ClassicCityBuilderKit 1.8.8
|
derives its building efficiency from the layer value at building origin(for example to influence farming speed from fertility layer)
only changes the efficiency factor and does not completely disrupt it
Public Attributes | |
Layer | Layer |
float | MinValue = 0 |
int | MaxLayerValue = 10 |
bool | MaxClamped = false |
Properties | |
override string | Key [get] |
unique key used to identify the component in save/load | |
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.IEfficiencyFactor |
Additional Inherited Members | |
Public Member Functions inherited from CityBuilderCore.BuildingComponent | |
virtual void | SetupComponent () |
only called when the building is originally placed, before Initialize | |
virtual void | InitializeComponent () |
initialization is performed when the building is placed or loaded use to create references, register traits, ... | |
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 | GetDebugText () |
returns text that gets displayed for debugging in the scene editor | |
virtual string | GetDescription () |
gets displayed in dialogs to show the component status to players | |
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 | |
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 | |
|
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.
|
get |
false disrupts the building
Implements CityBuilderCore.IEfficiencyFactor.
|
get |
unique key used to identify the component in save/load
Implements CityBuilderCore.IBuildingComponent.