ClassicCityBuilderKit 1.8.8
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Classes | |
class | AnimatedActionBase |
base class for walker actions that play an animation while they are active sets a bool parameter in the Walker.Animator to true when started and resets it when is ends More... | |
class | AnimationHappening |
an event that, on activation, modifies the risk values of a set amount of buildings increase > arsonist, disease outbreak, natural disaster(volcano, earthquake) ... decrease > blessings, ... More... | |
class | AttackableComponent |
building component that has health and can be attacked, terminates the building when its health runs out More... | |
class | AttackSlowAddon |
walker addon that slows down the attack walker it is attached to the speed calculation itself is done in the attack walker the addon just carries the factor and removes itself after a set duration More... | |
class | AttackWalker |
walks to the closest attackable and attacks it periodically until it is dead, rinse and repeat More... | |
class | AudioPool |
manages multiple audio sources for easy access by key More... | |
class | AudioSlider |
allows changing a value of an audiomixer using a slider in the UI, value can also be persisted into player prefs More... | |
class | AverageBuildingScore |
averages the values for different buildings can be used for assessing the quality of housing More... | |
class | AverageLayerScore |
averages the layer values accross buildings on the map for example the DesirabilityScore in THREE averages the desirability layer value for all housing buildings More... | |
class | AverageRiskScore |
averages the risk values accross all building in a category for example the DiseaseScore in THREE averages the disease risk value for all housing buildings so it can be displayed as a bar in the UI More... | |
class | AverageScore |
calculates the mean average of other scores More... | |
class | AverageServiceScore |
averages the service values accross buildings on the map for example the WaterScore in THREE averages the water service value for all housing buildings so it can be displayed as a bar More... | |
class | BaseTool |
base class for tools that are managed by ToolsManager gets activated, deactivated, has a cost, ... in general tools are buttons in the UI that can be clicked to interact with the game world using the pointer for exmaple placing or demolishing buildings and structures More... | |
class | BehaviourEventTrigger |
provides unity events invoked by the most common unity messages like Start or OnEnable also contains a couple helper functions that may be useful to be called from the events More... | |
class | BlockingTile |
helper class that combines a tile with a structure level used in DefaultMap to express which tiles block the placement of certain building levels for example a lava tile could block all building levels, mountain tiles could allow structures below ground basically this can be used as an additional building requirement that applies to all buildings More... | |
class | BoolEvent |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | BuilderTaskItem |
task that gets completed when a specific building or road builder has built a set quantity of buildings/roads More... | |
class | Building |
default implementation for IBuilding More... | |
class | BuildingAddon |
temporary building parts that are added(Building.AddAddon<T>(T)) and removed(Building.RemoveAddon(BuildingAddon)) at runtime and carry over when a building is replaced can be used for effects, statuses, animations, ... More... | |
class | BuildingAddonEffect |
blank building addon that can be used to attach particle effects for example removal is either done when the building is replaced(Evolution went through) or from the outside(evolution canceled) More... | |
class | BuildingAddonHappening |
an event that, on activation, modifies the risk values of a set amount of buildings increase > arsonist, disease outbreak, natural disaster(volcano, earthquake) ... decrease > blessings, ... More... | |
class | BuildingAddonMaterial |
changes materials of renderers on the building while active for example for outline or highlight materials More... | |
class | BuildingAddonSet |
collection of building addons. if any building addons are saved(BuildingAddon.Save) a set of all addons in the game is needed by ObjectRepository so they can be found when a game gets loaded More... | |
class | BuildingAddonSpawn |
addon that visualy spawns in the building by scaling it up and rotating it using a coroutine(no animation needed) More... | |
class | BuildingAddonTransformer |
addon that transfers its scale and rotation to the attached building this can be used to attach animations to any building by animating the addon in THREE this is used to make buildings pop up with an animation when they are built to make this happen a BuildingAddonTransform with an animation is assigned to DefaultBuildingManager.AddingAddon More... | |
class | BuildingBuilder |
tool for placing buildings More... | |
class | BuildingCategory |
category for bundling and filtering buildings(entertainment, religion, ....), mainly used in scores More... | |
class | BuildingComponent |
base class for building components implementing IBuildingComponent More... | |
class | BuildingComponentPath |
convenient class combining a component and a path to get there for example when a delivery walker is looking for a storage the receiverpathfinder decides on the receiver and returns a BuildingComponentPath<IItemReceiver> More... | |
class | BuildingComponentPathQuery |
query that eventually produces a BuildingComponentPath<T> for example in paths leading to item givers or receivers enables distribution of path calculations across frames More... | |
class | BuildingComponentReference |
reference to a building component that will keep working even when the building gets replaced it can also be saved to keep building component referenes alive across save/load should always be used when a reference to a building component is stored in some way More... | |
class | BuildingComponentReferenceData |
class | BuildingComponentWalker |
base class for walkers that roam and perform actions when passing a certain type of building component override onComponentEntered(T) and onComponentRemaining(T) to react to components in the walkers area More... | |
class | BuildingEfficiencyVisualizer |
priovides an event that fires when a building starts or stops working can be used to turn visuals on and off that show whether the building is working for example a glowing forge or smoke for a smith More... | |
class | BuildingEvaluation |
helper for scores that combines a building with a value used to define how much value a building type carries in coverage or average building scores More... | |
class | BuildingEvent |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | BuildingInfo |
meta info for data that does not change between instances of a building can be used to compare buildings(is that building a silo?) More... | |
class | BuildingInfoSet |
some collection of buildings a set of all buildings in the game is needed by ObjectRepository so buildings can be found when a game gets loaded More... | |
class | BuildingItemsBar |
visualizes item quantities by stacking its icon used for the food view in THREE More... | |
class | BuildingItemScore |
item quantity in building storage More... | |
class | BuildingRectBar |
visualizes a building value by sizing a rect to its ratio and writing the value in a text field used for the building health bar in the Defense demo More... | |
class | BuildingReference |
reference to a building that is reset when a building gets replaced never assign buildings directly when there is any chance they might be replaced More... | |
class | BuildingRequirement |
class that expresses what is needed for a building to be placed, used in the regular BuildingInfo Mode, Points and Count specify which or how many points of the building are checked the rest of the fields are the things that those points will be checked against More... | |
class | BuildingRotation |
facade for an integer from 0 to 3 describing the 4 possible directions for a building used for transforming points in and out of building rotation(keeps building origin the same while rotating size and visuals) More... | |
class | BuildingRotationHexagon |
facade for an integer from 0 to 3 describing the 4 possible directions for a building used for transforming points in and out of building rotation(keeps building origin the same while rotating size and visuals) More... | |
class | BuildingRotationKeeper |
optional component that keeps rotation between different builders More... | |
class | BuildingRotationRectangle |
facade for an integer from 0 to 3 describing the 4 possible directions for a building used for transforming points in and out of building rotation(keeps building origin the same while rotating size and visuals) More... | |
class | BuildingScaledBar |
visualizes a building value by scaling a transform along Y used for the risk and service bars in THREE More... | |
class | BuildingScore |
counts how many buildings currently exist on the map More... | |
class | BuildingServicesBar |
visualizes services by displaying their icon if it is accessible More... | |
class | BuildingTaskItem |
task that completes when a specific number of buildings or buildings of a category exist at the same time this could also be done using a score but using this task avoid having to create a seperate score asset More... | |
class | BuildingValueBar |
base class for in game visuals of building values More... | |
class | BuildingValueBars |
helper for DefaultBuildingManager that manages building bars More... | |
class | BuildingWalker |
base class for walkers that roam and perform actions when passing buildings More... | |
class | CameraArea |
shows main camera view area on minimap More... | |
class | CameraController |
camera controller that works with various setups and provides mouse inpurt and main camera interfaces More... | |
class | CameraMouseInput |
provides access to the position of the players pointer position using the IMouseInput interface usually this is done by the CameraController, this behaviour can be used instead when the camera is static More... | |
class | CollectionComponent |
building component that spawns walkers that collect items from IGenerationComponent the collected items are either stored in global storage(set Storage to Global) or distributed using a DeliveryWalker More... | |
class | CollectionWalker |
roams around and collects items from the IGenerationComponent it encounters the kinds of items it collects must be configured in Items More... | |
class | CompositeHappening |
an event that, on activation, modifies the risk values of a set amount of buildings increase > arsonist, disease outbreak, natural disaster(volcano, earthquake) ... decrease > blessings, ... More... | |
class | ConnectableTile |
tiles that does not change itself but refreshes connected neighbors More... | |
class | ConnectedHexagonTile |
tile that can be used for connections in hex grids with irregular sizes check out CityBuilderCore.Tests/Other/HexRoad for examples More... | |
class | ConnectedHexagonTileEQ |
