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CityBuilderCore.RoamingWalker Member List

This is the complete list of members for CityBuilderCore.RoamingWalker, including all inherited members.

_addonsCityBuilderCore.Walkerprotected
_addonsQueueCityBuilderCore.Walkerprotected
_currentCityBuilderCore.Walkerprotected
_isFinishedCityBuilderCore.Walkerprotected
_startCityBuilderCore.Walkerprotected
_state (defined in CityBuilderCore.RoamingWalker)CityBuilderCore.RoamingWalkerprotected
AddAddon< T >(T prefab)CityBuilderCore.Walkerinline
AddonsCityBuilderCore.Walker
AdvanceProcess()CityBuilderCore.Walkerinline
Agent (defined in CityBuilderCore.Walker)CityBuilderCore.Walker
Animator (defined in CityBuilderCore.Walker)CityBuilderCore.Walker
CancelProcess()CityBuilderCore.Walkerinline
cancelRoam()CityBuilderCore.Walkerinline
cancelWait()CityBuilderCore.Walkerinline
cancelWalk()CityBuilderCore.Walkerinline
continueFollow(Action finished)CityBuilderCore.Walkerinlineprotected
continueRoam(int memoryLength, int range, Action finished)CityBuilderCore.Walkerinline
continueRoam(int memoryLength, int range, PathType pathType, UnityEngine.Object pathTag, Action finished)CityBuilderCore.Walkerinline
continueWait(Action finished)CityBuilderCore.Walkerinline
continueWalk(Action finished=null)CityBuilderCore.Walkerinline
continueWander(Action finished)CityBuilderCore.Walkerinline
CurrentActionCityBuilderCore.Walker
CurrentAgentWalkingCityBuilderCore.Walker
CurrentPointCityBuilderCore.Walker
CurrentProcessCityBuilderCore.Walker
CurrentRoamingCityBuilderCore.Walker
CurrentWaitingCityBuilderCore.Walker
CurrentWalkingCityBuilderCore.Walker
delay(Action finished)CityBuilderCore.Walkerinline
DirectionChanged (defined in CityBuilderCore.Walker)CityBuilderCore.Walker
Finish()CityBuilderCore.Walker
FinishedCityBuilderCore.Walker
followPath(IEnumerable< Vector3 > path, Action finished)CityBuilderCore.Walkerinlineprotected
followPath(IEnumerable< Vector3 > path, float delay, Action finished)CityBuilderCore.Walkerinlineprotected
ForwardReceiver (defined in CityBuilderCore.MessageReceiver)CityBuilderCore.MessageReceiver
GetAddon< T >(T _)CityBuilderCore.Walkerinline
GetAddon< T >(string key)CityBuilderCore.Walkerinline
GetDebugText()CityBuilderCore.Walkervirtual
GetDescription()CityBuilderCore.RoamingWalkerinlinevirtual
getDescription(int index)CityBuilderCore.Walkerprotected
getDescription(int index, params object[] parameters)CityBuilderCore.Walkerinlineprotected
GetName() (defined in CityBuilderCore.Walker)CityBuilderCore.Walkervirtual
GridPointCityBuilderCore.Walker
HasAddon(string key)CityBuilderCore.Walkerinline
HasAddon< T >()CityBuilderCore.Walkerinline
HasAddon< T >(T _)CityBuilderCore.Walkerinline
HeightOverrideCityBuilderCore.Walker
Hide()CityBuilderCore.Walkerinline
HomeCityBuilderCore.Walker
IdCityBuilderCore.Walker
Info (defined in CityBuilderCore.Walker)CityBuilderCore.Walker
Initialize(BuildingReference home, Vector2Int start)CityBuilderCore.RoamingWalkerinlinevirtual
IsWalkingCityBuilderCore.Walker
IsWalkingChanged (defined in CityBuilderCore.Walker)CityBuilderCore.Walker
ItemStorageCityBuilderCore.Walker
LoadData(string json)CityBuilderCore.RoamingWalkerinlinevirtual
loadWalkerData(WalkerData data) (defined in CityBuilderCore.Walker)CityBuilderCore.Walkerinlineprotected
Memory (defined in CityBuilderCore.RoamingWalker)CityBuilderCore.RoamingWalker
MessageEvents (defined in CityBuilderCore.MessageReceiver)CityBuilderCore.MessageReceiver
MessageReceived (defined in CityBuilderCore.MessageReceiver)CityBuilderCore.MessageReceiver
MovedCityBuilderCore.Walker
NextProcessCityBuilderCore.Walker
OnDestroy() (defined in CityBuilderCore.Walker)CityBuilderCore.Walkerinlineprotectedvirtual
onFinished()CityBuilderCore.RoamingWalkerinlineprotectedvirtual
OnMessage(string e)CityBuilderCore.MessageReceiverinlinevirtual
OnMessages(string e)CityBuilderCore.MessageReceiverinlinevirtual
onMoved(Vector2Int point)CityBuilderCore.Walkerinlineprotectedvirtual
