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Class TimeState

GameStateProperty that tracks the in-game time left in the level.

Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
GameStateProperty
TimeState
Implements
IEndOfLevelHandler
Inherited Members
GameStateProperty.OnMaxSeverity
GameStateProperty.severity
GameStateProperty._value
GameStateProperty.value
GameStateProperty.clampMin
GameStateProperty.min
GameStateProperty.clampMax
GameStateProperty.max
GameStateProperty.scale
GameStateProperty.hideValue
GameStateProperty.ApplyEffect(Product)
GameStateProperty.ApplyEffect(Proposal)
GameStateProperty.GetBetterProduct(Proposal)
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 TimeState : GameStateProperty, IEndOfLevelHandler

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

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

Methods

ApplyEffectUnscaled(Single)

Applies a fixed change to the value of the GameStateProperty, without scaling.

Declaration
public override void ApplyEffectUnscaled(float amt)
Parameters
Type Name Description
System.Single amt

Amount to change

Overrides
GameStateProperty.ApplyEffectUnscaled(Single)

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)

OnEndOfLevel()

Implementation of IEndOfLevelHandler. Resets the timer at the end of the level.

Declaration
public void OnEndOfLevel()

Events

OnDayOver

Event that triggers when an in-game day is over. Used to trigger NewsManager.

Declaration
public static event Action OnDayOver
Event Type
Type Description
System.Action

Implements

IEndOfLevelHandler
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