ClassicCityBuilderKit 1.8.8
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structure made up of different decorators, used for random map objects that will be removed when something is built in their place
the prefab that will be used for when the game is loaded is determined by the gameobjects name so this should at least start with the prefab name
Classes | |
class | StructureDecoratorData |
class | StructureDecoratorsData |
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 (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 (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 | |
StructureDecoratorsData | SaveData () |
void | LoadData (StructureDecoratorsData data) |
Public Attributes | |
StructureLevelMask | Level |
GameObject[] | Prefabs |
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 | |
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.StructureDecorators.GetName | ( | ) |
retrieves the name of the structure for display in the UI
Implements CityBuilderCore.IStructure.
IEnumerable< Vector2Int > CityBuilderCore.StructureDecorators.GetPoints | ( | ) |
retrieves all the points the structure occupies
Implements CityBuilderCore.IStructure.
bool CityBuilderCore.StructureDecorators.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.