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ClassicCityBuilderKit 1.9.4
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building component that produces items from other items
Public Member Functions | |
| IEnumerable< ItemLevel > | GetNeededItems () |
| exposes the items the production component needs to work | |
| IEnumerable< ItemLevel > | GetProducedItems () |
| exposes the items the component can produce | |
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.IItemReceiver | |
| IEnumerable< Item > | GetReceiveItems () |
| returns the kinds of items the receiver needs | |
| int | GetReceiveCapacityRemaining (Item item) |
| how much of the item the receiver can still fit | |
| void | ReserveCapacity (Item item, int quantity) |
| reserves a capacity in the receiver so it is not filled up by someone else | |
| void | UnreserveCapacity (Item item, int quantity) |
| releases capacity that was earlier reserved by ReserveCapacity(Item, int) call before actually moving items into the receiver or if the delivery was somehow interrupted | |
| int | Receive (ItemStorage storage, Item item, int quantity) |
| requests that a quantity of items is moved from the storage to the receiver if the full amount does not fit the remaining quantity is returned | |
Additional Inherited Members | |
Properties inherited from CityBuilderCore.IProgressComponent | |
| float | Progress [get] |
| progress 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 | |
Properties inherited from CityBuilderCore.IItemReceiver | |
| int | Priority [get] |
| can be used so certain receivers are preferred over others for example construction sites or production may be more important that putting items into storage | |
Properties inherited from CityBuilderCore.IBuildingTrait< IItemReceiver > | |
| BuildingComponentReference< T > | Reference [get, set] |
| reference to the building trait, use when the building might be replaced and when the reference has to be saved | |
Properties inherited from CityBuilderCore.IItemOwner | |
| IItemContainer | ItemContainer [get] |
| holds and manages the items for the owner | |
Events inherited from CityBuilderCore.IProgressComponent | |
| Action | ProgressReset |
| progress has finished and is reset to 0 | |
| Action< float > | ProgressChanged |
| progress has changed, carries new progress | |
| IEnumerable< ItemLevel > CityBuilderCore.IProductionComponent.GetNeededItems | ( | ) |
exposes the items the production component needs to work
Implemented in CityBuilderCore.ProductionComponent, and CityBuilderCore.VariantProductionComponent.
| IEnumerable< ItemLevel > CityBuilderCore.IProductionComponent.GetProducedItems | ( | ) |
exposes the items the component can produce
Implemented in CityBuilderCore.ProductionComponent, and CityBuilderCore.VariantProductionComponent.