C# 클래스 FishIndustry.Building_AquacultureBasin

상속: Building_WorkTable
파일 보기 프로젝트 열기: Rikiki123456789/Rimworld 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
bluebladeTexture UnityEngine.Material
breedingDuratinInTicks int
breedingIsFinished bool
breedingProgressInTicks int
breedingSpeciesDef ThingDef
breedingSpeciesMatrix UnityEngine.Matrix4x4
breedingSpeciesScale Vector3
breedingSpeciesTexture UnityEngine.Material
fishesHealthInPercent int
foodIsAvailable bool
mashgonTexture UnityEngine.Material
microFungusFadingFactor float
microFungusMatrix UnityEngine.Matrix4x4
microFungusRemainingDurationInTicks int
microFungusScale Vector3
microFungusTexture UnityEngine.Material
nextBubbleThrowTick int
nextFeedingDateInTicks int
powerComp CompPowerTrader
tailTeethTexture UnityEngine.Material
temperature float
waterQuality float

공개 메소드들

메소드 설명
ComputeDrawingParameters ( ) : void

Throw bubbles according to the current water quality.

Draw ( ) : void

Draw an icon of the currently breeding species and the micro fungus infestation when active.

ExposeData ( ) : void

Save and load variables (stored in savegame data).

GetFoodFromAquacultureHopper ( ) : bool

Check if there is enough food in one of the adjacent aquaculture hoppers and consume it if available.

GetInspectString ( ) : string

Get the string displayed in the inspection panel.

GetProduction ( ) : Thing

Gather the aquaculture basin production and restart a new breeding cycle of the same species.

IsAcceptableFeedstock ( ThingDef def ) : bool
IsEnoughFoodInHopper ( ) : bool

Check if there is enough food in the adjacent aquaculture hoppers.

KillBredSpecies ( ) : void

The bred species is killed.

ResetBillsIfNecessary ( ) : void

Reset the aquaculture bills if the user has messed with it (cancelled a bill for example). We need to set custom Bill_Production_AquacultureBasin to call the StartNewBreedCycle function upon bill completion.

SpawnSetup ( ) : void

Initialize instance variables.

StartMicroFungusInfestation ( int infestationDuration ) : void

Start a micro fungus infestation.

StartNewBreedCycle ( ThingDef breedingSpeciesDef ) : void

Start a new breeding cycle of the given species.

ThrowBubble ( IntVec3 cell ) : Mote

Throw a bubble.

Tick ( ) : void

Breed some fishes: - update the remaining microfungus infestation duration. - try to get some food from an adjacent aquaculture hopper. - update the water quality. - update the bred fishes health. - reset the bills if necessary. - compute the drawing parameters (bubbles generation).

TryFeedFishes ( ) : void

Try to feed the fishes.

UpdateFishesHealth ( ) : void

Update the fishes heatlh. Health decreases when: - water quality is too bad. - there is no food available.

UpdateWaterQuality ( ) : void

Update the water quality: - water quality decrease when aquaculture basin is unpowered or temperature is not in optimal range. - water quality recovers when aquaculture basin is powered.

메소드 상세

ComputeDrawingParameters() 공개 메소드

Throw bubbles according to the current water quality.
public ComputeDrawingParameters ( ) : void
리턴 void

Draw() 공개 메소드

Draw an icon of the currently breeding species and the micro fungus infestation when active.
public Draw ( ) : void
리턴 void

ExposeData() 공개 메소드

Save and load variables (stored in savegame data).
public ExposeData ( ) : void
리턴 void

GetFoodFromAquacultureHopper() 공개 메소드

Check if there is enough food in one of the adjacent aquaculture hoppers and consume it if available.
public GetFoodFromAquacultureHopper ( ) : bool
리턴 bool

GetInspectString() 공개 메소드

Get the string displayed in the inspection panel.
public GetInspectString ( ) : string
리턴 string

GetProduction() 공개 메소드

Gather the aquaculture basin production and restart a new breeding cycle of the same species.
public GetProduction ( ) : Thing
리턴 Thing

IsAcceptableFeedstock() 공개 정적인 메소드

public static IsAcceptableFeedstock ( ThingDef def ) : bool
def ThingDef
리턴 bool

IsEnoughFoodInHopper() 공개 메소드

Check if there is enough food in the adjacent aquaculture hoppers.
public IsEnoughFoodInHopper ( ) : bool
리턴 bool

