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Class Funds

GameStateProperty that tracks the funds available to the player.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
GameStateProperty
Funds
Implements
IEndOfLevelHandler
Inherited Members
GameStateProperty.OnMaxSeverity
GameStateProperty.severity
GameStateProperty._value
GameStateProperty.clampMin
GameStateProperty.min
GameStateProperty.clampMax
GameStateProperty.max
GameStateProperty.scale
GameStateProperty.ApplyEffect(Product)
GameStateProperty.ApplyEffect(Proposal)
GameStateProperty.ApplyEffectUnscaled(Single)
GameStateProperty.SetValue(Single)
GameStateProperty.ScaleEffect(Single)
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.MonoBehaviour.runInEditMode
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.TryGetComponent(System.Type, UnityEngine.Component)
UnityEngine.Component.TryGetComponent<T>(T)
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform)
UnityEngine.Object.Instantiate<T>(T, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfType(System.Type, System.Boolean)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindObjectOfType(System.Type, System.Boolean)
UnityEngine.Object.ToString()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: GDA.GameStateProperties
Assembly: Assembly-CSharp.dll
Syntax
public class Funds : GameStateProperty, IEndOfLevelHandler

Fields

fundsTopup

Funds to be added at the end of each level.

Declaration
public int fundsTopup
Field Value
Type Description
System.Int32

Properties

GameOverText

The text that is incorporated into NPC dialogue when a GameStateProperty reaches max severity and results in a gameover.

Declaration
public override string GameOverText { get; }
Property Value
Type Description
System.String
Overrides
GameStateProperty.GameOverText

hideValue

Whether to hide the _value attribute in the Unity Editor. Usually for when a Child class overrides the value property.

Declaration
protected override bool hideValue { get; }
Property Value
Type Description
System.Boolean
Overrides
GameStateProperty.hideValue

NegativeEvaluation

The text that is incorporated into NPC dialogue when a product is worse than another with regards to a GameStateProperty.

Declaration
public override string NegativeEvaluation { get; }
Property Value
Type Description
System.String
Overrides
GameStateProperty.NegativeEvaluation

PositiveEvaluation

The text that is incorporated into NPC dialogue when a product is better than another with regards to a GameStateProperty.

Declaration
public override string PositiveEvaluation { get; }
Property Value
Type Description
System.String
Overrides
GameStateProperty.PositiveEvaluation

value

The value of the GameStateProperty

Declaration
public override float value { get; protected set; }
Property Value
Type Description
System.Single
Overrides
GameStateProperty.value

Methods

CalculateEffect(Product)

Calculates the effect of a single product on the GameStateProperty.

Declaration
public override float CalculateEffect(Product product)
Parameters
Type Name Description
Product product

Product to use for calculation

Returns
Type Description
System.Single

The effect of the product on the GameStateProperty

Overrides
GameStateProperty.CalculateEffect(Product)

CalculateEffect(Proposal)

Calculates the effect of a (processed) Proposal on the GameStateProperty. Calculation may take into account considerations from the whole proposal (required quantity, user group etc.) and not solely from the products, and thus is substantially different from CalculateEffect(Product) If decision is Nill, method will return erronous results

Declaration
public override float CalculateEffect(Proposal proposal)
Parameters
Type Name Description
Proposal proposal

The processed proposal to make the calculation with

Returns
Type Description
System.Single

The effect of the proposal on the GameStateProperty

Overrides
GameStateProperty.CalculateEffect(Proposal)

GetBetterProduct(Proposal)

Takes a proposal, and returns the product that would be more beneficial/less detrimental to the GameStateProperty.

Declaration
public override Product GetBetterProduct(Proposal proposal)
Parameters
Type Name Description
Proposal proposal

Proposal to check

Returns
Type Description
Product

The better product out of productA and productB

Overrides
GameStateProperty.GetBetterProduct(Proposal)

OnEndOfLevel()

Implementation of IEndOfLevelHandler. Adds additional funds at the end of the level.

Declaration
public void OnEndOfLevel()

Implements

IEndOfLevelHandler
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