ClassicCityBuilderKit 1.8.8
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a building component that uses employees
Public Member Functions | |
IEnumerable< EmploymentGroup > | GetEmploymentGroups () |
returns which employment groups the employer needs | |
IEnumerable< Population > | GetPopulations () |
returns which populations this component uses | |
int | GetNeeded (EmploymentGroup employmentGroup, Population population) |
check how many workers of a population the component needs for a certain employment group | |
int | AssignAvailable (EmploymentGroup employmentGroup, Population population, int quantity) |
assigns the quantity needed and returns the rest | |
Public Member Functions inherited from CityBuilderCore.IBuildingComponent | |
void | SetupComponent () |
only called when the building is originally placed, before Initialize | |
void | InitializeComponent () |
initialization is performed when the building is placed or loaded use to create references, register traits, ... | |
void | TerminateComponent () |
termination is performed when the building is destroyed use to deregister traits, remove references from other systems | |
void | OnReplacing (IBuilding replacement) |
called when a component gets replaced use to transfer resources, replace references | |
void | OnMoving () |
called when the building is about to be moved can be used to remove/deregister stuff from the old position | |
void | OnMoved (Vector2Int oldPoint, BuildingRotation oldRotation) |
called after a building has been moved can be used to register things at the new position | |
void | SuspendComponent () |
temporarily stops the component from working | |
void | ResumeComponent () |
resumes work in the component after SuspendComponent has been called | |
string | GetDebugText () |
text displayed in scene editor | |
string | GetDescription () |
text that may be displayed in dialogs | |
Public Member Functions inherited from CityBuilderCore.ISaveData | |
string | SaveData () |
serializes the objects state(usually to json) and returns it | |
void | LoadData (string json) |
deserializes the serialized json data and loads the data as its new state | |
Properties | |
bool | IsFullyStaffed [get] |
all needed employees are assigned | |
float | EmploymentRate [get] |
the rate of employees assigned from 0 to 1 | |
Properties inherited from CityBuilderCore.IBuildingComponent | |
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 | |
int CityBuilderCore.IEmployment.AssignAvailable | ( | EmploymentGroup | employmentGroup, |
Population | population, | ||
int | quantity ) |
assigns the quantity needed and returns the rest
employmentGroup | |
population | |
quantity |
Implemented in CityBuilderCore.EmploymentComponent, and CityBuilderCore.EmploymentWalkerComponent.
IEnumerable< EmploymentGroup > CityBuilderCore.IEmployment.GetEmploymentGroups | ( | ) |
returns which employment groups the employer needs
Implemented in CityBuilderCore.EmploymentComponent.
int CityBuilderCore.IEmployment.GetNeeded | ( | EmploymentGroup | employmentGroup, |
Population | population ) |
check how many workers of a population the component needs for a certain employment group
employmentGroup | the group to check |
population | the relevant population |
Implemented in CityBuilderCore.EmploymentComponent.
IEnumerable< Population > CityBuilderCore.IEmployment.GetPopulations | ( | ) |
returns which populations this component uses
Implemented in CityBuilderCore.EmploymentComponent.
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get |
the rate of employees assigned from 0 to 1
Implemented in CityBuilderCore.EmploymentComponent.
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get |
all needed employees are assigned
Implemented in CityBuilderCore.EmploymentComponent.