ClassicCityBuilderKit 1.8.8
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Classes | |
class | ItemConstructionComponent |
building component that waits for items to be delivered to it when all items have been delivered it terminates itself and places a different building in its stead an example can be found in CityBuilderCore.Tests/City/ResourceSystems/Construct/ConstructionDebugging More... | |
class | ManualTownWalkerSpawner |
concrete implementation for serialization, not needed starting unity 2020.1 More... | |
class | TownBuildingDialog |
visualizes the state of a town building in the UI More... | |
class | TownBuildTask |
task that makes walkers go to it and progress it while playing the work animation used by the TownConstructionComponent More... | |
class | TownClearTask |
makes walkers walk to its point and play a quick work animation after that a specified structure has the point removed and the task finishes used by TownConstructionComponent to clear the ground of grass before the actual building starts More... | |
class | TownConstructionComponent |
building component used when constructing buildings when first placed it checks if there are any trees or rocks in the way and creates harvest tasks so they are replaced when all obstructions are cleared it creates TownClearTasks for every point of the building which removes grass details from the terrain if there are any items specified in ItemStorage.ItemCapacities it creates a TownDeliverTask for those next finally if there is a BuildTaskPrefab specified it creates that and waits for the building to be done after all the work is done it terminates itself and adds the building specified in FinishedBuilding More... | |
class | TownDeliverTask |
task that makes walkers deliver whatever items are needed by the IItemReceiver of the building under the task used to supply food and wood to TownMarketComponent, to get building materials to TownConstructionComponent and for raw materials needed in TownProductionComponent More... | |
class | TownDemolishTask |
task makes walker walk to it, work for a little and the removes the structure it sits on when it is placed on a building it makes the walker go to the building instead of the task point More... | |
class | TownDemolishTool |
tool that removes tasks and places demlish tasks for structures More... | |
class | TownDifficulty |
inherited version of Difficulty with additional fields specific to the Town demo More... | |
class | TownDistributionTask |
makes a walker go to the market the task stands on and pick up items the walker then roams the roads connected to the market filling up their stores afterwards the walker walks back to the market and returns the remaining items the items carried by the walker are reserved in the market to avoid the market getting filled while the walker is out More... | |
class | TownFarmingComponent |
building component that creates and manages a TownFieldTask for every point of its building actual farming mechanics are performed in those tasks More... | |
class | TownFieldTask |
in spring the field can be tilled which makes a walker go to its point and work for a set time if the tilling was completed in spring the field will grow during summer when autumn comes and the field has grown fully it can be harvested by a walker which places an item and resets the field More... | |
class | TownForestingComponent |
periodically spawns a TownPlantTask and a TownHarvestTask within a specified radius only spawns up to 2 of each of them so they dont spawn infinitely of there is no walker taking care of them More... | |
class | TownGatheringComponent |
periodically spawns a TownGatherTask within its radius only spawns up to 2 taks so they dont spawn infinitely of there is no walker taking care of them used to collect berries from bushes which is better than harvesting because it does not remove the bush and berries will regrow More... | |
class | TownGatherTask |
after a walker goes to the task point and spend some time working the task is finished and the walker receives some items the point is also removed from a source structure and may be added to a destination structure for example when gathering berries the point is removed from the berries structure and added to berries empty More... | |
class | TownHarvestTask |
makes walker go to point> work> wait> work and then places an item on the ground when gathering a tree the first work fells the tree and removes it from the primary structure the wait time is spent waiting for the tree to fall working the second duration represents the walker making the falling ready for pickup More... | |
class | TownHarvestTool |
tool that places TownHarvestTask at points that have structures that match a harvest tasks PrimaryStructureKey harvest tasks have to be known to TownManager More... | |
class | TownHomeComponent |
houses TownWalkers and stores food and wood items are filled by the inhabitants or peddlers that work in a market that is connected via road food is taken by by walkers to restore their food value wood is periodically consumed by the component, as long as there is any walkers can restore their warmth value when they visit the house the home also periodically spawns walkers up to its capacity More... | |
struct | TownIdentity |
holds the "personality" of a TownWalker, randomly generated when a walker spawns More... | |
class | TownItemTask |
items lying on the map ready to be collected and stored a walker has to go to the task and spend a little bit of time picking it up after that the items are added to the walkers storage and the task is finished storing the item is the walkers business and not part of the task More... | |
class | TownJobInput |
ui behaviour that lets players set number of walkers for the specified job More... | |
class | TownLimitInput |
lets players set limits for certain items for example wood has to be limited because there might be no logs left for construction otherwise More... | |
class | TownManager |
central manager for the town demo manages tasks, jobs, walkers, seasons More... | |
class | TownMarketComponent |
component that has food and wood delivered to it and distributes them to any recipients connected by road More... | |
class | TownMenu |
visualy fades between the different menu panels and provides logic for exiting and quitting the game More... | |
class | TownMenuContinue |
