Loading...
Searching...
No Matches
CityBuilderCore.IWorkerUser Interface Reference

Detailed Description

building component that uses workers, needs to call finish on the worker when done

Inheritance diagram for CityBuilderCore.IWorkerUser:
CityBuilderCore.IBuildingTrait< IWorkerUser > CityBuilderCore.MonumentSiteComponent CityBuilderCore.WorkerUserComponent

Public Member Functions

float GetWorkerNeed (Worker worker)
 how much the user needs a worker, makes sure users who already have a worker on site have lower priority
 
ItemQuantity GetItemsNeeded (Worker worker)
 gets the items a worker has to bring if any
 
void ReportAssigned (WorkerWalker walker)
 worker has been assigned to the user and will start walking there
 
Vector3[] ReportArrived (WorkerWalker walker)
 worker has arrived at the user and receives his path into the user(optional)
 
void ReportInside (WorkerWalker walker)
 if a path inside was returned on arrival the worker will report inside after following that path
 
IEnumerable< WorkerGetAssigned ()
 gets which workers are assigned but have not arrived at the user
does not contain empty entries like queued and working
 
IEnumerable< WorkerGetQueued ()
 gets the queue slots in its entire length, null for unfilled slots
 
IEnumerable< WorkerGetWorking ()
 gets the worker slots in its entire length, null for unfilled slots
 

Additional Inherited Members

- Properties inherited from CityBuilderCore.IBuildingTrait< IWorkerUser >
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
 

Member Function Documentation

◆ GetAssigned()

IEnumerable< Worker > CityBuilderCore.IWorkerUser.GetAssigned ( )

gets which workers are assigned but have not arrived at the user
does not contain empty entries like queued and working

Returns

Implemented in CityBuilderCore.MonumentSiteComponent, and CityBuilderCore.WorkerUserComponent.

◆ GetItemsNeeded()

ItemQuantity CityBuilderCore.IWorkerUser.GetItemsNeeded ( Worker worker)

gets the items a worker has to bring if any

Parameters
worker
Returns

Implemented in CityBuilderCore.MonumentSiteComponent, and CityBuilderCore.WorkerUserComponent.

◆ GetQueued()

IEnumerable< Worker > CityBuilderCore.IWorkerUser.GetQueued ( )

gets the queue slots in its entire length, null for unfilled slots

Returns

Implemented in CityBuilderCore.MonumentSiteComponent, and CityBuilderCore.WorkerUserComponent.

◆ GetWorkerNeed()

float CityBuilderCore.IWorkerUser.GetWorkerNeed ( Worker worker)

how much the user needs a worker, makes sure users who already have a worker on site have lower priority

Parameters
worker
Returns

Implemented in CityBuilderCore.MonumentSiteComponent, and CityBuilderCore.WorkerUserComponent.

◆ GetWorking()

IEnumerable< Worker > CityBuilderCore.IWorkerUser.GetWorking ( )

gets the worker slots in its entire length, null for unfilled slots

Returns

Implemented in CityBuilderCore.MonumentSiteComponent, and CityBuilderCore.WorkerUserComponent.

◆ ReportArrived()

Vector3[] CityBuilderCore.IWorkerUser.ReportArrived ( WorkerWalker walker)

worker has arrived at the user and receives his path into the user(optional)

Parameters
walker
Returns

Implemented in CityBuilderCore.MonumentSiteComponent, and CityBuilderCore.WorkerUserComponent.

◆ ReportAssigned()

void CityBuilderCore.IWorkerUser.ReportAssigned ( WorkerWalker walker)

worker has been assigned to the user and will start walking there

Parameters
walker

Implemented in CityBuilderCore.MonumentSiteComponent, and CityBuilderCore.WorkerUserComponent.

◆ ReportInside()

void CityBuilderCore.IWorkerUser.ReportInside ( WorkerWalker walker)

if a path inside was returned on arrival the worker will report inside after following that path

Parameters
walker

Implemented in CityBuilderCore.MonumentSiteComponent, and CityBuilderCore.WorkerUserComponent.