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ClassicCityBuilderKit 1.9.4
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building component that receives items passively
for example from a SaleWalker walking by
Public Member Functions | |
| 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.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 | |
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.IItemRecipient.FillRecipient | ( | ItemStorage | itemStorage | ) |
passes a storage to the recipient which will take any item from it that it needs
| itemStorage | the storage the recipient will take from |
Implemented in CityBuilderCore.EvolutionComponent, and CityBuilderTown.TownHomeComponent.
| IEnumerable< ItemQuantity > CityBuilderCore.IItemRecipient.GetRecipientItemQuantities | ( | ) |
checks how much of every needed item the recipient currently has
Implemented in CityBuilderCore.EvolutionComponent, and CityBuilderTown.TownHomeComponent.
| IEnumerable< Item > CityBuilderCore.IItemRecipient.GetRecipientItems | ( | ) |
use this to check which items the recipient needs
Implemented in CityBuilderCore.EvolutionComponent, and CityBuilderTown.TownHomeComponent.