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CityBuilderCore.Mission Class Reference

Detailed Description

object that defines general information about a level

https://citybuilder.softleitner.com/manual

Inheritance diagram for CityBuilderCore.Mission:
CityBuilderCore.KeyedObject CityBuilderCore.IKeyed

Public Member Functions

bool GetStarted (Difficulty difficulty=null)
 has the mission been started/has a savegame been found at the specified difficulty
 
bool GetFinished (Difficulty difficulty=null)
 has the mission been finished at the specified difficulty
 
List< string > GetSaves (Difficulty difficulty=null)
 
bool GetWon (IScoresCalculator calculator)
 are all the win conditions currently satisfied
 
string GetWinConditionText (IScoresCalculator calculator)
 progress of all the win conditions in text form
 
string Load (string name=null, Difficulty difficulty=null)
 loads savedata as string
 
void Save (string data, string name=null, Difficulty difficulty=null)
 saves the data string
 
void Delete (string name=null, Difficulty difficulty=null)
 deletes the save game
 
void SetContinue (string name=null, Difficulty difficulty=null, bool save=false)
 sets which save game can be continued
 

Public Attributes

string Name
 
string Description
 
string SceneName
 
TimingHappeningOccurence[] Happenings
 
WinCondition[] WinConditions
 
- Public Attributes inherited from CityBuilderCore.KeyedObject
string Key
 

Properties

bool HasWinConditions [get]
 does the mission have win conditions or is it endless
 
- Properties inherited from CityBuilderCore.IKeyed

Additional Inherited Members

- Static Public Member Functions inherited from CityBuilderCore.KeyedObject
static T GetKeyedObject< T > (string key)
 

Member Function Documentation

◆ Delete()

void CityBuilderCore.Mission.Delete ( string name = null,
Difficulty difficulty = null )
inline

deletes the save game

Parameters
namename of the save game or null for quicksave
difficultydifficulty or null for default

◆ GetFinished()

bool CityBuilderCore.Mission.GetFinished ( Difficulty difficulty = null)
inline

has the mission been finished at the specified difficulty

Parameters
difficulty
Returns

◆ GetStarted()

bool CityBuilderCore.Mission.GetStarted ( Difficulty difficulty = null)
inline

has the mission been started/has a savegame been found at the specified difficulty

Parameters
difficulty
Returns

◆ GetWinConditionText()

string CityBuilderCore.Mission.GetWinConditionText ( IScoresCalculator calculator)
inline

progress of all the win conditions in text form

Parameters
calculator
Returns

◆ GetWon()

bool CityBuilderCore.Mission.GetWon ( IScoresCalculator calculator)
inline

are all the win conditions currently satisfied

Parameters
calculator
Returns

◆ Load()

string CityBuilderCore.Mission.Load ( string name = null,
Difficulty difficulty = null )
inline

loads savedata as string

Parameters
namename of the savegame or null for quicksave
difficultydifficulty or null for default
Returns
serialized save game data

◆ Save()

void CityBuilderCore.Mission.Save ( string data,
string name = null,
Difficulty difficulty = null )
inline

saves the data string

Parameters
dataserialized save game data
namename of the savegame or null for quicksave
difficultydifficulty or null for default

◆ SetContinue()

void CityBuilderCore.Mission.SetContinue ( string name = null,
Difficulty difficulty = null,
bool save = false )
inline

sets which save game can be continued

Parameters
namename of the save game or null for quicksave
difficultydifficulty or null for default
savewhether the changes should be immediately persisted, false by default because this is usually done when the game data is saved