just puts the walker in an animation that shows it is working
in combination with TownWorkTask and TownWorkComponent this can drive a buildings efficiency
(for example in the Woodcutter which has a TownProductionComponent that uses that efficiency)
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| TownWorkAction (string parameter) |
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| TownWorkAction (int parameter) |
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override void | Start (Walker walker) |
| called by the walker when the action is first started, either by being first in a process or when the previous action has ended
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override void | Cancel (Walker walker) |
| called by the walker if the action was active when its process was canceled
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| AnimatedActionBase (string parameter) |
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| AnimatedActionBase (int parameter) |
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override void | Continue (Walker walker) |
| called by the walker after the game has been loaded
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override void | End (Walker walker) |
| called by the walker when this is the active action and the process advances
do not call this directly, to end an action call Walker.AdvanceProcess
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◆ Cancel()
override void CityBuilderTown.TownWorkAction.Cancel |
( |
Walker | walker | ) |
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inlinevirtual |
called by the walker if the action was active when its process was canceled
- Parameters
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walker | the walker performing this action |
Reimplemented from CityBuilderCore.AnimatedActionBase.
◆ Start()
override void CityBuilderTown.TownWorkAction.Start |
( |
Walker | walker | ) |
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inlinevirtual |
called by the walker when the action is first started, either by being first in a process or when the previous action has ended
- Parameters
-
walker | the walker performing this action |
Reimplemented from CityBuilderCore.AnimatedActionBase.