ClassicCityBuilderKit 1.8.8
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building component selects a random sprite for a renderer
it also saves which sprite was selected so it stays consistent across saves
used in the urban demo to get some visual variety in houses that are otherwise identical
Public Member Functions | |
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 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 | |
Public Member Functions inherited from CityBuilderCore.BuildingComponent | |
virtual void | SetupComponent () |
only called when the building is originally placed, before Initialize | |
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 | |
Public Attributes | |
SpriteRenderer | Renderer |
Sprite[] | Sprites |
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 | |
Protected Member Functions inherited from CityBuilderCore.BuildingComponent | |
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 | |
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inlinevirtual |
initialization is performed when the building is placed or loaded
use to create references, register traits, ...
Reimplemented from CityBuilderCore.BuildingComponent.
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inlinevirtual |
deserializes the serialized json data and loads the data as its new state
json |
Reimplemented from CityBuilderCore.BuildingComponent.
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inlinevirtual |
called when a component gets replaced
use to transfer resources, replace references
replacement |
Reimplemented from CityBuilderCore.BuildingComponent.
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inlinevirtual |
serializes the objects state(usually to json) and returns it
Reimplemented from CityBuilderCore.BuildingComponent.
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get |
unique key used to identify the component in save/load
Implements CityBuilderCore.IBuildingComponent.