an event that, during its activity, globally modifies a layers values
might be used for weather or seasons(heat, fertility, ...)
https://citybuilder.softleitner.com/manual/timings
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override void | Activate () |
| called whenever the happening becomes active, this may be when the happening starts or when a game is loaded at a time when the happening is active used for ongoing stuff like modifers to layers and services or for visuals like rain particles
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override void | Deactivate () |
| called whenever the happening becomes inactive, this may be when the happening ends or when a game is unloaded
used to reset ongoing stuff from Activate
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int | Modify (int value) |
| takes the unmodified value and returns the modified one
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virtual void | Start () |
| called when the happening first starts, meaning when its condition switches from being false to true
use for thing that persist on their own like adding items to buildings or changing risk values
the difference to Activate is that start will not be called again when the game is loaded
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virtual void | End () |
| called when the happening first end, meaning when its condition switches from bein true to being false the difference to Deactivate is that end will not be called again when the game is unloaded
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Layer | Layer |
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float | Multiplier = 1f |
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int | Addend |
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string | Name |
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string | StartTitle |
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string | StartDescription |
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string | EndTitle |
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string | EndDescription |
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◆ Activate()
override void CityBuilderCore.LayerModifierHappening.Activate |
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| ) |
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inlinevirtual |
called whenever the happening becomes active, this may be when the happening starts or when a game is loaded at a time when the happening is active used for ongoing stuff like modifers to layers and services or for visuals like rain particles
Reimplemented from CityBuilderCore.TimingHappening.
◆ Deactivate()
override void CityBuilderCore.LayerModifierHappening.Deactivate |
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| ) |
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inlinevirtual |
called whenever the happening becomes inactive, this may be when the happening ends or when a game is unloaded
used to reset ongoing stuff from Activate
Reimplemented from CityBuilderCore.TimingHappening.
◆ Modify()
int CityBuilderCore.LayerModifierHappening.Modify |
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int | value | ) |
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inline |
takes the unmodified value and returns the modified one
- Parameters
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value | the layer value before modification |
- Returns
- the modified value
Implements CityBuilderCore.ILayerModifier.