tile that can be used for connections in hex grids with equidistant sizes check out CityBuilderCore.Tests/Other/HexRoad for examples More... | |
class | ConnectedIsometricTile |
connecting tile for isometric grids, used for roads and rails in the urban demo More... | |
class | ConnectedRectangleTile |
connecting tile for rectangle grids, used in the historic demo also used for the roads in THREE More... | |
class | ConnectedTileBase |
tile that changes based on its neighbors similar to examples in unity docs and ruletiles in 2d extras https://docs.unity3d.com/ScriptReference/Tilemaps.Tilemap.RefreshTile.html https://docs.unity3d.com/2021.1/Documentation/Manual/Tilemap-ScriptableTiles-Example.html More... | |
class | Connection |
Connections are networks of values on the Map they consist of feeders which determine the values and passers that just pass them along. More... | |
class | ConnectionFeederBuilder |
special building builder that registers as a preview feeder with its view connection this allows showing how connections would be changed without actually affecting them More... | |
class | ConnectionFeederComponent |
component that feeds into a connection at the buildings points with its value scaled to the buildings efficiency used on the power station and water pump in the urban demo More... | |
class | ConnectionFeederStructure |
feeds into a connection at the structures points More... | |
class | ConnectionFeederTiles |
feeds and passes a connection on every point that a tile has on a tilemap, only evaluated at the start More... | |
class | ConnectionGrid |
helper class used by DefaultConnectionManager to encapsulate connection handling for one connection More... | |
class | ConnectionIsometricTile |
special connected isometric tile that will connect to any point that has a connection this allows, for example, pipes in urban to connect to pumps and houses More... | |
class | ConnectionPasserBase |
base class for any behaviour that might pass a connection passers perpetuate a connection at their points and get notified when any of these changes its connection value this can be used for things that link up connections(pipes, wires, ..) and also things that use that connection(households) More... | |
class | ConnectionPasserComponent |
passes a connection and influences building efficiency from its connection value More... | |
class | ConnectionPasserStructure |
will pass a connection at the points of a structure More... | |
class | ConnectionPasserTiles |
passes a connection on every point that a tile has on a tilemap, only evaluated which points those are at the start More... | |
class | ConnectionPoint |
helper used by ConnectionGrid to hold the value and passer of a point in the connection grid More... | |
class | ConnectionRectangleTile |
special connected rectangular tile that will connect to any point that has a connection More... | |
class | ConnectionSpriteGradient |
colors sprites in a sprite renderer based on a connection passer in urban this is used to visualize whether buildings receive power More... | |
class | ConnectionTileGradient |
colors tiles on a tilemap based on a connection passer in urban this is used to visualize whether water/electricity is running through the pipes/power lines More... | |
class | ConnectionValueVisualizer |
shows the numerical connection value of a point on the map thats under the mouse gets automatically activated by DefaultOverlayManager when a connectionview is shown More... | |
class | ContinueVisualizer |
checks whether the game can be continued mission and difficulty can be shown in a text whether continuing is possible is fired as an event More... | |
class | CoroutineToken |
wrapper around coroutines that allows monitoring its activity and stopping it easily More... | |
class | CoverageScore |
percentage of how much of the population is covered by certain buildings example: 1 temple covers 1x100 | 2 shrines cover 2x50 | population=400 => 50% coverage More... | |
class | CyclicAttackWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | CyclicCollectionWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | CyclicDeliveryWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | CyclicEmigrationWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | CyclicEmploymentWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | CyclicHomelessWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | CyclicImmigrationWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | CyclicItemsRetrieverWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | CyclicPurchaseWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | CyclicRiskWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | CyclicRoamingWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | CyclicSaleWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | CyclicServiceWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | CyclicStorageWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | CyclicWalkerSpawner |
cyclically spawns walkers on its own cooldown for individual walker cooldowns use PooledWalkerSpawner<T> More... | |
class | CyclicWalkerSpawnerData |
class | CyclicWanderingWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | CyclicWorkerProviderComponent |
provides workery periodically as long as the buildings is working, spawn rate is influenced by building efficiency More... | |
class | CyclicWorkerWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | Deactivator |
class | DefaultAttackManager |
default implementation for IAttackManager attacker targets are chosen purely on distance More... | |
class | DefaultBuildingManager |
manager behaviour that takes care of buildings, walkers and their bars More... | |
class | DefaultConnectionManager |
straightforward conn manager implementation, should suffice for most cases More... | |
class | DefaultGameManager |
default implementation for various meta game functionality(missions, saving, settings, ...) More... | |
class | DefaultHighlightManager |
default implementation for IHighlightManager uses tiles that are assigned in inspector More... | |
class | DefaultItemManager |
default implementation for the resource systems More... | |
class | DefaultLayerManager |
layer manager iomplementation that can use a tilemap to define the base values More... | |
class | DefaultMap |
tilemap based map implementation whether map points are walkable or buildable depends on the tiles on a tilemap the BuildingRequirement.GroundOptions have to be tile when used with this map More... | |
class | DefaultMapHeight |
sets the heights of entities depending on whether an entity is on a road or the map a terrain can be defined that will be sampled and added for entities on the map More... | |
class | DefaultNotificationManager |
default implementation of INotificationManager instantiates a NotificationPanel for every notification that is requested More... | |
class | DefaultOverlayManager |
default implementation of IOverlayManager shows layer overlay using the color in ViewLayer.Gradientfor tiles in a tilemap can also display a explanation for the values using LayerKeyVisualizer More... | |
class | DefaultPopulationManager |
default implementation of all people systems bundeld up into one for convenience More... | |
class | DefaultRoadManager |
simple road manager implementation that creates a single road network out of any Road added this means walkers will be able to use any road, if you need seperate road networks per road use MultiRoadManager roads are visualized on the Tilemap on the same gameobject as the manager More... | |
class | DefaultScoresCalculator |
default calculator for scores which calculates and buffers all scores from ObjectRepository.Scores starts calculations in a checker and spreads them out over multiple frames More... | |
class | DefaultStructureManager |
straightforward IStructureManager implementation holds collections, decorators and tiles in seperate lists similar to underlying structures More... | |
class | DefaultTooltipManager |
manages the tooltip, tooltips are only displayed after a delay and vanish when the mouse is moved the UI part of displaying the tooltip is done in TooltipPanel More... | |
class | DefaultViewManager |
class | DefenderAreaComponent |
building component that periodically checks for attackers in a radius it can do damage or add addons to the attackers it finds More... | |
class | DefenderComponent |
building component that periodically looks for an attacker in its range and hurts it that attack is visualized using a line renderer that show a line between defender and attacker More... | |
class | DeliveryWalker |
walker that tries to find an IItemReceiver for the items it is given and deliver them if it cant find a receiver it will idle until the Walker.MaxWait runs out and the items perish More... | |
class | DemolishTool |
tool that removes structures More... | |
class | DemolishVisual |
moves the visuals of a building over to itself before the building really gets destroyed therefore the building destruction can be animated while the building has actually already been destroyed More... | |
class | DemolishVisualDespawn |
variant of demolish visual that scales down and rotates itself until it finally removes itself(quick and easy animated despawn without needing actual animation) More... | |
class | Dependencies |
very rudementary dependency management used to decouple implementations dependencies get cleared whenever the scene changes in this implementaton all registered types are quasi singletons could be replaced with something more sophisticated like a tagged or scoped dependencies if necessary for the purpose of this framework it has been left as simple as possible for performance | |
class | DepopulationHappening |
kills a part of the population on start(relative to the capacity of the housing) More... | |
class | DialogBase |
simple base class for UI dialogs that mostly just provides a way to show and hide it More... | |
class | Difficulty |
object that defines parameters that influence how hard a mission is for additional parameters just derive from this object More... | |
class | DifficultyFactorHappening |
an event that, while active, augments the game difficulty More... | |
class | DifficultySet |
some collection of buildings a set of all buildings in the game is needed by ObjectRepository so buildings can be found when a game gets loaded More... | |
class | DiseaseAddon |
addon that simulates a disease More... | |
class | DisplayOptions |
class | DistributionComponent |
building component that uses SaleWalkers to check what IItemRecipients need it then gets them from IItemGivers using PurchaseWalkers finally the SaleWalkers distributes the items to IItemRecipient More... | |
class | DistributionOrder |
helper for DistributionComponent that combines an item with a ratio More... | |
class | DistributionOrderPanel |
unity ui panel for visualizing and editing a DistributionOrder only works in combination with the container DistributionOrdersPanel More... | |
class | DistributionOrdersPanel |
container in unity ui that generates DistributionOrderPanel for visualizing and editing DistributionOrder More... | |
class | EmigrationWalker |
walks leaving population out of the map More... | |
