ClassicCityBuilderKit 1.8.8
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structure made up of a collection of identical gameobjects
if the members of the collection are ISaveData that data will also be stored
Classes | |
class | StructureCollectionData |
Public Member Functions | |
IEnumerable< Vector2Int > | GetChildPoints (IGridPositions positions) |
IEnumerable< Vector2Int > | GetPoints () |
retrieves all the points the structure occupies | |
bool | HasPoint (Vector2Int position) |
checks if the structure occupies a certain point | |
void | Add (Vector2Int point) |
void | Add (IEnumerable< Vector2Int > points) |
adds points to a structure, for example a tree to a tree structure collection this may not be possible for structures with fixed points like buildings typically called in a structures Start method | |
void | Remove (Vector2Int point) |
void | Remove (IEnumerable< Vector2Int > points) |
removes points from the structure, for some structures like buildings removing any point will remove the whole thing typically called in a structures OnDestroy method | |
void | Clear () |
string | GetName () |
retrieves the name of the structure for display in the UI | |
StructureCollectionData | SaveData () |
void | LoadData (StructureCollectionData data) |
Public Attributes | |
string | Name |
bool | IsDestructible = true |
bool | IsMovable = true |
bool | IsDecorator = false |
bool | IsWalkable = false |
StructureLevelMask | Level |
GameObject | Prefab |
Vector2Int | ObjectSize = Vector2Int.one |
Public Attributes inherited from CityBuilderCore.KeyedBehaviour | |
string | Key |
Properties | |
StructureReference | StructureReference [get, set] |
reference to the structure that keeps working even if the structure is replaced | |
bool | IsReplica [get, set] |
Transform | Root [get] |
Properties inherited from CityBuilderCore.IKeyed | |
Properties inherited from CityBuilderCore.IStructure |
Events | |
Action< PointsChanged< IStructure > > | PointsChanged |
Events inherited from CityBuilderCore.IStructure | |
Action< PointsChanged< IStructure > > | PointsChanged |
has to be fired when a structures points changed so the manager can readjust paths only viable for structures that are stored in list form like underlying, collections and tiles other structures have to be reregistered | |
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inline |
adds points to a structure, for example a tree to a tree structure collection
this may not be possible for structures with fixed points like buildings
typically called in a structures Start method
points | the points that will be added to the structure |
Implements CityBuilderCore.IStructure.
string CityBuilderCore.StructureCollection.GetName | ( | ) |
retrieves the name of the structure for display in the UI
Implements CityBuilderCore.IStructure.
IEnumerable< Vector2Int > CityBuilderCore.StructureCollection.GetPoints | ( | ) |
retrieves all the points the structure occupies
Implements CityBuilderCore.IStructure.
bool CityBuilderCore.StructureCollection.HasPoint | ( | Vector2Int | point | ) |
checks if the structure occupies a certain point
point | a point on the map |
Implements CityBuilderCore.IStructure.
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inline |
removes points from the structure, for some structures like buildings removing any point will remove the whole thing
typically called in a structures OnDestroy method
points | the points to remove |
Implements CityBuilderCore.IStructure.
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getset |
reference to the structure that keeps working even if the structure is replaced
Implements CityBuilderCore.IStructure.