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CityBuilderTown.TownWorkAction Class Reference

Detailed Description

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)

Inheritance diagram for CityBuilderTown.TownWorkAction:
CityBuilderCore.AnimatedActionBase CityBuilderCore.WalkerAction

Public Member Functions

 TownWorkAction (string parameter)
 
 TownWorkAction (int parameter)
 
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
 
override void Cancel (Walker walker)
 called by the walker if the action was active when its process was canceled
 
- Public Member Functions inherited from CityBuilderCore.AnimatedActionBase
 AnimatedActionBase (string parameter)
 
 AnimatedActionBase (int parameter)
 
override void Continue (Walker walker)
 called by the walker after the game has been loaded
 
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
 

Member Function Documentation

◆ Cancel()

override void CityBuilderTown.TownWorkAction.Cancel ( Walker walker)
inlinevirtual

called by the walker if the action was active when its process was canceled

Parameters
walkerthe walker performing this action

Reimplemented from CityBuilderCore.AnimatedActionBase.

◆ Start()

override void CityBuilderTown.TownWorkAction.Start ( Walker walker)
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
walkerthe walker performing this action

Reimplemented from CityBuilderCore.AnimatedActionBase.