class | EmploymentComponent |
building component that uses employees to influence the buildings efficiency for example in THREE most buildings employ workers how fast mines and farms create items and whether storage works is bound to employment More... | |
class | EmploymentDialog |
dialog for employment stuff can be used to configure employment priorities More... | |
class | EmploymentGroup |
types of employment that can have different priorities so less essential groups loose access first(services, logistics, food, industry, ...) More... | |
class | EmploymentGroupPopulation |
container that distributes employees within an EmploymentGroup and CityBuilderCore.Population More... | |
class | EmploymentGroupSet |
some collection of employment groups a set of all groups in the game is needed in ObjectRepository for the population manager to find priorities More... | |
class | EmploymentPopulation |
container that distributes employees within a CityBuilderCore.Population More... | |
class | EmploymentPriorityPanel |
unity ui panel for switching around the priorities of EmploymentGroup More... | |
class | EmploymentScore |
employment percentage for a certain population More... | |
class | EmploymentVisualizer |
visualizes employment as text in unity ui More... | |
class | EmploymentWalker |
sums up population count of the housings it passes so a EmploymentWalkerComponent can determine its access to employees More... | |
class | EmploymentWalkerComponent |
building component that uses employees to influence the buildings efficiency sends out a walker that determines how good the access to employees is More... | |
class | EnterManualHeightOverride |
sets or resets the height override of any IOverrideHeight(walkers) that enters its trigger does not do any thing on trigger exit, so setting and resetting has to be done on seperate triggers used in the urban tunnel demo to set cars heights when they enter and exit the underground(UrbanTunnelEntry/Exit) More... | |
class | EvolutionComponent |
default building component for handling evolution More... | |
class | EvolutionSequence |
sequence of building evolution stages including descriptions and the logic to determine the current stage More... | |
class | EvolutionStage |
class | ExpandableBuilder |
special builder that can place ExpandableBuilding of dynamic size by dragging out the size More... | |
class | ExpandableBuilding |
special building that can have different sizes for example bridges of variable size, fields, storage areas only works combines with ExpandableBuildingInfo which defines how exactly the building can be expanded More... | |
class | ExpandableBuildingInfo |
special info for buildings that can have variable sizes for example bridges in THREE, fields and storage areas in TOWN demo More... | |
class | ExpandableCollider |
behaviour that expands a box collider in accordance to an ExpandableBuildings size the bridge in THREE uses this for the collider that overrides walker heights(Bridge>Pivot>Height) More... | |
class | ExpandableOffGridLink |
specialized version of OffGridLink for expandable buildings adjusts cost and distance according to the linear expansion of the building More... | |
class | ExpandableStorageVisualizer |
generates visuals for the items stored in a stacked IStorageComponent the visuals defined in Item are used More... | |
class | ExpandableVisual |
behaviour that can be used to adjust an expandable buildings visuals to its actual size also adjust the building pivot position to the expanded size can also be used for the ghost by only filling out the info and leaving the building empty More... | |
class | Extensions |
class | ExtraDataBehaviour |
base class for behaviours that save data without being otherwise known to the rest of the system DefaultGameManager finds all instances and saves them with the specified key More... | |
class | Fader |
simple helper that fades a canvas group in or out over a short period More... | |
class | FireAddon |
addon that simulates a fire More... | |
class | FireWalker |
roams around and reduces the risks of IRiskRecipient while it is in range when a fire breaks out in its vicinity(collider enter) it runs there and tries to extinguish it More... | |
class | FloatEvent |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | GameSaverProxy |
behaviour that makes save/load accessible to unity events unity events could also be pointed directly to the game manager but if that is in a different prefab that can get annoying More... | |
class | GameSpeedProxy |
behaviour that makes game speed controls accessible to unity events unity events could also be pointed directly to the game manager but if that is in a different prefab that can get annoying More... | |
class | GenerationComponent |
building component that periodically generates items(speed influenced by efficiency) More... | |
class | GiveItemsAction |
action that gives items from a giver to the walker and immediately ends only really makes sense as part of a larger process(walk>give>walk>receive) More... | |
class | GridLinks |
helper used to keep track of IGridLink so they can be quickly retrieved by their position More... | |
class | GridPathfinding |
simple a* implementation for non diagonal pathfinding between equidistant points, used by road and mapGrid pathfinding More... | |
class | GridPathfindingBase |
class | GridPathfindingBurst |
class | GridPathfindingSettings |
class | HappeningDialog |
dialog that shows start/end texts for happenings if they have one More... | |
class | HexagonMap |
adjusts the DefaultMap to work with a hexagon grid More... | |
class | HomelessWalker |
contains population that could not be contained by downgraded housing, roams around randomly until housing is found or the range runs out More... | |
class | HousingComponent |
prodvides housing for the population, influences efficiency by its occuption(efficiency could be used for tax generation for example) More... | |
class | HousingPlaceholderComponent |
waits to be occupied, is then replaced be the actual building More... | |
interface | IAttackable |
a building component that can be attacked More... | |
interface | IAttacker |
interface for any entity that attacks IAttackables and is fended of by DefenderComponents More... | |
interface | IAttackManager |
manages attack system More... | |
interface | IBarManager |
responsible for adding adding and removing visuals for building and walker values More... | |
interface | IBuilding |
interface | IBuildingComponent |
permanent components making up a buildings behaviour as such they have to be added to the building transform in the building prefabs when a building is replaced its components are destroyed with their building onReplacing is called beforehand so the component can transfer its items and such to an equivalent component in the new building More... | |
interface | IBuildingManager |
the component that tracks all the buildings in the game More... | |
interface | IBuildingTrait |
traits are special kinds of components that are registered inside IBuildingManager for easy access this makes it easy to retrieve for example all storages or worker users More... | |
interface | IBuildingValue |
any kind of value a building might have(risks, services, items, ...) More... | |
interface | IConnectionFeeder |
an object that, in addition to passing it, also feeds value into a connection defines some parameters for how that value perpetuates, how exactly those are calculated is defiend in the manager More... | |
interface | IConnectionManager |
handles connections and their values More... | |
interface | IConnectionPasser |
any object that lets a connection pass through its points gets notified when any of the values at those points change More... | |
interface | IDifficultyFactor |
something influencing difficulty, multiple factors are multiplied More... | |
interface | IDistributionComponent |
a building component that gets items, stores them and then distributes them to ItemRecipient More... | |
interface | IEfficiencyFactor |
put this interface on any building part that needs to affect the buildings efficiency More... | |
interface | IEmployment |
a building component that uses employees More... | |
interface | IEmploymentManager |
manages the employment system More... | |
interface | IEvolution |
building component handling evolution(checking the current stage and replacing the building in case it has changed) More... | |
interface | IGameSaver |
interface for the class that handles the games saving and loading More... | |
interface | IGameSettings |
interface | IGameSpeed |
interface | IGenerationComponent |
a building component that generates items More... | |
interface | IGiverPathfinder |
calculates the best path for getting a needed item More... | |
interface | IGlobalStorage |
global storage for items used for building costs filled by buildings with ItemStorageMode.Global More... | |
interface | IGridHeights |
optional interface that adjusts the height of entities on the map the DefaultMapHeight implementation does this by moving them up and down which makes sense for 3d games 2d games can ignore this entirely or perhaps add an implementation that scales entities a little bit More... | |
interface | IGridLink |
links two points on the map or a road network registered with a IGridLinker so it can be found and added to pathfinding when a walker actually moves across it control is handed to the link More... | |
interface | IGridLinker |
common interface for objects that handle grid links made for convenience so road and map linking is interchangable More... | |
interface | IGridOverlay |
displays grid lines overlaying the map More... | |
interface | IGridPositions |
transforms between grid and world positions More... | |
interface | IGridRotations |
rotates transforms, 3d implementations might rotate 360° while isometric games may only mirror More... | |
interface | IHealther |
any object that has health wich should be displayed More... | |
interface | IHighlightManager |
highlights tiles as valid, invalid or just as info primarily used by building tools More... | |
interface | IHousing |
a building component that houses populations(a hut that provides housing for 20 plebs, a villa that provides housing for 5 snobs) More... | |
interface | IItemContainer |
interface for classes that hold and manage items, the most common implementation is ItemStorage SplitItemContainer and MultiItemContainer were created so components with more than one storage can act the same as if they only had one More... | |
interface | IItemGiver |
building component that provides others with items More... | |
interface | IItemOwner |
any component that has items in an IItemContainer More... | |
interface | IItemReceiver |
building component that needs to be supplied with items by others(eg production buildings that get supplied by storage) More... | |
interface | IItemRecipient |
building component that receives items passively for example from a SaleWalker walking by More... | |
interface | IItemsDispenser |
dispenses items to items retrievers (eg map resources like trees that dispense wood, animals that dispense meat, ...) More... | |
interface | IItemsDispenserManager |