onProcessFinished(ProcessState process)CityBuilderCore.Walkerinlineprotectedvirtual
onRoamFinished() (defined in CityBuilderCore.RoamingWalker)CityBuilderCore.RoamingWalkerinlineprotectedvirtual
PathTagCityBuilderCore.Walker
PathType (defined in CityBuilderCore.Walker)CityBuilderCore.Walker
Pivot (defined in CityBuilderCore.Walker)CityBuilderCore.Walker
Range (defined in CityBuilderCore.RoamingWalker)CityBuilderCore.RoamingWalker
RemoveAddon(WalkerAddon addon)CityBuilderCore.Walkerinline
RemoveAddon(string key)CityBuilderCore.Walkerinline
ReturnHome (defined in CityBuilderCore.RoamingWalker)CityBuilderCore.RoamingWalker
roam(int memoryLength, int range, PathType pathType, UnityEngine.Object pathTag, Action finished=null)CityBuilderCore.Walkerinline
roam(int memoryLength, int range, Action finished=null)CityBuilderCore.Walkerinline
roam(float delay, int memoryLength, int range, Action finished=null)CityBuilderCore.Walkerinline
RoamingWalkerState enum name (defined in CityBuilderCore.RoamingWalker)CityBuilderCore.RoamingWalker
SaveData()CityBuilderCore.RoamingWalkerinlinevirtual
savewalkerData() (defined in CityBuilderCore.Walker)CityBuilderCore.Walkerinlineprotected
Show()CityBuilderCore.Walkerinline
Spawned()CityBuilderCore.Walkerinlinevirtual
Speed (defined in CityBuilderCore.Walker)CityBuilderCore.Walker
Start() (defined in CityBuilderCore.Walker)CityBuilderCore.Walkerinlineprotectedvirtual
StartProcess(WalkerAction[] actions, string key=null)CityBuilderCore.Walkerinline
tryWalk(IBuilding target, float delay, Action planned=null, Action finished=null, Action canceled=null)CityBuilderCore.Walkerinlineprotected
tryWalk(Vector2Int target, float delay, Action planned=null, Action finished=null, Action canceled=null)CityBuilderCore.Walkerinlineprotected
tryWalk(Func< WalkingPath > pathGetter, float delay, Action planned=null, Action finished=null, Action canceled=null)CityBuilderCore.Walkerinlineprotected
tryWalk(IBuilding target, Action planned=null, Action finished=null, Action canceled=null)CityBuilderCore.Walkerinlineprotected
tryWalk(Vector2Int target, Action planned=null, Action finished=null, Action canceled=null)CityBuilderCore.Walkerinlineprotected
tryWalk(Func< WalkingPath > pathGetter, Action planned=null, Action finished=null, Action canceled=null)CityBuilderCore.Walkerinlineprotected
tryWalk(Func< PathQuery > queryGetter, Action planned=null, Action finished=null, Action canceled=null)CityBuilderCore.Walkerinlineprotected
tryWalk(Func< PathQuery > queryGetter, float delay, Action planned=null, Action finished=null, Action canceled=null)CityBuilderCore.Walkerinlineprotected
tryWalk< Q, P >(Func< Q > preparer, Func< Q, P > planner, Func< P, WalkingPath > planned, Action finished=null, Action canceled=null)CityBuilderCore.Walkerinlineprotected
tryWalk< Q, P >(Func< Q > preparer, Func< Q, P > planner, Func< P, WalkingPath > planned, float delay, Action finished=null, Action canceled=null)CityBuilderCore.Walkerinlineprotected
tryWalk< T >(Func< BuildingComponentPathQuery< T > > queryGetter, Action< BuildingComponentPath< T > > planned=null, Action finished=null, Action canceled=null)CityBuilderCore.Walkerinlineprotected
tryWalk< T >(Func< BuildingComponentPathQuery< T > > queryGetter, float delay, Action< BuildingComponentPath< T > > planned=null, Action finished=null, Action canceled=null)CityBuilderCore.Walkerinlineprotected
wait(Action finished, float time)CityBuilderCore.Walkerinline
walk(IBuilding target, Action finished=null)CityBuilderCore.Walkerinline
walk(Vector2Int target, Action finished=null)CityBuilderCore.Walkerinline
walk(Vector2Int target, PathType pathType, UnityEngine.Object pathTag, Action finished=null)CityBuilderCore.Walkerinline
walk(WalkingPath path, Action finished=null)CityBuilderCore.Walkerinline
walk(WalkingPath path, float delay, Action finished=null)CityBuilderCore.Walkerinline
wander(Action finished)CityBuilderCore.Walkerinline