ClassicCityBuilderKit 1.9.1
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building component that periodically consumes and produces items
production time is only started once the consumption items are all there
consumption items have to be provided by others, produced items get shipped with DeliveryWalker
Classes | |
class | ProductionWalkerData |
Public Member Functions | |
override string | SaveData () |
serializes the objects state(usually to json) and returns it | |
override void | LoadData (string json) |
deserializes the serialized json data and loads the data as its new state | |
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override void | InitializeComponent () |
initialization is performed when the building is placed or loaded use to create references, register traits, ... | |
override void | OnReplacing (IBuilding replacement) |
called when a component gets replaced use to transfer resources, replace references | |
override void | TerminateComponent () |
termination is performed when the building is destroyed use to deregister traits, remove references from other systems | |
IEnumerable< Item > | GetReceiveItems () |
returns the kinds of items the receiver needs | |
int | GetReceiveCapacityRemaining (Item item) |
how much of the item the receiver can still fit | |
void | ReserveCapacity (Item item, int amount) |
reserves a capacity in the receiver so it is not filled up by someone else | |
void | UnreserveCapacity (Item item, int amount) |
releases capacity that was earlier reserved by ReserveCapacity(Item, int) call before actually moving items into the receiver or if the delivery was somehow interrupted | |
int | Receive (ItemStorage storage, Item item, int quantity) |
requests that a quantity of items is moved from the storage to the receiver if the full amount does not fit the remaining quantity is returned | |
IEnumerable< ItemLevel > | GetNeededItems () |
exposes the items the production component needs to work | |
IEnumerable< ItemLevel > | GetProducedItems () |
exposes the items the component can produce | |
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override string | GetDebugText () |
returns text that gets displayed for debugging in the scene editor | |
override void | InitializeComponent () |
initialization is performed when the building is placed or loaded use to create references, register traits, ... | |
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virtual void | SetupComponent () |
only called when the building is originally placed, before Initialize | |
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 | GetDescription () |
gets displayed in dialogs to show the component status to players | |
Public Attributes | |
ManualDeliveryWalkerSpawner | DeliveryWalkers |
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ItemConsumer[] | ItemsConsumers |
ItemProducer[] | ItemsProducers |
BoolEvent | HasRawMaterialsChanged |
BoolEvent | HasProductsChanged |
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float | ProgressInterval |
BoolEvent | IsProgressing |
Protected Member Functions | |
override void | Awake () |
override void | onItemsChanged () |
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virtual void | Start () |
virtual void | Update () |
virtual void | updateProduction () |
virtual void | setState (ProductionState productionState) |
virtual bool | canWork () |
virtual bool | canProduce () |
virtual void | produce () |
virtual void | onProduced (ItemProducer itemProducer) |
ItemConsumer | getConsumer (Item item) |
ItemProducer | getProducer (Item item) |
void | saveData (ProductionData data) |
void | loadData (ProductionData data) |
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bool | addProgress (float multiplier) |
void | resetProgress () |
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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 | |
Additional Inherited Members | |
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enum | ProductionState { Idle = 0 , Working = 10 , Done = 20 } |
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bool | _isProgressing |
ProductionState | _productionState |
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float | _progressTime |
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override string | Key [get] |
unique key used to identify the component in save/load | |
int | Priority [get] |
can be used so certain receivers are preferred over others for example construction sites or production may be more important that putting items into storage | |
ItemConsumer[] | Consumers [get] |
ItemProducer[] | Producers [get] |
BuildingComponentReference< IItemReceiver > | Reference [get, set] |
IItemContainer | ItemContainer [get] |
holds and manages the items for the owner | |
virtual bool | HasRawMaterials [get] |
virtual bool | HasProducts [get] |
ProductionState | CurrentProductionState [get] |
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float | Progress [get] |
progress from 0 to 1 | |
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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 | |
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BuildingComponentReference< T > | Reference [get, set] |
reference to the building trait, use when the building might be replaced and when the reference has to be saved | |
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Action | ProgressReset |
Action< float > | ProgressChanged |
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Action | ProgressReset |
progress has finished and is reset to 0 | |
Action< float > | ProgressChanged |
progress has changed, carries new progress | |
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inlineprotectedvirtual |
Reimplemented from CityBuilderCore.ProductionComponent.
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inlinevirtual |
deserializes the serialized json data and loads the data as its new state
json |
Reimplemented from CityBuilderCore.ProductionComponent.
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inlineprotectedvirtual |
Reimplemented from CityBuilderCore.ProductionComponent.
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inlinevirtual |
serializes the objects state(usually to json) and returns it
Reimplemented from CityBuilderCore.ProductionComponent.