keeps track of all the IItemsDispenser and calculates the dispenser a retriever goes for More... | |
interface | IKeyed |
object that can be uniquely identified by a string key it can then be retrieved from IKeyedSet<T> by its key More... | |
interface | IKeyedSet |
interface | ILayerAffector |
an object affecting the layer values, is registered with ILayerManager More... | |
interface | ILayerDependency |
can be put on structures or building parts to get notified when a layer it is on changes for example housing or roads that evolve when the area is nice enough More... | |
interface | ILayerManager |
handles layer values, may have some built in way to establish base values ILayerAffector that only affect some points and ILayerModifier that affect a layer globally are registered with it combining base values, affectors and modifiers it can provide the layer value for every point on the map the value can be manually requested or automatically delivered when structures or building parts are marked as ILayerDependency More... | |
interface | ILayerModifier |
a global modifier affecting an entire layer regardless of position, is registered with ILayerManager for example a heat wave or simply the season may raise a heat layer that makes fires more likely More... | |
interface | IMainCamera |
interface used to give acccess to various main camera related things through the dependency system for example bars that display icons(BuildingItemsBar) have to align the icon with the main cam More... | |
interface | IMap |
basic map functionality like map size and buildability More... | |
interface | IMapGridLinker |
manages links between road points More... | |
interface | IMapGridPathfinder |
pthfinder that uses a A* grid to find a path builds a complete grid of points so only viable for smaller maps More... | |
interface | IMapPathfinder |
pathfinder that uses the unity navmesh to find a path on the map More... | |
interface | IMissionManager |
class | ImmigrationWalker |
walks new population into housing More... | |
interface | IMouseInput |
provides access to the current location of the players pointer More... | |
interface | INotificationManager |
shows notification texts to players More... | |
class | InputHelper |
class | IntEvent |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | InventoryVisualizer |
visualizes the quantity of an item in unity UI More... | |
interface | IObjectPool |
interface | IObjectSet |
interface | IOverlayManager |
overlays the tilemap with coloured tiles that visualize Layer, Connection or Efficiency values eg desirable areas are green, undesirable areas are red More... | |
interface | IOverrideHeight |
interface for entities that can have their height overridden(walkers) typically this is set for obstacles that are not known to the map for example in THREE to override the height of walkers when they walk over bridges More... | |
interface | IPathfinder |
pathfinders calculate a path between points using different methods there is a sub-interface for every PathType, this is done so a particular pathfinder can be requested from Dependencies More... | |
interface | IPopulationManager |
manages the population and housing system More... | |
interface | IProductionComponent |
building component that produces items from other items More... | |
interface | IProgressComponent |
building component that has come kind of progress common interface so different progressors can use the same visualizers More... | |
interface | IReceiverPathfinder |
calculates the best path for depositing an item(eg items produced in production) More... | |
interface | IRiskRecipient |
building components that have risks that can be reduced by a RiskWalker or are otherwise executed More... | |
interface | IRoadGridLinker |
manages links between roads More... | |
interface | IRoadManager |
interface | IRoadPathfinder |
pathfinder that finds a path inside a network of roads(uses A* by default) More... | |
interface | IRoadPathfinderBlocked |
same as IRoadPathfinder but without points that are blocked points can be blocked using IRoadManager, for example THREE uses the RoadBlockerComponent to do this More... | |
interface | ISaveData |
interface for all kinds of components that contain state that needs saving More... | |
interface | IScoreModifier |
a modifier applied to the result of a score, is registered with IScoresCalculator More... | |
interface | IScoresCalculator |
central repository that calculates and buffers score values this is expecially important for performance heavy scores that should not be calculated multiple times every frame More... | |
interface | IServiceRecipient |
building components that have services that can be filled by a RiskWalker More... | |
class | IsometricMap |
implementation for various map and grid functions on an isometric grid with 2d sprites More... | |
interface | IStorageComponent |
building component that stores items, how it does that can be configured in orders More... | |
interface | IStructure |
interface for anything placed on the map(roads, decorators, buildings, ....) More... | |
interface | IStructureManager |
tracks all the IStructures on the map used to check and retrieve structures at any point on the map More... | |
class | Item |
scriptable object that describes the properties of an item More... | |
class | ItemCategory |
bundels of items for whenever instead of a specific item just a general type of item is needed eg people need food not just potatoes specifically More... | |
class | ItemCategoryQuantity |
convenience container that combines an ItemCategory with a quantity More... | |
class | ItemCategoryRecipient |
receives any item of a specified category and uses it up over time items are used in the order that they have in the category More... | |
class | ItemCategoryRequirement |
helper used in EvolutionStage to set that a certain amount of an item category is needed to evolve for example housing might need 3 types of food and 2 types of luxury items to evolve More... | |
class | ItemConsumer |
simple container that can check for an item quantity and remove it from a storage eg raw materials in production components More... | |
class | ItemEfficiencyComponent |
building component that influences efficiency based on what items it has access to items are consumed over time and efficiency drops if they run out More... | |
class | ItemLevel |
convenience container that combines an item with a quantity and a capacity can be used to represent how filled something is with an item More... | |
class | ItemPanel |
visualizes a specific item and its stored quantity only works in combination with the container ItemsPanel More... | |
class | ItemProducer |
simple container that can check if an item quantity fits and adds it to a storage eg finished goods in production components More... | |
class | ItemQuantity |
convenience container that combines an item with a quantity More... | |
class | ItemRecipient |
receives a specific item and uses it up over time More... | |
class | ItemScore |
item quantity in global storage More... | |
class | ItemSet |
some collection of items a set of all items in the game is needed by ObjectRepository so items can be found when a game gets loaded More... | |
class | ItemsGiverAction |
walks to an IItemGiver and gives items to the walker More... | |
class | ItemsPanel |
container in unity ui that generates ItemPanel for visualizing stored item quantities/> More... | |
class | ItemsReceiverAction |
walks to an IItemReceiver and lets the receiver get items from the walker More... | |
class | ItemsRetrieverComponent |
periodically spawns RetrieverWalkers to get items from dispensers the retrieved items are either stored in global storage(set Storage to Global) or distributed using a DeliveryWalker (eg hunter or lumberjack hut) More... | |
class | ItemsRetrieverWalker |
walker that retrieves items from IItemsDispenser filtered by their key does not adjust the path when the dispenser moves if it arrives at its destination and the dispenser is out of RetrieveDistance it will move again to get close enough More... | |
class | ItemStack |
sub container for item 'slots' for storages in ItemStorageMode.Stacked a stacked storage can define a number of stacks each stack can only contain one type of item makes for some nicely visualized storages More... | |
class | ItemStorage |
general container for storage of items, use whenever anything owns items defines various convenience methods for moving and checking items that abstract its different storage modes More... | |
class | ItemStorageHappening |
an event that, on activation, adds or removes the specified items add > story based deliveries, discoveries, ... decrease > spoiled food, thieves, ... More... | |
class | ItemStore |
behaviour that does nothing except store items can be used in ItemStorages with ItemStorageMode.Store to combine storages for example this can be used to combine the storage across different components of the same building More... | |
class | ItemStorer |
Utility class that adds items to an IItemOwner on the same gameobject when is starts, mostly used for testing. More... | |
class | ItemTaskItem |
task that completes when a specific number of items is found this could also be done using a score but using this task avoid having to create a seperate score asset More... | |
interface | IToolsManager |
manages the tool activation and tool cost More... | |
interface | ITooltipManager |
manages displaying tooltips in the UI More... | |
interface | ITooltipOwner |
any object that has a tooltip More... | |
interface | IViewsManager |
manages the active View More... | |
interface | IWalkerManager |
keeps track of all the active walkers in the game More... | |
interface | IWalkerValue |
any kind of value a walker might have(items, ...) More... | |
interface | IWorkerUser |
building component that uses workers, needs to call finish on the worker when done More... | |
interface | IWorkplaceFinder |
finds the optimal workplace for any given worker and provide it with a path to work and supply if necessary More... | |
class | KeyedBehaviour |
behaviour that can be uniquely identified by a string key it can then be retrieved from KeyedSet<T> by its key More... | |
class | KeyedObject |
scriptable that can be uniquely identified by a string key it can then be retrieved from KeyedSet<T> by its key More... | |
class | KeyedSet |
class | Layer |
layers are arrays of numbers underlying the map points(desirability, fertility, resources) More... | |
class | LayerAffector |
affector that uses the points of an IStructure on the same or the parent component for example in THREE trees raise desirability needed by housing and ore structures affect the iron layer which is needed to place mines More... | |
class | LayerAffectorTile |
defines a layer value and falloff for a tile on a tilemap is used by DefaultLayerManager to establish the base layer values More... | |
class | LayerAffectorVisualizer |
used by LayerKeyVisualizer to display the value for an affector More... | |
class | LayerAffectorWorking |
special layeraffector that only affects as long as its building is working the building has to be on the same gameobject or the parent one for example stages in THREE only provide entertainment to the area when have workers(WorkerUserComponent) More... | |
