Elin Decompiled Documentation EA 23.102 Nightly
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HappinessManager Class Reference
Inheritance diagram for HappinessManager:
EClass

Public Member Functions

void SetOwner (FactionBranch _owner)
 
void OnSimulateDay ()
 

Public Attributes

List< Happinesslist = new List<Happiness>()
 
FactionBranch owner
 

Properties

Happiness residents [get]
 
Happiness livestocks [get]
 
- Properties inherited from EClass
static Game game [get]
 
static bool AdvMode [get]
 
static Player player [get]
 
static Chara pc [get]
 
static UI ui [get]
 
static Map _map [get]
 
static Zone _zone [get]
 
static FactionBranch Branch [get]
 
static FactionBranch BranchOrHomeBranch [get]
 
static Faction Home [get]
 
static Faction Wilds [get]
 
static Scene scene [get]
 
static BaseGameScreen screen [get]
 
static GameSetting setting [get]
 
static GameData gamedata [get]
 
static ColorProfile Colors [get]
 
static World world [get]
 
static SourceManager sources [get]
 
static SourceManager editorSources [get]
 
static SoundManager Sound [get]
 
static CoreDebug debug [get]
 

Additional Inherited Members

- Static Public Member Functions inherited from EClass
static int rnd (int a)
 
static int curve (int a, int start, int step, int rate=75)
 
static int rndHalf (int a)
 
static float rndf (float a)
 
static int rndSqrt (int a)
 
static void Wait (float a, Card c)
 
static void Wait (float a, Point p)
 
static int Bigger (int a, int b)
 
static int Smaller (int a, int b)
 
- Static Public Attributes inherited from EClass
static Core core
 

Detailed Description

Definition at line 4 of file HappinessManager.cs.

Member Function Documentation

◆ OnSimulateDay()

void HappinessManager.OnSimulateDay ( )
inline

Definition at line 35 of file HappinessManager.cs.

36 {
37 foreach (Happiness item in list)
38 {
39 item.OnAdvanceDay();
40 }
41 }
List< Happiness > list

References item, and list.

Referenced by FactionBranch.OnSimulateDay().

◆ SetOwner()

void HappinessManager.SetOwner ( FactionBranch  _owner)
inline

Definition at line 15 of file HappinessManager.cs.

16 {
17 owner = _owner;
18 if (list.Count == 0)
19 {
20 for (int i = 0; i < 4; i++)
21 {
22 list.Add(new Happiness
23 {
24 value = 50,
25 lastValue = 50
26 });
27 }
28 }
29 for (int j = 0; j < 4; j++)
30 {
31 list[j].SetOwner(owner, j.ToEnum<FactionMemberType>());
32 }
33 }
FactionMemberType
FactionBranch owner

References list, and owner.

Referenced by FactionBranch.SetOwner().

Member Data Documentation

◆ list

List<Happiness> HappinessManager.list = new List<Happiness>()

◆ owner

FactionBranch HappinessManager.owner

Definition at line 9 of file HappinessManager.cs.

Referenced by SetOwner().

Property Documentation

◆ livestocks

Happiness HappinessManager.livestocks
get

Definition at line 13 of file HappinessManager.cs.

Referenced by ContentHomeReport.RefreshInfo(), and UIHomeInfo.RefreshInfo().

◆ residents

Happiness HappinessManager.residents
get

Definition at line 11 of file HappinessManager.cs.

Referenced by ContentHomeReport.RefreshInfo(), and UIHomeInfo.RefreshInfo().


The documentation for this class was generated from the following file: