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    ClassicCityBuilderKit 1.9.4
    
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building component handling evolution(checking the current stage and replacing the building in case it has changed)
  
Public Member Functions | |
| void | CheckEvolution () | 
| manually check if the evolution has changed in case any circumstances outside the components control have changed   | |
  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   | |
  Public Member Functions inherited from CityBuilderCore.IItemRecipient | |
| IEnumerable< Item > | GetRecipientItems () | 
| use this to check which items the recipient needs   | |
| IEnumerable< ItemQuantity > | GetRecipientItemQuantities () | 
| checks how much of every needed item the recipient currently has   | |
| void | FillRecipient (ItemStorage itemStorage) | 
| passes a storage to the recipient which will take any item from it that it needs   | |
  Public Member Functions inherited from CityBuilderCore.IServiceRecipient | |
| bool | HasServiceValue (Service service) | 
| whether the recipient handles a particular serviec for example a bar visualization should not be created on a building that does not even have the service that is visualized  | |
| float | GetServiceValue (Service service) | 
| check how much service value is left in the recipient   | |
| void | ModifyService (Service service, float amount) | 
| changes a services value in the recipient services have to be increased regularly or access will be lost  | |
  Public Member Functions inherited from CityBuilderCore.ILayerDependency | |
| void | CheckLayers (IEnumerable< Vector2Int > points) | 
| gets called when   | |
Additional Inherited Members | |
  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  | |
  Properties inherited from CityBuilderCore.IItemOwner | |
| IItemContainer | ItemContainer [get] | 
| holds and manages the items for the owner   | |
| void CityBuilderCore.IEvolution.CheckEvolution | ( | ) | 
manually check if the evolution has changed in case any circumstances outside the components control have changed
Implemented in CityBuilderCore.EvolutionComponent.