class | LayerAttribute |
class | LayerBuildingBuilder |
special building builder that also highlights points around the building these points follow the same rules as layers(range, falloff) so they can be used as a preview for layer affectors More... | |
class | LayerEfficiencyComponent |
derives its building efficiency from the layer value at building origin(for example to influence farming speed from fertility layer) only changes the efficiency factor and does not completely disrupt it More... | |
class | LayerKey |
explanation of the computed layer value at a point (Base+Affectors=Total) can be obtained for any point on the map by calling ILayerManager.GetKey(Layer, UnityEngine.Vector2Int) More... | |
class | LayerKeyVisualizer |
shows all the different factors that go into the layer value of a point on the map gets automatically activated by DefaultOverlayManager when a layerview is shown More... | |
class | LayerMapHeight |
applies height to objects by changing their layer when there is a height override that fits one of the Heights used in the urban tunnel demo to change cars in the underground to the underground layer More... | |
class | LayerModifierHappening |
an event that, during its activity, globally modifies a layers values might be used for weather or seasons(heat, fertility, ...) More... | |
class | LayerPosition |
helper for LayerValues that holds the current value of a point and all the affectors that affect it More... | |
class | LayerRequirement |
defines a valid range for a layer value used in BuildingRequirement to check if a building can be built on a point used by EvolutionStage and RoadStage to check an evolution More... | |
class | LayerValues |
class | LazyDependency |
class | ManualAttackWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | ManualCollectionWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | ManualDeliveryWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | ManualEmigrationWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | ManualEmploymentWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | ManualHomelessWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | ManualImmigrationWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | ManualItemsRetrieverWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | ManualPurchaseWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | ManualRiskWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | ManualRoamingWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | ManualSaleWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | ManualServiceWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | ManualStorageWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | ManualWalkerSpawner |
walker spawner that does not spawn on its own More... | |
class | ManualWalkerSpawnerData |
class | ManualWanderingWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | ManualWorkerWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | MapBase |
base class for maps that provides overridable default implementations for all the grid handling which points on the map can be walked or built upon is up to the concrete map implementation that inherits from this base More... | |
class | MaterialSwitcher |
utility components that provides a helper method that lets users switch between two materials More... | |
class | MeshHighlightManager |
implementation of IHighlightManager that creates and dynamically adjusts meshes More... | |
class | MessageAction |
action that sends a message to the walker, can be intercepted on the walkers message events for example to play sounds ends immediately so only really makes sense as part of a larger process More... | |
class | MessageBoxDialog |
class | MessageEvent |
serializable utility class that combines a message with an event useful for defining actions for particular messages directly in the inspector for example playing a sound or showing some particles when a weapon is swung More... | |
class | MessageHappening |
an event that sends messages to a named object, leave messages empty to not send More... | |
class | MessageReceiver |
behaviour that can receive and pass simple string messages events allow attaching actions to certain messages in the inspector More... | |
class | Migration |
moves population quantities into and out of the map depending on the current sentiment More... | |
class | Minimap |
simple minimap implementation automatically moves a camera to fit the entire map can be clicked and dragged on the set the main camera position More... | |
class | Mission |
object that defines general information about a level More... | |
class | MissionDialog |
dialog for mission stuff just a wrapper for MissionVisualizer More... | |
class | MissionParameters |
contains all parameters needed to start a scene additionally to the Mission which contains what to start this defines how it is started More... | |
class | MissionSet |
some collection of buildings a set of all buildings in the game is needed by ObjectRepository so buildings can be found when a game gets loaded More... | |
class | MissionTaskItem |
task that completes when the current mission is completed within the playthrough useful for the final task in a list that gives pointers on how to complete the mission More... | |
class | MissionVisualizer |
displays mission info in unity ui and provides methods for starting/continuing it More... | |
class | MonumentSiteComponent |
building component that goes through multiple stages of building before being replaced be the finished building the building process uses workers and items, the workers can take custom paths in and out of the site More... | |
class | MonumentStage |
represents one stage of the building process of a monument More... | |
class | MonumentStep |
single step of building within a MonumentStage More... | |
class | MoveTool |
tool that moves one or more structures to a different position which structures can be moved is determined by IStructure.IsMovable this can be set in BuildingInfo for buildings, some structures have a checkbox More... | |
class | MultiItemContainer |
item container that combines different ItemStorages used in the EvolutionComponent in which storage is split among the different recipients More... | |
class | MultipliedScore |
multiplies another score More... | |
class | MultiRoadManager |
road manager implementation that can create seperate road networks for different Roads it also creates a combined road network for walkers which do not specifiy which road they can walk on the kind of Road a walker can walk on is specified in WalkerInfo.PathTag roads are visualized on the Tilemap on the same gameobject as the manager More... | |
class | NavMeshPathfinding |
class | NavMeshUpdater |
can be used to update the navmesh at runtime using known components source creation taken from https://github.com/Unity-Technologies/NavMeshComponents More... | |
class | NoPathfinding |
fallback pathfinding that just returns a straight path from start to target More... | |
class | NotificationPanel |
class | NotificationRequest |
request sent to the INotificationManager to request that a notification gets displayed More... | |
class | ObjectGenerator |
utility class that can be used to randomly place some objects used in Three for bushes and pebbles More... | |
class | ObjectPool |
simple object pooling implementation accessible through the dependency system and used in walker spawners for example More... | |
class | ObjectRepository |
repository used to define and find the objects available to a scene More... | |
class | ObjectSet |
class | ObjectSetBase |
scriptable object that stores an array of other objects used for things like BuildingInfoSet to store a known collection of buildings More... | |
class | ObjectTile |
tile that instantiates gameobjects More... | |
class | OffGridLink |
creates a link between two points in grid and road pathfinding grid links are the grid pathfinding equivalent to off mesh links in navmesh basically a grid link registers a link between two points in the pathfinding when moving between these two points the linker determines how a walker moves this can be used for special movement on bridges, ramps, ... More... | |
class | ParticleHappening |
an event that, during its activation, plays particles More... | |
class | PathHelper |
helper provides various convenience functions for pathfinding chooses the right IPathfinder for a given PathType and passes the pathing parameters to it | |
class | PathQuery |
query that eventually produces a WalkingPath enables distribution of path calculations across frames More... | |
class | PlaytimeVisual |
displays the current playtime in unity ui More... | |
class | PointerToolBase |
special base class for tools that use the pointer handles differences between mouse/touch manages mouse down/up for dragging More... | |
class | PointsChanged |
class | PointValueEvent |
class | PooledAttackWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | PooledCollectionWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | PooledDeliveryWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | PooledEmigrationWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | PooledEmploymentWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | PooledHomelessWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | PooledImmigrationWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | PooledItemsRetrieverWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | PooledPurchaseWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | PooledRiskWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | PooledRoamingWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | PooledSaleWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | PooledServiceWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | PooledStorageWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | PooledWalkerSeat |
helper class for PooledWalkerSpawner<T> that holds the cooldown for each individual walker More... | |
class | PooledWalkerSpawner |
cyclic spawner with individual cooldowns for walkers and a spawner cooldown between walkers More... | |
class | PooledWalkerSpawnerData |
class | PooledWanderingWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | PooledWorkerProviderComponent |
provides a fixed quantity of workers periodically as long as the buildings efficiency is working workers need to return and wait out their cooldown before being deployed again More... | |
class | PooledWorkerWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | Population |
type of population(plebs, middle class, snobs, ...) More... | |
class | PopulationEmployment |
helper that EmploymentComponent uses to define which populations and employment groups it used and how many More... | |
class | PopulationHousing |
helper for HousingComponent that specifies the capacity of a certain population the housing can hold used during runtime to store the currently present and reserved quantities More... | |
class | PopulationScore |
quantity of a certain population More... | |
class | PopulationSet |
some collection of populations a set of all populations in the game is needed in ObjectRepository so populations can be found when a game gets loaded More... | |
