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CityBuilderTown.TownConstructionComponent Class Reference

Detailed Description

building component used when constructing buildings
when first placed it checks if there are any trees or rocks in the way and creates harvest tasks so they are replaced
when all obstructions are cleared it creates TownClearTasks for every point of the building which removes grass details from the terrain
if there are any items specified in ItemStorage.ItemCapacities it creates a TownDeliverTask for those next
finally if there is a BuildTaskPrefab specified it creates that and waits for the building to be done
after all the work is done it terminates itself and adds the building specified in FinishedBuilding

https://citybuilder.softleitner.com/manual/town

Inheritance diagram for CityBuilderTown.TownConstructionComponent:
CityBuilderCore.BuildingComponent CityBuilderCore.IItemReceiver CityBuilderCore.IItemOwner CityBuilderCore.IBuildingComponent CityBuilderCore.IBuildingTrait< IItemReceiver > CityBuilderCore.IItemOwner CityBuilderCore.ISaveData

Classes

class  TownConstructionData
 

Public Types

enum  ConstructionState { ClearStructures = 0 , ClearGround = 1 , DeliverItems = 10 , Build = 20 }
 

Public Member Functions

override void SetupComponent ()
 only called when the building is originally placed, before Initialize
 
override void InitializeComponent ()
 initialization is performed when the building is placed or loaded
use to create references, register traits, ...
 
override void TerminateComponent ()
 termination is performed when the building is destroyed
use to deregister traits, remove references from other systems
 
override void SuspendComponent ()
 temporarily stops the component from working
 
IEnumerable< ItemGetReceiveItems ()
 returns the kinds of items the receiver needs
 
int GetReceiveCapacity (Item item)
 how much of the item the receiver can still fit
 
void ReserveCapacity (Item item, int quantity)
 reserves a capacity in the receiver so it is not filled up by someone else
 
void UnreserveCapacity (Item item, int quantity)
 releases capacity that was earlier reserved by ReserveCapacity(Item, int)
call before actually moving items into the receiver or if the delivery was somehow interrupted
 
int Receive (ItemStorage storage, Item item, int quantity)
 requests that a quantity of items is moved from the storage to the receiver
if the full amount does not fit the remaining quantity is returned
 
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 OnReplacing (IBuilding replacement)
 called when a component gets replaced
use to transfer resources, replace references
 
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 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

ItemStorage ItemStorage
 
TownBuildTask BuildTaskPrefab
 
BuildingInfo FinishedBuilding
 
Transform BuildVisual
 

Properties

override string Key [get]
 unique key used to identify the component in save/load
 
int Priority [get]
 can be used so certain receivers are preferred over others
for example construction sites or production may be more important that putting items into storage
 
BuildingComponentReference< IItemReceiverReceiverReference [get, set]
 
IItemContainer ItemContainer [get]
 holds and manages the items for the owner
 
- 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
- Properties inherited from CityBuilderCore.IItemReceiver
- Properties inherited from CityBuilderCore.IBuildingTrait< IItemReceiver >
BuildingComponentReference< T > Reference [get, set]
 reference to the building trait, use when the building might be replaced and when the reference has to be saved
 
- Properties inherited from CityBuilderCore.IItemOwner

Additional Inherited Members

- Protected Member Functions inherited from CityBuilderCore.BuildingComponent
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
 

Member Function Documentation

◆ GetReceiveCapacity()

int CityBuilderTown.TownConstructionComponent.GetReceiveCapacity ( Item item)

how much of the item the receiver can still fit

Parameters
item
Returns
unreserved capacity available

Implements CityBuilderCore.IItemReceiver.

◆ GetReceiveItems()

IEnumerable< Item > CityBuilderTown.TownConstructionComponent.GetReceiveItems ( )

returns the kinds of items the receiver needs

Returns
the pertinent items

Implements CityBuilderCore.IItemReceiver.

◆ InitializeComponent()

override void CityBuilderTown.TownConstructionComponent.InitializeComponent ( )
inlinevirtual

initialization is performed when the building is placed or loaded
use to create references, register traits, ...

Reimplemented from CityBuilderCore.BuildingComponent.

◆ LoadData()

override void CityBuilderTown.TownConstructionComponent.LoadData ( string json)
inlinevirtual

deserializes the serialized json data and loads the data as its new state

Parameters
json

Reimplemented from CityBuilderCore.BuildingComponent.

◆ Receive()

int CityBuilderTown.TownConstructionComponent.Receive ( ItemStorage storage,
Item item,
int quantity )
inline

requests that a quantity of items is moved from the storage to the receiver
if the full amount does not fit the remaining quantity is returned

Parameters
storagethe storage that items will be taken from
itemthe item to receive
quantitythe maximum quantity of items to receive
Returns
remaining quantity that did not fit

Implements CityBuilderCore.IItemReceiver.

◆ ReserveCapacity()

void CityBuilderTown.TownConstructionComponent.ReserveCapacity ( Item item,
int quantity )

reserves a capacity in the receiver so it is not filled up by someone else

Parameters
itemthe item to be reserved
quantitythe quantity to reserve

Implements CityBuilderCore.IItemReceiver.

◆ SaveData()

override string CityBuilderTown.TownConstructionComponent.SaveData ( )
inlinevirtual

serializes the objects state(usually to json) and returns it

Returns
serialized save data

Reimplemented from CityBuilderCore.BuildingComponent.

◆ SetupComponent()

override void CityBuilderTown.TownConstructionComponent.SetupComponent ( )
inlinevirtual

only called when the building is originally placed, before Initialize

Reimplemented from CityBuilderCore.BuildingComponent.

◆ SuspendComponent()

override void CityBuilderTown.TownConstructionComponent.SuspendComponent ( )
inlinevirtual

temporarily stops the component from working

Reimplemented from CityBuilderCore.BuildingComponent.

◆ TerminateComponent()

override void CityBuilderTown.TownConstructionComponent.TerminateComponent ( )
inlinevirtual

termination is performed when the building is destroyed
use to deregister traits, remove references from other systems

Reimplemented from CityBuilderCore.BuildingComponent.

◆ UnreserveCapacity()

void CityBuilderTown.TownConstructionComponent.UnreserveCapacity ( Item item,
int quantity )

releases capacity that was earlier reserved by ReserveCapacity(Item, int)
call before actually moving items into the receiver or if the delivery was somehow interrupted

Parameters
itemitem to unreserve
quantityquantity to unreserve

Implements CityBuilderCore.IItemReceiver.

Property Documentation

◆ ItemContainer

IItemContainer CityBuilderTown.TownConstructionComponent.ItemContainer
get

holds and manages the items for the owner

Implements CityBuilderCore.IItemOwner.

◆ Key

override string CityBuilderTown.TownConstructionComponent.Key
get

unique key used to identify the component in save/load

Implements CityBuilderCore.IBuildingComponent.

◆ Priority

int CityBuilderTown.TownConstructionComponent.Priority
get

can be used so certain receivers are preferred over others
for example construction sites or production may be more important that putting items into storage

Implements CityBuilderCore.IItemReceiver.