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CityBuilderCore.RoadSwitcherComponent Class Reference

Detailed Description

building component that creates an entry-exit road switch
road switching can enable walkers to temporarily use foreign road networks
entry exit switches are special in that a walker can only enter/exit the switch from one point
this can be useful for over/underpasses, for an example check out the tunnel scene in the urban demo

https://citybuilder.softleitner.com/manual/walkers

Inheritance diagram for CityBuilderCore.RoadSwitcherComponent:
CityBuilderCore.BuildingComponent CityBuilderCore.IBuildingComponent CityBuilderCore.ISaveData

Public Attributes

Vector2Int EntryPoint
 
Vector2Int SwitchPoint
 
Vector2Int ExitPoint
 
Road EntryRoad
 
Road ExitRoad
 

Properties

override string Key [get]
 unique key used to identify the component in save/load
 
- 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

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
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
 

Property Documentation

◆ Key

override string CityBuilderCore.RoadSwitcherComponent.Key
get

unique key used to identify the component in save/load

Implements CityBuilderCore.IBuildingComponent.