class | PopulationVisualizer |
visualizes employment as text in unity ui More... | |
class | PositionHelper |
class | ProcessState |
helper class for Walker that holds the current status of a running process a process is a series of WalkerActions that is usually started from within the walker ProcessState takes care of tracking the currently active action as well as advancing to the next one or canceling the process Walker.StartProcess(WalkerAction[], string) starts a new process, when a walker is loaded use Walker.continueProcess a process can be canceled by Walker.CancelProcess which may not end the process immediately but rather when the walker is in an ok state next More... | |
class | ProductionComponent |
building component that periodically consumes and produces items production time is only started once the consumption items are all there does not take care of item logistics More... | |
class | ProductionWalkerComponent |
building component that periodically consumes and produces items production time is only started once the consumption items are all there consumption items have to be provided by others, produced items get shipped with DeliveryWalker More... | |
class | ProgressComponent |
base class for building components implementing IProgressComponent basically any component that progresses over time, does something and resets More... | |
class | ProgressMultiScaler |
visualizes the progress of a ProgressComponent by scaling multiple transforms scales are all increased in parallel, can be made more visually interesting using Variance (eg the plants at a farm) More... | |
class | ProgressScaler |
scales itself according to the attached ProgressComponent More... | |
class | ProgressThreshold |
helper for ProgressThresholdVisualizer that combines a threshold value with the gameobject that threshold will activate More... | |
class | ProgressThresholdVisualizer |
visualizes a ProgressComponent by checking against thresholds and showing and hiding the linked objects for example in the historic demo farms use this to show progressively more grown fields More... | |
class | PurchaseWalker |
walker that gets items from an IItemGiver to an IDistributionComponent More... | |
class | ReceiveItemsAction |
action that lets a receiver get items from the walker and immediately ends only really makes sense as part of a larger process(walk>give>walk>receive) More... | |
class | ReloadingItemsDispenser |
items dispenser that reloads its charges over time More... | |
class | Risk |
base class for risks risks are special building values that execute when their value fills up completely for example fire risk that adds up and causes a fire over time unless preventative measures are provided More... | |
class | RiskBuildingAddon |
a risk that when executed adds an addon to its building eg Fire, Disease, ... More... | |
class | RiskBuildingReplacement |
a risk that when executed replaces its building with something else More... | |
class | RiskBuildingTermination |
a risk that when executed terminates the building More... | |
class | RiskCategory |
bundels of risks for whenever instead of a specific risk just a general type of risk is needed useful mainly for views and visualizations that encompass multiple risks More... | |
class | RiskerComponent |
building componnent for risks updates risks, executes and resolves them and tries to transfer their values when the building gets replaced More... | |
class | RiskModificationHappening |
an event that, on activation, modifies the risk values of a set amount of buildings increase > arsonist, disease outbreak, natural disaster(volcano, earthquake) ... decrease > blessings, ... More... | |
class | RiskRecipient |
holds the value for a risk and increases it over time More... | |
class | RiskStructureReplacement |
a risk that when executed replaces the building with structures(eg Rubble) More... | |
class | RiskWalker |
roams around and reduces the risks of IRiskRecipient while it is in range More... | |
class | RiskWalkerComponent |
building component that periodically spawns a RiskWalker More... | |
class | Road |
defines a kind of road that can be placed on the map with a RoadBuilder and an IRoadManager in THREE that is just a single road that evolves to a fancier version as defined in RoadStage the urban demo has multiple roads with seperate road networks(MultiRoadManager) More... | |
class | RoadBlockerComponent |
building component that can block walkers that use PathType.RoadBlocked from using roads it is built on when no tags are defined it will block all walkers, otherwise it will block the defined tags which can be switched on and off(RoadBlockerPanel) the road blockers in THREE use WalkerInfos as tags which are sent using WalkerInfo.PathTagSelf More... | |
class | RoadBlockerPanel |
container in unity ui that generates toggles for visualizing and editing which tags a roadblocker blocks/> More... | |
class | RoadBlockerToggle |
behaviour that can turn a tag on a RoadBlockerComponent on or off so that the related walkers can/cannot pass More... | |
class | RoadBuilder |
tool for placing roads More... | |
class | RoadManagerBase |
base class for simple road managers that create a single road network out of any Road added this means walkers will be able to use any road, if you need seperate road networks per road use RoadManagerBaseMulti the base class provides all the plumbing between the network and manager the implementations have to provide the actual RoadNetwork which determines how roads are visualized More... | |
class | RoadManagerBaseMulti |
base class for road managers that can create seperate road networks for different Roads it also creates a combined road network for walkers which do not specifiy which road they can walk on the kind of Road a walker can walk on is specified in WalkerInfo.PathTag the base class provides all the plumbing between the networks and the manager the implementations have to provide the actual RoadNetworks which determines how roads are visualized More... | |
class | RoadNetwork |
helper used by IRoadManager to manage a single road network it holds the pathfinding for both regular and blocked road pathing also it counts as a IStructure and can therefore be queried and checked against using IStructureManager this basic RoadNetwork is not visualized in any way, it is only a logical helper for a visualized network inherit this class and implement setPoint(Vector2Int, Road) and checkPoint(Vector2Int) examples of this can be found in TilemapRoadNetwork and TerrainRoadNetwork More... | |
class | RoadRequirement |
requirement that specifies a point and some parameters a road at that point has to match both Road and Stage if any kind of road is ok currently only used as a requirement for buildings(BuildingInfo.RoadRequirements) for example in the stages and bridges in THREE More... | |
class | RoadSet |
some collection of roads, a set of all roads should be set in ObjectRepository More... | |
class | RoadStage |
helper class for Road which combines a layer requirement with road visuals this is useful for roads that may change appearance whensome layer requirement is met(THREE demo) if no such behaviour is needed just add a single stage and leave the requirement empty More... | |
class | RoadSwitcherComponent |
building component that creates an entry-exit road switch road switching can enable walkers to temporarily use foreign road networks entry exit switches are special in that a walker can only enter/exit the switch from one point this can be useful for over/underpasses, for an example check out the tunnel scene in the urban demo More... | |
class | RoamAction |
makes the walker roam More... | |
class | RoamActionTyped |
makes the walker roam on a specified path type More... | |
class | RoamingState |
helper class for Walker that hold the current status of its roaming roaming is a special kind of randomly walking around which memorizes and avoids the points it has already been to More... | |
class | RoamingWalker |
walker that semi randomly walks around and then returns home has a memory so it diversifies the route More... | |
class | RotateAction |
class | RuntimeKeyedSet |
class | RuntimeObjectSet |
class | SaleWalker |
roams around and takes note of what items the IItemRecipient it encounters need and supplies them if it carries the item More... | |
class | SaveHelper |
class | SaveVisualizer |
class | SaveVisualizerItem |
class | Score |
base class for scores used for win conditions and statistics a score is an asset that provides the method of calculating an int value the value can be gotten directly using Calculate but it is recommended to use GetCalculatorValue because the value is buffered there, just make sure there is a IScoresCalculator in the scene More... | |
class | ScoreEfficiencyComponent |
derives its building efficiency from a score More... | |
class | ScoreModifierHappening |
an event that, during its activity, modifies a score might be used for weather, seasons(summer-happiness, fertility, ...) or to decrease the player score over time More... | |
class | ScorePanel |
visualizes a score More... | |
class | ScoreSet |
some collection of scores a set of all scores in the game is needed by ObjectRepository so the IScoresCalculator can calculate them More... | |
class | ScoreTaskItem |
task that completes when a score reaches a certain value More... | |
class | ScoreVisualizer |
visualizes a score in unity ui More... | |
class | ScriptableHelper |
class | SelectionDialog |
dialog that displays information about the selected building More... | |
class | SelectionSwitcher |
ui behaviour that allows cycling through selected buildings or walkers of the same type More... | |
class | SelectionTool |
selects walkers and buildings under the mouse on click More... | |
class | Service |
services are special building values that are filled by walkers and decrease over time More... | |
class | ServiceCategory |
bundels of services for whenever instead of a specific service just a general type of service is needed eg housing needs two types of religions to evolve from whatever god is available More... | |
class | ServiceCategoryRecipient |
receives any service of a specified category and uses it up over time basically just automatically manages a ServiceRecipient for every active service values are kept seperately, evolutions check how many different services of the category are currently available More... | |
class | ServiceCategoryRequirement |
requirement used in EvolutionStage to specify that a building needs access to a certain number of services in a category to evolve for example a building may need access to 3 different temples and 2 type of entertainment to evolve More... | |
class | ServiceEfficiencyComponent |
component that influences the building efficiency base on its access to services More... | |
class | ServiceModificationHappening |
an event that, on activation, modifies the service values of a set amount of buildings increase > blessings, self sufficiency ... decrease > water leak, thief, ... More... | |
class | ServiceRecipient |
holds the value for a service and decreases it over time More... | |
class | ServiceWalker |
