int oldPoint, BuildingRotation oldRotation) |
called after a building has been moved can be used to register things at the new position | |
virtual void | SuspendComponent () |
temporarily stops the component from working | |
virtual void | ResumeComponent () |
resumes work in the component after SuspendComponent has been called | |
virtual string | SaveData () |
serializes the objects state(usually to json) and returns it | |
virtual void | LoadData (string json) |
deserializes the serialized json data and loads the data as its new state | |
Public Attributes | |
PopulationEmployment[] | PopulationEmployments |
BoolEvent | IsFullyStaffedChanged |
Properties | |
override string | Key [get] |
unique key used to identify the component in save/load | |
bool | IsFullyStaffed [get] |
all needed employees are assigned | |
float | EmploymentRate [get] |
the rate of employees assigned from 0 to 1 | |
bool | IsWorking [get] |
false disrupts the building | |
float | Factor [get] |
how efficiency is changed by this component(0-1), a buildings efficiency is calculated by multiplying all of its efficiency factors | |
Properties inherited from CityBuilderCore.BuildingComponent | |
string | Key [get] |
unique key used to identify the component in save/load | |
IBuilding | Building [get, set] |
the building the component is attached to is set by the building in awake | |
Properties inherited from CityBuilderCore.IBuildingComponent | |
Properties inherited from CityBuilderCore.IEmployment | |
Properties inherited from CityBuilderCore.IEfficiencyFactor |
Additional Inherited Members | |
Protected Member Functions inherited from CityBuilderCore.BuildingComponent | |
T | getOther< T > () |
gets the first building component of the specified type on the same building | |
IEnumerable< T > | getOthers< T > () |
gets all building components of the specified type on the same building | |
BuildingComponentReference< T > | registerTrait< T > (T trait) |
registers the building component as a trait so it is globally accessible usually done in InitializeComponent | |
void | replaceTrait< T > (T trait, T replacement) |
replaces the reference a trait points to in the global manager done when a building is replaced(OnReplacing(IBuilding)) so the trait now points to the new component instead of the one that has been removed | |
void | deregisterTrait< T > (T trait) |
removes a previously registered trait usually when a building is removed which calls TerminateComponent | |
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inlinevirtual |
assigns the quantity needed and returns the rest
employmentGroup | |
population | |
quantity |
Implements CityBuilderCore.IEmployment.
Reimplemented in CityBuilderCore.EmploymentWalkerComponent.
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virtual |
returns text that gets displayed for debugging in the scene editor
Reimplemented from CityBuilderCore.BuildingComponent.
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inlinevirtual |
gets displayed in dialogs to show the component status to players
Reimplemented from CityBuilderCore.BuildingComponent.
IEnumerable< EmploymentGroup > CityBuilderCore.EmploymentComponent.GetEmploymentGroups | ( | ) |
returns which employment groups the employer needs
Implements CityBuilderCore.IEmployment.
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inline |
check how many workers of a population the component needs for a certain employment group
employmentGroup | the group to check |
population | the relevant population |
Implements CityBuilderCore.IEmployment.
IEnumerable< Population > CityBuilderCore.EmploymentComponent.GetPopulations | ( | ) |
returns which populations this component uses
Implements CityBuilderCore.IEmployment.
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inlinevirtual |
initialization is performed when the building is placed or loaded
use to create references, register traits, ...
Reimplemented from CityBuilderCore.BuildingComponent.
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get |
the rate of employees assigned from 0 to 1
Implements CityBuilderCore.IEmployment.
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get |
how efficiency is changed by this component(0-1), a buildings efficiency is calculated by multiplying all of its efficiency factors
Implements CityBuilderCore.IEfficiencyFactor.
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get |
all needed employees are assigned
Implements CityBuilderCore.IEmployment.
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get |
false disrupts the building
Implements CityBuilderCore.IEfficiencyFactor.
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get |
unique key used to identify the component in save/load
Implements CityBuilderCore.IBuildingComponent.