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CommonBuildingAI

Graydon edited this page Mar 21, 2017 · 5 revisions

public class CommonBuildingAI

Base Class: BuildingAI

Fields

public bool m_ignoreNoPropsWarning

Methods

public Color GetColor(ushort buildingID, ref Building data, InfoMode infoMode)
public static Color GetNoisePollutionColor(float amount)
protected bool ShowConsumption(ushort buildingID, ref Building data)
public int GetGarbageAmount(ushort buildingID, ref Building data)
public string GetDebugString(ushort buildingID, ref Building data)
public void RefreshInstance(CameraInfo cameraInfo, ushort buildingID, ref Building data, int layerMask, ref Instance instance)
public void RenderInstance(CameraInfo cameraInfo, ushort buildingID, ref Building data, int layerMask, ref Instance instance)
public void PlayAudio(ListenerInfo listenerInfo, ushort buildingID, ref Building data)
public void RenderFireEffect(CameraInfo cameraInfo, ushort buildingID, ref Building data, float fireDamage)
public void PlayFireEffect(ListenerInfo listenerInfo, ushort buildingID, ref Building data, float fireDamage)
public void InitializePrefab()
public void DestroyPrefab()
public void CreateBuilding(ushort buildingID, ref Building data)
public void ReleaseBuilding(ushort buildingID, ref Building data)
public void BeginRelocating(ushort buildingID, ref Building data)
public void EndRelocating(ushort buildingID, ref Building data)
public void SimulationStep(ushort buildingID, ref Building data)
public void SimulationStep(ushort buildingID, ref Building buildingData, ref Frame frameData)
protected int GetConstructionTime()
protected void BuildingCompleted(ushort buildingID, ref Building buildingData)
public bool CanUseGroupMesh(ushort buildingID, ref Building buildingData)
public Color32 GetBuildingGroupState(ushort buildingID, ref Building buildingData)
public ToolErrors CheckBulldozing(ushort buildingID, ref Building data)
public ToolErrors CheckBuildPosition(ushort relocateID, ref Vector3 position, ref float angle, float waterHeight, ref Segment3 connectionSegment, out int productionRate, out int constructionCost)
public void StartTransfer(ushort buildingID, ref Building data, TransferReason material, TransferOffer offer)
public void ModifyMaterialBuffer(ushort buildingID, ref Building data, TransferReason material, ref int amountDelta)
public void GetMaterialAmount(ushort buildingID, ref Building data, TransferReason material, out int amount, out int max)
public float ElectricityGridRadius()
public void BuildingDeactivated(ushort buildingID, ref Building data)
protected void SimulationStepActive(ushort buildingID, ref Building buildingData, ref Frame frameData)
protected int HandleCommonConsumption(ushort buildingID, ref Building data, ref int electricityConsumption, ref int waterConsumption, ref int sewageAccumulation, ref int garbageAccumulation, Services policies)
protected bool CanSufferFromFlood()
protected void CalculateOwnVehicles(ushort buildingID, ref Building data, TransferReason material, ref int count, ref int cargo, ref int capacity, ref int outside)
protected void CalculateGuestVehicles(ushort buildingID, ref Building data, TransferReason material, ref int count, ref int cargo, ref int capacity, ref int outside)
protected void HandleDead(ushort buildingID, ref Building buildingData, ref BehaviourData behaviour, int citizenCount)
protected void HandleSick(ushort buildingID, ref Building buildingData, ref BehaviourData behaviour, int citizenCount)
protected void HandleCrime(ushort buildingID, ref Building data, int crimeAccumulation, int maxCrime, int citizenCount)
protected void RemovePeople(ushort buildingID, ref Building data)
protected void HandleFire(ushort buildingID, ref Building data, ref Frame frameData, Services policies)
private void HandleFireSpread(ushort buildingID, ref Building buildingData, int damageAccumulation)
private static void TrySpreadFire(Quad2 quad, float minY, float maxY, ushort buildingID, ref Building buildingData)
protected void GetHomeBehaviour(ushort buildingID, ref Building buildingData, ref BehaviourData behaviour, ref int aliveCount, ref int totalCount, ref int homeCount, ref int aliveHomeCount, ref int emptyHomeCount)
protected void GetWorkBehaviour(ushort buildingID, ref Building buildingData, ref BehaviourData behaviour, ref int aliveCount, ref int totalCount)
protected void GetStudentBehaviour(ushort buildingID, ref Building buildingData, ref BehaviourData behaviour, ref int aliveCount, ref int totalCount)
protected void GetVisitBehaviour(ushort buildingID, ref Building buildingData, ref BehaviourData behaviour, ref int aliveCount, ref int totalCount)
protected void HandleWorkPlaces(ushort buildingID, ref Building data, int workPlaces0, int workPlaces1, int workPlaces2, int workPlaces3, ref BehaviourData behaviour, int aliveWorkerCount, int totalWorkerCount)
protected static void ExportResource(ushort buildingID, ref Building data, TransferReason resource, int amount)
public bool CalculateGroupData(ushort buildingID, ref Building buildingData, int layer, ref int vertexCount, ref int triangleCount, ref int objectCount, ref VertexArrays vertexArrays)
public void PopulateGroupData(ushort buildingID, ref Building buildingData, out float height, int groupX, int groupZ, int layer, ref int vertexIndex, ref int triangleIndex, Vector3 groupPosition, MeshData data, ref Vector3 min, ref Vector3 max, ref float maxRenderDistance, ref float maxInstanceDistance)
public void GetDecorationDirections(out bool negX, out bool posX, out bool negZ, out bool posZ)

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