used to continue the last saved game, disabled itself if there is no game to continue More... | |
class | TownMenuLoad |
displays the created save games per mission and difficulty save games can be selected and then loaded or deleted More... | |
class | TownMenuNew |
manages the options for new games and also starts a new game and passes the options into the mission parameters More... | |
class | TownMenuSave |
displays the created save games for the current mission and difficulty save games can be deleted or overriden with a new save, creating a new save is done with a seperate input and button More... | |
class | TownPathTask |
task that makes a walker go to its point and spand a little time working after that a road is added at that point More... | |
class | TownPathTool |
tool that places TownPathTask at available points More... | |
class | TownPlantTask |
task that makes a walker go to its point and spand a little time working after that a point is added to a structure at the tasks location for example the forrester creates a plant task for the Trees Growing structure which eventually turns into a full tree that can be harvested for logs More... | |
class | TownProductionComponent |
produces items using specified raw materials and places them in specified points used in combination with TownWorkComponent for the woodcutter the production component sets IsWorking when all the raw materials have arrived when IsWorking is true the work component activates its work tasks which drive efficiency production is dependent on efficiency so progress is only made when walkers are working More... | |
class | TownProgressAction |
walker action that progresses a task by calling (like harvesting or building) calls TownTask.ProgressTask(TownWalker, string) and ends when that returns false this is done so the progress value can be stored on the task which makes it possible for multiple walkers to work on the same task and for walkers to stop progressing midway More... | |
class | TownProvisionAction |
action that provisions a TownHomeComponent with a type of item like food or wood which item that is, as well as the giver and the path to take, has to be provided the action reserves the items quantity in the giver and the needed capacity in the home More... | |
class | TownRecoveryAction |
walker action that is triggered when a walker runs out of energy from working the action leaves the walker standing still and calls TownWalker.Recover until the walker returns false when it has full energy again More... | |
class | TownSaveGame |
behaviour used when displaying save games shows things like name, image and duration and gives access to the button that is used to select saves More... | |
class | TownSelectionSwitcher |
variant of the SelectionSwitcher that also cycles walkers by the job they have in the town demo More... | |
class | TownSetup |
generates a random terrain at the start of the game can be tested in the editor using the buttons in the inspector theres a save test scene in CityBuilderTown.Tests/Setup/TownSetupTest.unity More... | |
class | TownSignalAction |
walker action that just sends a signal in the form of a text key to the walkers current task may be used to signal to the task that a certain stage of the process has been reached More... | |
class | TownStartupTool |
tool used when the game first starts to place the initial buildings and walkers after it is used once it gets hidden by TownManager and the rest of the tools appear More... | |
class | TownTask |
tasks are behaviours that contain a series of action for a walker to complete this can be as simple as an item pickup or more complex like a farming field that changes throughout the years they are either managed(creation, persistence, termination) globally by the TownManager or locally by, for example, a building component when they are not otherwise occupied TownWalkers query the TownManager for the most appropriate task which depends on their position and job More... | |
class | TownTaskData |
class used when persisting tasks tasks that have state of their own can override TownTask.saveExtras and TownTask.loadExtras(string) More... | |
class | TownTaskSet |
some collection of tasks a set of all taks in the game is needed by TownManager so tasks can be found when a game gets loaded More... | |
class | TownViewWalkerEnergyBar |
view that visualizes a walkers current energy in percent More... | |
class | TownViewWalkerFoodBar |
view that visualizes a walkers current food in percent More... | |
class | TownViewWalkerWarmthBar |
view that visualizes a walkers current warmth in percent More... | |
class | TownWalker |
town walkers are the only kind of walker in the town demo and are managed by the TownManager they have some inherent actions like eat or chill that they take on their own when none of those is currently needed they check if theres a TownTask available for them and perform that More... | |
class | TownWalkerActionBar |
visualizes what the walker is currently doing using an icon tasks are visualized using TownTask.Icon, other processes use icons found in TownManager More... | |
class | TownWalkerDialog |
visualizes the state of a town walker in the UI More... | |
class | TownWalkerInfoBar |
visualizes a walkers job and name More... | |
class | TownWorkAction |
just puts the walker in an animation that shows it is working in combination with TownWorkTask and TownWorkComponent this can drive a buildings efficiency (for example in the Woodcutter which has a TownProductionComponent that uses that efficiency) More... | |
class | TownWorkComponent |
building component that uses TownWorkTasks to drive the buildings efficiency the work tasks are only active when the buildings IsWorking is true this is used in TownProductionComponent to only activate work when raw materials are present More... | |
class | TownWorkTask |
task that makes a walker work at its point on the map the TownWorkComponent uses this task to get walkers to work at it and check how many are doing so More... | |
class | ViewBuildingBarGeneric |
view used for bars that take care of retrieving values on their own instead of using an IBuildingValue More... | |
class | ViewWalkerBarGeneric |
view used for bars that take care of retrieving values on their own instead of using an IWalkerValue More... | |
Enumerations | |
enum | TownSeason { Spring = 0 , Summer = 1 , Autumn = 2 , Winter = 3 } |