roams around and fills the services of IServiceRecipient while it is in range More... | |
class | ServiceWalkerComponent |
building component that periodically spawns a ServiceWalker More... | |
class | SingleItemsDispenser |
items dispenser that dispenses once and then self destructs More... | |
class | SplitItemContainer |
item container that combines different ItemStorages that are each meant for one specific item used in the ProductionComponent where storage is split between different producers and consumers More... | |
class | SpriteColorRandomizer |
sets a random color for some sprite renderers, can be used to set some random color for a little visual variation More... | |
class | SpriteHighlightManager |
implementation of IHighlightManager that instantiates sprites More... | |
class | SpriteRandomizerComponent |
building component selects a random sprite for a renderer it also saves which sprite was selected so it stays consistent across saves used in the urban demo to get some visual variety in houses that are otherwise identical More... | |
class | StateManager |
class | StorageComponent |
building component that stores items More... | |
class | StorageOrder |
class | StorageOrderPanel |
unity ui panel for visualizing and editing a StorageOrder only works in combination with the container StorageOrdersPanel More... | |
class | StorageOrdersPanel |
container in unity ui that generates StorageOrderPanel for visualizing and editing StorageOrder More... | |
class | StorageQuantityVisual |
visualizes item quantity by setting gameObjects activity More... | |
class | StorageQuantityVisualizer |
generates visuals for the items stored in a stacked IStorageComponent the visuals defined in Item are used More... | |
class | StorageVolumeVisualizer |
scales and colours meshes for the items stored in a stacked IStorageComponent uses the material defined in Item.Material More... | |
class | StorageWalker |
walker for storage functions: Supplies IItemReceiver | Gets items from IItemGiver | empties items into IItemReceiver More... | |
class | StorageWalkerComponent |
building component that stores items and has storage walkers to manage items as follows: I: fill up on items that have been configured as StorageOrderMode.Get II: deliver to IItemReceiver that need items III: get rid of items that have been configured as StorageOrderMode.Empty More... | |
class | StructureBuilder |
tool for adding points to a StructureCollection or StructureTiles More... | |
class | StructureCollection |
structure made up of a collection of identical gameobjects if the members of the collection are ISaveData that data will also be stored More... | |
class | StructureDecorators |
structure made up of different decorators, used for random map objects that will be removed when something is built in their place the prefab that will be used for when the game is loaded is determined by the gameobjects name so this should at least start with the prefab name More... | |
class | StructureLevelManager |
helper used by DefaultStructureManager to store the structure references for one structure level More... | |
class | StructureLevelMask |
these flags define which levels a structure occupies, 0 for all levels a structure can occupy multiple levels, for example 5 would occupy level 1 and 3 structures can only exist on the same point if they occupy different levels More... | |
class | StructurePathManager |
manages one variant of structure pathing(there is only more than one if there are StructurePathOptions) used by StructurePaths which manages the structure pathing for DefaultStructureManager More... | |
class | StructurePathOption |
class | StructurePaths |
manages the different variants of mag grid pathing for DefaultStructureManager there is only one variant if there are no special StructurePathOptions defined More... | |
class | StructurePointEnabler |
enables a gameobject depending on whether it has all the defined points More... | |
class | StructureReference |
holds a reference to a structure which may be replaced(for example buildings being replaced when they evolve) therefore if a structure is replaced by some other equivalent structure references that other entities have on it dont break More... | |
class | StructureRoadBlocker |
blocker that uses the points of an IStructure on the same or the parent component blocking prevents a Walker with PathType.RoadBlocked from using a point More... | |
class | StructureRoadRegisterer |
registers roads at every point of the structure on the same or the parent gameobject could be used to built roads out of some 3d strctures in addition or instead of tiles More... | |
class | StructureRoadSwitcher |
registers road switches at every point of the structure demonstrated in the SwitchRoadDebugging test scene More... | |
class | StructureTerrainDetails |
structure that removes terrain detail using a TerrainModifier this structure is very special in that it does not have any concrete points GetPoints will return nothing but HasPoint(Vector2Int) will always return true since it is a decorator it will not block building but because of its special setup it will always be told to remove points when something is built More... | |
class | StructureTerrainTrees |
structure that adds and removes terrain trees using a TerrainModifier More... | |
class | StructureTiles |
structure made up of a collection of tiles on a tilemap More... | |
class | StructureTilesRefresher |
behaviour that will refresh tiles under and around an attached building if no building is found the point under the transform and the ones around it are refreshed used in the urban demo so that tiles attach to buildings, for example power lines to houses More... | |
class | SummedBuildingScore |
sums the values for different buildings for example monument scores are added together More... | |
class | SummedScore |
sums other scores together More... | |
class | TakeItemsAction |
action that removes items from a building and adds them to the walker ends immediately so only really makes sense as part of a larger process More... | |
class | TaskItem |
base class for tasks within TaskList/TaskStage More... | |
class | TaskList |
manages a list of TaskStage, useful for showing a list of tutorial task to players determines which stage is visible and persists task state and stage completion More... | |
class | TaskStage |
stage within a TaskList that consists of several TaskItems More... | |
class | TerrainMap |
terrain based map implementation, whether map points are buildable depends on the terrain currently only checks if the height of the terrain is in an acceptable range to see if it can be built on More... | |
class | TerrainModifier |
used to modify and persist terrain data More... | |
class | TerrainRenderSimplifier |
hides trees and details from a terrain for the camera it sits on used for the minimap in the town demo More... | |
class | TerrainRoadManager |
simple road manager implementation that creates a single road network out of any Road added roads are visualized on the Terrain on the same gameobject as the manager using a TerrainRoadNetwork when using a TerrainModifier with TerrainModifier.Alphas the roads are saved there and not persisted by the road manager More... | |
class | TerrainRoadNetwork |
RoadNetwork implementation that visualizes the roads of the network on a Terrain the RoadStage.Index determines which terrain layer is used when a road is removed the layer at the groundIndex is set More... | |
class | ThresholdScore |
transform a score by defining thresholds for example the HAPEmploymentScore in THREE defines that employment under 50% causes a loss of 8 happiness More... | |
class | TilemapRoadNetwork |
RoadNetwork implementation that visualizes the roads of the network on a Terrain the RoadStage.Index determines which terrain layer is used when a road is removed the layer at the groundIndex is set More... | |
class | TilemapSpawner |
spawns instances of a prefab up to a maximum number spawn position is randomly selected either from all tiles or just one specific tile on a tilemap tile positions are selected at the start for performance reasons so changing the tilemap at runtime wont have an effect on the spawner More... | |
class | TimedReplacementComponent |
building component that replaces the building after a defined time has passed More... | |
class | TimingAnimationLoop |
behaviour that constantly sets an animator to the current progress of a timing unit check out the Lights in THREE for an example More... | |
class | TimingCondition |
used to describe a timeframe in game time using a timing unit for example a condition with Unit:Day and Number:3 will be active on the 3rd day every month can be combined in TimingHappeningOccurence to define when a happening is active More... | |
class | TimingHappening |
base class for timed events More... | |
class | TimingHappeningOccurence |
helper used to specify when a happening occurs condition of the same unit are ORed, conditions of different units are ANDed eg Day:2|Day:3|Month:4 will occur on the 2nd and 3rd day of every 4th month More... | |
class | TimingHappeningState |
helper class that keeps track of the state of happenings and correctly calls their lifetime methods More... | |
class | TimingHappeningStateEvent |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | TimingUnit |
describes some unit of time in the game that can be used to display playtime or specify when happenings should occur More... | |
class | ToolEvent |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | ToolsActivator |
helper for activating a tool from a UnityEngine.UI.Toggle More... | |
class | ToolsGroup |
has one current tool and a selection of other tools that are shown on mouse over when one of the other tools gets activated it becomes the current tool More... | |
class | ToolsGroupContent |
only exists because OnPointerExit behaviour has changed in Unity 2021 can be removed in earlier versions More... | |
class | ToolsManager |
simple IToolsManager implementation that should suffice for most cases More... | |
class | TooltipArea |
can be put on any raycast UI objects to display a manually set tooltip More... | |
class | TooltipOwnerBase |
base class for ui behaviours that display tooltips More... | |
class | TooltipPanel |
displays a tooltip in the UI manages its position and display of name and description More... | |
class | TownJob |
some tasks can only be done by walkers with a specific job for example building a house or farming More... | |
class | TownJobSet |
some collection of jobs a set of all jobs in the game is needed by TownManager More... | |
class | TransformRoadBlocker |
blocker that simply blocks its own position in the IRoadManager blocking prevents a Walker with PathType.RoadBlocked from using a point More... | |
class | TriggerHeightOverride |
when any IOverrideHeight(walkers) enters a trigger with this behaviour the height override is set to the position of the behaviour it also resets the height override once the object exits its trigger used in THREE in combination with ExpandableCollider to set the height of walkers passing over bridges More... | |
class | UnityAnimatorEvent |
proxy for setting animator values from unityevents More... | |
class | UnityAnimatorEvents |
