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CityBuilderCore.TimingHappening Class Referenceabstract

Detailed Description

Inheritance diagram for CityBuilderCore.TimingHappening:
CityBuilderCore.AnimationHappening CityBuilderCore.BuildingAddonHappening CityBuilderCore.CompositeHappening CityBuilderCore.DepopulationHappening CityBuilderCore.DifficultyFactorHappening CityBuilderCore.ItemStorageHappening CityBuilderCore.LayerModifierHappening CityBuilderCore.MessageHappening CityBuilderCore.ParticleHappening CityBuilderCore.RiskModificationHappening CityBuilderCore.ScoreModifierHappening CityBuilderCore.ServiceModificationHappening CityBuilderCore.WalkerAddonHappening

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
 

Member Function Documentation

◆ Activate()

virtual void CityBuilderCore.TimingHappening.Activate ( )
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.

◆ Deactivate()

virtual void CityBuilderCore.TimingHappening.Deactivate ( )
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.

◆ End()

virtual void CityBuilderCore.TimingHappening.End ( )
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.

◆ Start()

virtual void CityBuilderCore.TimingHappening.Start ( )
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.