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NotificationManager

Graydon edited this page Mar 21, 2017 · 7 revisions

public class NotificationManager

Base Class: SimulationManagerBase<NotificationManager, NotificationProperties>
Implements: IRenderableManager

Fields

public int[] ID_AtlasRegions
public int[] ID_Positions
public int[] ID_Params
public Vector4[] m_spriteAtlasRegions
public FastList<BufferedItem> m_bufferedItems
public ItemComparer m_itemComparer
public GroupData[] m_groupData
private GroupData[] m_groupData2
private byte[] m_groupDataCount
public Mesh m_notificationMesh
public Material m_notificationMaterial
public int m_notificationLayer
private bool m_notificationsVisible
private float m_notificationAlpha
private FastList<NotificationEvent> m_events
private CameraController m_cameraController

Properties

public bool NotificationsVisible { get; set; }

Methods

protected void Awake()
private void OnDestroy()
private void Update()
public void InitializeProperties(NotificationProperties properties)
public void DestroyProperties(NotificationProperties properties)
protected void EndRenderingImpl(CameraInfo cameraInfo)
protected void EndOverlayImpl(CameraInfo cameraInfo)
private static void SortItems(BufferedItem[] buffer, int first, int last)
private static int SortItemsPartition(BufferedItem[] buffer, int first, int last)
private void GenerateNotificationMesh()
public void AddWaveEvent(Vector3 position, Type type, Resource resource, float amount, float radius)
public void AddWaveEvent(Vector3 position1, Type type1, Resource resource1, float amount1, float radius1, Vector3 position2, Type type2, Resource resource2, float amount2, float radius2)
public void AddWaveEvent(Vector3 position1, Type type1, Resource resource1, float amount1, float radius1, Vector3 position2, Type type2, Resource resource2, float amount2, float radius2)
public void AddWaveEvent(Vector3 position, Type type, Resource resource, float amount, float radius)
private void AddWaveEvent(Vector3 position1, Type type1, Resource resourceA1, Resource resourceB1, float amount1, float radius1, Vector3 position2, Type type2, Resource resourceA2, Resource resourceB2, float amount2, float radius2)
private ushort AddWaveEvent(ushort buildingID, ref Building buildingData, Vector3 position1, Type type1, Resource resourceA1, Resource resourceB1, float amount1, float radius1, Vector3 position2, Type type2, Resource resourceA2, Resource resourceB2, float amount2, float radius2)
public void AddEvent(Type type, Vector3 position, float scale)
public void AddEvent(Type type, Vector3 position, float scale, float delay)
public void AddRemovalEvent(Problem notifications, Vector3 position, float scale)
public bool CalculateGroupData(int groupX, int groupZ, int layer, ref int vertexCount, ref int triangleCount, ref int objectCount, ref VertexArrays vertexArrays)
public void PopulateGroupData(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, ref bool requireSurfaceMaps)
string IRenderableManager.GetName()
DrawCallData IRenderableManager.GetDrawCallData()
void IRenderableManager.BeginRendering(CameraInfo cameraInfo)
void IRenderableManager.EndRendering(CameraInfo cameraInfo)
void IRenderableManager.BeginOverlay(CameraInfo cameraInfo)
void IRenderableManager.EndOverlay(CameraInfo cameraInfo)
void IRenderableManager.UndergroundOverlay(CameraInfo cameraInfo)

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