proxy for setting animator values from unityevents More... | |
class | UnityAnimatorEventVector |
proxy for setting animator values from unityevents More... | |
class | UnityKeyEvent |
fires unity events when a key is pressed or released More... | |
class | VariantProductionComponent |
building component that periodically consumes and produces items production time is only started once the consumption items are all there does not take care of item logistics More... | |
class | VariantProductionWalkerComponent |
building component that periodically consumes and produces items production time is only started once the consumption items are all there consumption items have to be provided by others, produced items get shipped with DeliveryWalker More... | |
class | Vector2Event |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | Vector2IntEvent |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | Vector3Event |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | View |
base class for views views are ways to show additional information in game that can be activated for example bars over buildings, different camera cullings, overlays on tilemaps, ... More... | |
class | ViewActivator |
helper for activating a view from a UnityEngine.UI.Toggle More... | |
class | ViewBuildingBar |
base class for views that visualize a IBuildingValue with a bar More... | |
class | ViewBuildingBarBase |
non generic base class so ViewBuildingBar<T> can be accessed in IBarManager More... | |
class | ViewBuildingHealthBar |
class | ViewBuildingItemBar |
class | ViewBuildingItemCategoryBar |
class | ViewBuildingItemsBar |
class | ViewBuildingLayerBar |
class | ViewBuildingRiskBar |
class | ViewBuildingServiceBar |
class | ViewBuildingServiceCategoryBar |
class | ViewComposite |
view that transfers activation to its children More... | |
class | ViewConnection |
view that displays an overlay for a layer on a tilemap More... | |
class | ViewCulling |
view that changes camera culling eg hiding irrelevant buildings More... | |
class | ViewEfficiency |
view that displays an overlay for efficiency on a tilemap More... | |
class | ViewLayer |
view that displays an overlay for a layer on a tilemap More... | |
class | ViewWalkerBar |
base class for views that visualize a IWalkerValue with a bar More... | |
class | ViewWalkerBarBase |
non generic base class so ViewWalkerBar<T> can be accessed in IBarManager More... | |
class | ViewWalkerHealthBar |
class | ViewWalkerItemBar |
class | ViewWalkerItemCategoryBar |
class | ViewWalkerItemsBar |
class | ViewWalkerRiskBar |
class | ViewWalkerRiskCategoryBar |
class | ViewWalkerServiceBar |
class | ViewWalkerServiceCategoryBar |
class | WaitAction |
action that simply waits for a set time More... | |
class | WaitAnimatedAction |
action that simply waits for a set time and plays an animation More... | |
class | WaitingState |
helper class for Walker that hold the current status when it is just waiting for a set time More... | |
class | WalkBuildingAction |
attempts to walk to a building More... | |
class | Walker |
base class for entites moving about the map typically created by some kind of WalkerSpawner<T> on a building some other ways to create walkers are having spawners on a global manager(urban, town) or even instantiating and managing the walker save data yourself(TilemapSpawner used in defense) More... | |
class | WalkerAction |
encapsulated action a walker can perform, started as part of a ProcessState in Walker.StartProcess(WalkerAction[], string) this enables easier higher level walker control, the walker no longer has to directly hold all the state of the different actions it can perform instead it can just start a process that does multiple things in series(walk somewhere>pick up item>walk back>deposit item) these are directly serialized, if they contain state that is not directly serializable use ISerializationCallbackReceiver More... | |
class | WalkerAddon |
temporary objects that are added(Walker.AddAddon<T>(T)) and removed(Walker.RemoveAddon(WalkerAddon)) at runtime can be used for effects, statuses, animations, ... More... | |
class | WalkerAddonEffect |
blank walker addon that can be used to attach particle effects for example More... | |
class | WalkerAddonHappening |
an event that, on activation, modifies the risk values of a set amount of buildings increase > arsonist, disease outbreak, natural disaster(volcano, earthquake) ... decrease > blessings, ... More... | |
class | WalkerAddonMaterial |
changes materials of renderers on the walker while active for example for outline or highlight materials More... | |
class | WalkerAddonSet |
a collection of walker addons if any walker addons are saved(WalkerAddon.Save) a set of all walker addons in the game is needed by ObjectRepository so addons can be found when a game gets loaded More... | |
class | WalkerAreaMask |
object that just contains a NavMesh area mask can be used as a tag for pathfinding(WalkerInfo.PathTag) so the walker only walks on certain NavMesh areas More... | |
class | WalkerComponent |
building component that periodically spawns a RoamingWalker More... | |
class | WalkerEvent |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | WalkerInfo |
meta info for data that does not change between instances of a walker can be used to compare walkers the animation section can be used to directly set animation parameters on the main Walker.Animator this is done in the town demo, the other demos instead use unity events liks Walker.IsWalkingChanged configured in the inspector and UnityAnimatorEvents More... | |
class | WalkerInfoSet |
some collection of walkers a set of all walkers in the game is needed by ObjectRepository so walkers can be found when a game gets loaded More... | |
class | WalkerItemsBar |
visualizes item quantities by stacking its icon More... | |
class | WalkerRectBar |
visualizes a walker value by sizing a rect to its ratio and writing the value in a text field used for the walker health bars in the Defense demo More... | |
class | WalkerRisksBar |
highlights risk walkers by displaying the risk icon above them More... | |
class | WalkerServicesBar |
highlights service walkers by displaying the service icon above them More... | |
class | WalkerSpawner |
base class for spawning and keeping track of walkers More... | |
class | WalkerStorageVisualizer |
visualizes the item a walker carries when the walker has an item the meshrenderer is activated the meshrenderer gets its material from the first item in walker storage More... | |
class | WalkerValueBar |
base class for in game visuals of walker values More... | |
class | WalkerValueBars |
helper for DefaultBuildingManager that manages building bars More... | |
class | WalkingAgentState |
helper class for Walker that hold the current status when the walker is using a navmesh agent to reach a target More... | |
class | WalkingPath |
collection of map points or world positions that can be followed by a walker More... | |
class | WalkingState |
helper class for Walker that hold the current status when the walker is following a WalkingPath More... | |
class | WalkPathAction |
makes the walker walk a set path More... | |
class | WalkPointAction |
attempts to walk to a point More... | |
class | WalkPointActionTyped |
attempts to walk to a point More... | |
class | Wanderer |
moves to a random adjacent point on the map then waits a little and repeats can be used for decorations and animals, used for the huntable blobs in Three More... | |
class | WanderingWalker |
walker that randomly wanders in any direction one unit at a time for a set number of steps More... | |
class | WinCondition |
class | Worker |
a type of worker(mason, carpenter, laborer) More... | |
class | WorkerPath |
reference and path to a workers workplace may include a path to an itemGiver to get supplies needed for the work More... | |
class | WorkerPathQuery |
query that eventually produces a WorkerPath enables distribution of calculations across frames More... | |
class | WorkerScore |
worker percentage for a certain population available/needed >> 20xvillager/10xfarmers=200% More... | |
class | WorkersPanel |
class | WorkerUserComponent |
building component using workers for a set duration to influence building efficiency(to drive production, layervalues, ...) More... | |
class | WorkerWalker |
walks from worker provider to worker user, picks up needed items first if required by the user More... | |
Enumerations | |
enum | BuildingAccessType { Any = 0 , Exclusive = 10 , Preferred = 20 } |
which points are used to access the building More... | |
enum | BuildingRequirementMode { Any , Average , Specific , All , AnySpecific } |
how the points a building might be built on are checked for its requirements ie are farms allowed only fully on grass or is one point enough More... | |
enum | PathType { Any = 0 , Road = 10 , RoadBlocked = 11 , Map = 20 , MapGrid = 21 , None = 100 } |
defines which pathfinder will be used More... | |
enum | WalkerInitializationMode { Instant , Prepared , Delayed } |
describes how and if walkers are started off(for example finding a path before spawning vs just spawning and letting the walker find a path itself) More... | |
enum | ItemStorageMode { Stacked , Free , ItemCapped , UnitCapped , Global , ItemSpecific , TotalItemCapped , TotalUnitCapped , Store } |
defines how a storage handles items and how capacity is calculated More... | |
enum | StorageOrderMode { Neutral = 0 , Get = 10 , Empty = 20 } |
determines how an item in storage is treated More... | |
enum | DiseaseMortality { None = 0 , Initial = 10 , Final = 11 , Continuous = 20 } |
determines how people die in a building afflicted with the DiseaseAddon | |
enum | HighlightType { Valid , Invalid , Info } |
specifies how a point on the map should be visualized by the IHighlightManager More... | |
how the points a building might be built on are checked for its requirements
ie are farms allowed only fully on grass or is one point enough
specifies how a point on the map should be visualized by the IHighlightManager
Enumerator | |
---|---|
Valid | probably green |
Invalid | probably red |
Info | blue? |
defines how a storage handles items and how capacity is calculated
Enumerator | |
---|---|
Stacked | storage consists of several sub stacks |
Free | stores anything without limitations |
ItemCapped | stores anything up to a quantity per item |
UnitCapped | stores anything up to a unit amount per item |
Global | storage acts as a proxy for IGlobalStorage |
ItemSpecific | stores item quantities as specified per item |
TotalItemCapped | stores anything up to a total quantity of items |
TotalUnitCapped | stores anything up to a total unit amount |
Store | storage acts as a proxy for an ItemStore |
defines which pathfinder will be used
Enumerator | |
---|---|
Any | use default pathfinding, register IPathfinder |
Road | a* pathfinding in roads |
RoadBlocked | a* pathfinding in roads unless blocked |
Map | navmesh pathfinding |
MapGrid | a* pathfinding on the map(bad performance on big maps) |
None | no pathfinding, just go straight to target |
describes how and if walkers are started off(for example finding a path before spawning vs just spawning and letting the walker find a path itself)