ClassicCityBuilderKit 1.8.8
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calculates the best path for depositing an item(eg items produced in production)
Public Member Functions | |
BuildingComponentPath< IItemReceiver > | GetReceiverPath (IBuilding building, Vector2Int? currentPoint, ItemQuantity items, float maxDistance, PathType pathType, object pathTag=null, int currentPriority=0) |
attempts to find a receiver and a path to it for an item a walker wants to deliver | |
BuildingComponentPathQuery< IItemReceiver > | GetReceiverPathQuery (IBuilding building, Vector2Int? currentPoint, ItemQuantity items, float maxDistance, PathType pathType, object pathTag=null, int currentPriority=0) |
BuildingComponentPath< IItemReceiver > CityBuilderCore.IReceiverPathfinder.GetReceiverPath | ( | IBuilding | building, |
Vector2Int? | currentPoint, | ||
ItemQuantity | items, | ||
float | maxDistance, | ||
PathType | pathType, | ||
object | pathTag = null, | ||
int | currentPriority = 0 ) |
attempts to find a receiver and a path to it for an item a walker wants to deliver
building | home building of the walker |
currentPoint | current point of the walker(if not home) |
items | items the walker is trying to get rid of |
maxDistance | maximum distance a receiver can be from the walker |
pathType | pathing type to use for the walking path |
pathTag | additional pathing paramater |
currentPriority | IItemReceiver.Priority of the building the walker is coming from, used to make sure an item is not delivered from one storage to another for example |
Implemented in CityBuilderCore.DefaultItemManager.