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ClassicCityBuilderKit 1.9.4
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building component that uses employees to influence the buildings efficiency
sends out a walker that determines how good the access to employees is
Classes | |
| class | EmploymentWalkerData |
Public Member Functions | |
| override int | AssignAvailable (EmploymentGroup employmentGroup, Population population, int quantity) |
| assigns the quantity needed and returns the rest | |
| override string | SaveData () |
| serializes the objects state(usually to json) and returns it | |
| override void | LoadData (string json) |
| deserializes the serialized json data and loads the data as its new state | |
Public Member Functions inherited from CityBuilderCore.EmploymentComponent | |
| 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 | |
| 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 | |
Public Attributes | |
| int | SufficientPopulationCount |
| CyclicEmploymentWalkerSpawner | EmploymentWalkers |
Public Attributes inherited from CityBuilderCore.EmploymentComponent | |
| PopulationEmployment[] | PopulationEmployments |
| BoolEvent | IsFullyStaffedChanged |
Properties | |
| override string | Key [get] |
| unique key used to identify the component in save/load | |
Properties inherited from CityBuilderCore.EmploymentComponent | |
| 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 |
Reimplemented from CityBuilderCore.EmploymentComponent.
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inlinevirtual |
deserializes the serialized json data and loads the data as its new state
| json |
Reimplemented from CityBuilderCore.BuildingComponent.
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inlinevirtual |
serializes the objects state(usually to json) and returns it
Reimplemented from CityBuilderCore.BuildingComponent.
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get |
unique key used to identify the component in save/load
Implements CityBuilderCore.IBuildingComponent.