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CityBuilderCore.MissionParameters Class Reference

Detailed Description

contains all parameters needed to start a scene
additionally to the Mission which contains what to start this defines how it is started

Public Member Functions

bool GetStarted ()
 has the mission been started/has a savegame been found at the specified difficulty
 
bool GetFinished ()
 has the mission been finished at the specified difficulty
 
bool GetWon (IScoresCalculator calculator)
 are all the win conditions currently satisfied
 
string Load (string name=null)
 loads savedata as string
 
void Save (string data, string name=null)
 saves the data string
 
void SetContinue (string name=null, bool save=false)
 sets which save game can be continued
 

Public Attributes

Mission Mission
 
Difficulty Difficulty
 
bool IsContinue
 
string ContinueName
 
int RandomSeed
 

Member Function Documentation

◆ GetFinished()

bool CityBuilderCore.MissionParameters.GetFinished ( )

has the mission been finished at the specified difficulty

Parameters
difficulty
Returns

◆ GetStarted()

bool CityBuilderCore.MissionParameters.GetStarted ( )

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

Parameters
difficulty
Returns

◆ GetWon()

bool CityBuilderCore.MissionParameters.GetWon ( IScoresCalculator calculator)

are all the win conditions currently satisfied

Parameters
calculator
Returns

◆ Load()

string CityBuilderCore.MissionParameters.Load ( string name = null)

loads savedata as string

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

◆ Save()

void CityBuilderCore.MissionParameters.Save ( string data,
string name = null )

saves the data string

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

◆ SetContinue()

void CityBuilderCore.MissionParameters.SetContinue ( string name = null,
bool save = false )

sets which save game can be continued

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