◆ ~SCR_CampaignBuildingLayoutComponent()
void SCR_CampaignBuildingLayoutComponent.~SCR_CampaignBuildingLayoutComponent |
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◆ AddBuildingValue()
void SCR_CampaignBuildingLayoutComponent.AddBuildingValue |
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int |
value | ) |
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◆ CreateUnsafeAreaEvent()
void SCR_CampaignBuildingLayoutComponent.CreateUnsafeAreaEvent |
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protected |
Create a danger event for AI to clear the area where the composition is about to spawn.
◆ DeletePreview()
void SCR_CampaignBuildingLayoutComponent.DeletePreview |
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◆ EvaluateBuildingStatus()
void SCR_CampaignBuildingLayoutComponent.EvaluateBuildingStatus |
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int |
currentBuildValue | ) |
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◆ GetBuildingManagerComponent()
◆ GetBuildingModeEntity()
Search for an editor mode entity (exists only when the player is in editor mode)
- Returns
◆ GetBuildingValue()
int SCR_CampaignBuildingLayoutComponent.GetBuildingValue |
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int |
prefabID | ) |
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Get the building value that defines how long it takes to build a composition (based on the tool, number of people building it etc.)
- Parameters
-
- Returns
◆ GetCompositionResourceName()
ResourceName SCR_CampaignBuildingLayoutComponent.GetCompositionResourceName |
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int |
prefabID | ) |
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protected |
- Parameters
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- Returns
- resource name based on prefab ID.
◆ GetCurrentBuildValue()
float SCR_CampaignBuildingLayoutComponent.GetCurrentBuildValue |
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◆ GetOnAddBuildingValueInt()
ScriptInvokerInt SCR_CampaignBuildingLayoutComponent.GetOnAddBuildingValueInt |
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◆ GetOnAddBuildingValueVoid()
ScriptInvokerVoid SCR_CampaignBuildingLayoutComponent.GetOnAddBuildingValueVoid |
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◆ GetOnCompositionIdSet()
ScriptInvokerVoid SCR_CampaignBuildingLayoutComponent.GetOnCompositionIdSet |
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◆ GetPrefabId()
int SCR_CampaignBuildingLayoutComponent.GetPrefabId |
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◆ GetToBuildValue()
int SCR_CampaignBuildingLayoutComponent.GetToBuildValue |
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- Returns
- value that needs to be reached to spawn the composition.
◆ HasBuildingPreview()
bool SCR_CampaignBuildingLayoutComponent.HasBuildingPreview |
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- Returns
- true if the building preview for this layout exists, false otherwise.
◆ IsLayoutInBuildingRange()
bool SCR_CampaignBuildingLayoutComponent.IsLayoutInBuildingRange |
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notnull SCR_EditorModeEntity |
editorModeEntity | ) |
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Is this layout in building radius of the provider.
- Parameters
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- Returns
◆ LockCompositionInteraction()
void SCR_CampaignBuildingLayoutComponent.LockCompositionInteraction |
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Once someone for the 1st time add a value to build a composition, set the lock at this composition to disallow any manipulation (deleting, moving) with this composition until it's fully build.
◆ OnChildAdded()
override void SCR_CampaignBuildingLayoutComponent.OnChildAdded |
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IEntity |
parent, |
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IEntity |
child |
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) |
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◆ OnEditorModeChanged()
Event called when the editor mode changed to delete the composition preview.
- Parameters
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[in] | currentModeEntity | |
[in] | prevModeEntity | |
◆ OnPostInit()
override void SCR_CampaignBuildingLayoutComponent.OnPostInit |
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IEntity |
owner | ) |
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◆ SetBuildingValue()
void SCR_CampaignBuildingLayoutComponent.SetBuildingValue |
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float |
newValue | ) |
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◆ SetOnEditorOpenEvent()
bool SCR_CampaignBuildingLayoutComponent.SetOnEditorOpenEvent |
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Set the event on editor mode opening.
- Returns
◆ SetPrefabId()
void SCR_CampaignBuildingLayoutComponent.SetPrefabId |
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int |
prefabId | ) |
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Save prefab ID of the composition, which is used by a Free Roam mode to know what composition this preview represents.
- Parameters
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◆ SnapEntityToTerrain()
void SCR_CampaignBuildingLayoutComponent.SnapEntityToTerrain |
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IEntity |
entity | ) |
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protected |
◆ SpawnComposition()
void SCR_CampaignBuildingLayoutComponent.SpawnComposition |
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Spawn the composition belonging to this layout.
◆ SpawnPreview()
void SCR_CampaignBuildingLayoutComponent.SpawnPreview |
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Create a preview if it does not exist.
◆ SpawnPreviewIfBuildingModeOpened()
void SCR_CampaignBuildingLayoutComponent.SpawnPreviewIfBuildingModeOpened |
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Spawn the composition preview if the building mode is active (open)
◆ EMPTY_BUILDING_VALUE
const int SCR_CampaignBuildingLayoutComponent.EMPTY_BUILDING_VALUE = 0 |
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◆ INVALID_PREFAB_ID
const int SCR_CampaignBuildingLayoutComponent.INVALID_PREFAB_ID = -1 |
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staticprotected |
◆ m_fCurrentBuildValue
float SCR_CampaignBuildingLayoutComponent.m_fCurrentBuildValue |
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protected |
◆ m_iPrefabId
◆ m_iToBuildValue
int SCR_CampaignBuildingLayoutComponent.m_iToBuildValue |
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protected |
◆ m_OnAddBuildingValueInt
ref ScriptInvokerInt SCR_CampaignBuildingLayoutComponent.m_OnAddBuildingValueInt |
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protected |
◆ m_OnAddBuildingValueVoid
ref ScriptInvokerVoid SCR_CampaignBuildingLayoutComponent.m_OnAddBuildingValueVoid |
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protected |
◆ m_OnCompositionIdSet
ref ScriptInvokerVoid SCR_CampaignBuildingLayoutComponent.m_OnCompositionIdSet |
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protected |
◆ m_PreviewEntity
The documentation for this interface was generated from the following file:
- Game/Building/SCR_CampaignBuildingLayoutComponent.c