ClassicCityBuilderKit 1.8.8
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base class for timed events
Public Member Functions | |
virtual void | Start () |
called when the happening first starts, meaning when its condition switches from being false to true use for thing that persist on their own like adding items to buildings or changing risk values the difference to Activate is that start will not be called again when the game is loaded | |
virtual void | End () |
called when the happening first end, meaning when its condition switches from bein true to being false the difference to Deactivate is that end will not be called again when the game is unloaded | |
virtual void | Activate () |
called whenever the happening becomes active, this may be when the happening starts or when a game is loaded at a time when the happening is active used for ongoing stuff like modifers to layers and services or for visuals like rain particles | |
virtual void | Deactivate () |
called whenever the happening becomes inactive, this may be when the happening ends or when a game is unloaded used to reset ongoing stuff from Activate | |
Public Attributes | |
string | Name |
string | StartTitle |
string | StartDescription |
string | EndTitle |
string | EndDescription |
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inlinevirtual |
called whenever the happening becomes active, this may be when the happening starts or when a game is loaded at a time when the happening is active used for ongoing stuff like modifers to layers and services or for visuals like rain particles
Reimplemented in CityBuilderCore.AnimationHappening, CityBuilderCore.CompositeHappening, CityBuilderCore.DifficultyFactorHappening, CityBuilderCore.LayerModifierHappening, CityBuilderCore.MessageHappening, CityBuilderCore.ParticleHappening, and CityBuilderCore.ScoreModifierHappening.
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inlinevirtual |
called whenever the happening becomes inactive, this may be when the happening ends or when a game is unloaded
used to reset ongoing stuff from Activate
Reimplemented in CityBuilderCore.AnimationHappening, CityBuilderCore.CompositeHappening, CityBuilderCore.DifficultyFactorHappening, CityBuilderCore.LayerModifierHappening, CityBuilderCore.MessageHappening, CityBuilderCore.ParticleHappening, and CityBuilderCore.ScoreModifierHappening.
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inlinevirtual |
called when the happening first end, meaning when its condition switches from bein true to being false the difference to Deactivate is that end will not be called again when the game is unloaded
Reimplemented in CityBuilderCore.BuildingAddonHappening, CityBuilderCore.CompositeHappening, CityBuilderCore.MessageHappening, and CityBuilderCore.WalkerAddonHappening.
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inlinevirtual |
called when the happening first starts, meaning when its condition switches from being false to true
use for thing that persist on their own like adding items to buildings or changing risk values
the difference to Activate is that start will not be called again when the game is loaded
Reimplemented in CityBuilderCore.BuildingAddonHappening, CityBuilderCore.CompositeHappening, CityBuilderCore.DepopulationHappening, CityBuilderCore.ItemStorageHappening, CityBuilderCore.MessageHappening, CityBuilderCore.RiskModificationHappening, CityBuilderCore.ServiceModificationHappening, and CityBuilderCore.WalkerAddonHappening.