ClassicCityBuilderKit 1.8.8
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behaviour that makes game speed controls accessible to unity events
unity events could also be pointed directly to the game manager but if that is in a different prefab that can get annoying
Public Member Functions | |
void | Pause () |
pauses game, continue with Resume | |
void | Resume () |
resumes game after pause has been called | |
void | SetSpeed (float speed) |
set the current gamespeed | |
Properties | |
float | Playtime [get] |
time passed since start of the mission, carries over saves | |
bool | IsPaused [get] |
whether the game is currently paused | |
Properties inherited from CityBuilderCore.IGameSpeed |
void CityBuilderCore.GameSpeedProxy.Pause | ( | ) |
pauses game, continue with Resume
Implements CityBuilderCore.IGameSpeed.
void CityBuilderCore.GameSpeedProxy.Resume | ( | ) |
resumes game after pause has been called
Implements CityBuilderCore.IGameSpeed.
void CityBuilderCore.GameSpeedProxy.SetSpeed | ( | float | speed | ) |
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get |
whether the game is currently paused
Implements CityBuilderCore.IGameSpeed.
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get |
time passed since start of the mission, carries over saves
Implements CityBuilderCore.IGameSpeed.