KillBredSpecies() 공개 메소드

The bred species is killed.
public KillBredSpecies ( ) : void
리턴 void

ResetBillsIfNecessary() 공개 메소드

Reset the aquaculture bills if the user has messed with it (cancelled a bill for example). We need to set custom Bill_Production_AquacultureBasin to call the StartNewBreedCycle function upon bill completion.
public ResetBillsIfNecessary ( ) : void
리턴 void

SpawnSetup() 공개 메소드

Initialize instance variables.
public SpawnSetup ( ) : void
리턴 void

StartMicroFungusInfestation() 공개 메소드

Start a micro fungus infestation.
public StartMicroFungusInfestation ( int infestationDuration ) : void
infestationDuration int
리턴 void

StartNewBreedCycle() 공개 메소드

Start a new breeding cycle of the given species.
public StartNewBreedCycle ( ThingDef breedingSpeciesDef ) : void
breedingSpeciesDef ThingDef
리턴 void

ThrowBubble() 공개 정적인 메소드

Throw a bubble.
public static ThrowBubble ( IntVec3 cell ) : Mote
cell IntVec3
리턴 Mote

Tick() 공개 메소드

Breed some fishes: - update the remaining microfungus infestation duration. - try to get some food from an adjacent aquaculture hopper. - update the water quality. - update the bred fishes health. - reset the bills if necessary. - compute the drawing parameters (bubbles generation).
public Tick ( ) : void
리턴 void

TryFeedFishes() 공개 메소드

Try to feed the fishes.
public TryFeedFishes ( ) : void
리턴 void

UpdateFishesHealth() 공개 메소드

Update the fishes heatlh. Health decreases when: - water quality is too bad. - there is no food available.
public UpdateFishesHealth ( ) : void
리턴 void

UpdateWaterQuality() 공개 메소드

Update the water quality: - water quality decrease when aquaculture basin is unpowered or temperature is not in optimal range. - water quality recovers when aquaculture basin is powered.
public UpdateWaterQuality ( ) : void
리턴 void

프로퍼티 상세

bluebladeTexture 공개적으로 정적으로 프로퍼티

public static Material,UnityEngine bluebladeTexture
리턴 UnityEngine.Material

breedingDuratinInTicks 공개적으로 프로퍼티

public int breedingDuratinInTicks
리턴 int

breedingIsFinished 공개적으로 프로퍼티

public bool breedingIsFinished
리턴 bool

breedingProgressInTicks 공개적으로 프로퍼티

public int breedingProgressInTicks
리턴 int

breedingSpeciesDef 공개적으로 프로퍼티

public ThingDef breedingSpeciesDef
리턴 ThingDef

breedingSpeciesMatrix 공개적으로 프로퍼티

public Matrix4x4,UnityEngine breedingSpeciesMatrix
리턴 UnityEngine.Matrix4x4

breedingSpeciesScale 공개적으로 프로퍼티

public Vector3 breedingSpeciesScale
리턴 Vector3

breedingSpeciesTexture 공개적으로 프로퍼티

public Material,UnityEngine breedingSpeciesTexture
리턴 UnityEngine.Material

fishesHealthInPercent 공개적으로 프로퍼티

public int fishesHealthInPercent
리턴 int

foodIsAvailable 공개적으로 프로퍼티

public bool foodIsAvailable
리턴 bool

mashgonTexture 공개적으로 정적으로 프로퍼티

public static Material,UnityEngine mashgonTexture
리턴 UnityEngine.Material

microFungusFadingFactor 공개적으로 프로퍼티

public float microFungusFadingFactor
리턴 float

microFungusMatrix 공개적으로 프로퍼티

public Matrix4x4,UnityEngine microFungusMatrix
리턴 UnityEngine.Matrix4x4

microFungusRemainingDurationInTicks 공개적으로 프로퍼티

public int microFungusRemainingDurationInTicks
리턴 int

microFungusScale 공개적으로 프로퍼티

public Vector3 microFungusScale
리턴 Vector3

microFungusTexture 공개적으로 정적으로 프로퍼티

public static Material,UnityEngine microFungusTexture
리턴 UnityEngine.Material

nextBubbleThrowTick 공개적으로 프로퍼티

public int nextBubbleThrowTick
리턴 int

nextFeedingDateInTicks 공개적으로 프로퍼티

public int nextFeedingDateInTicks
리턴 int

powerComp 공개적으로 프로퍼티

public CompPowerTrader powerComp
리턴 CompPowerTrader

tailTeethTexture 공개적으로 정적으로 프로퍼티

public static Material,UnityEngine tailTeethTexture
리턴 UnityEngine.Material

temperature 공개적으로 프로퍼티

public float temperature
리턴 float

waterQuality 공개적으로 프로퍼티

public float waterQuality
리턴 float