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AdventureCore.ResourcePool Class Reference

Detailed Description

manages the modification and observation of a characters resources
resources are behaviours of their own so they can update themselfes on a frame by frame basis
any resource of a character has be linked here so it can be easily accessed

https://adventure.softleitner.com/manual/resource

Inheritance diagram for AdventureCore.ResourcePool:

Classes

struct  ResourceData
 
struct  ValueData
 

Public Member Functions

bool ContainsResource (ResourceType resourceType)
 
bool HasResourceQuantity (ResourceQuantity resourceQuantity)
 
bool HasResourceQuantity (IEnumerable< ResourceQuantity > resourceQuantities)
 
bool HasAnyResource (ResourceType resourceType)
 
bool HasAnyResource (IEnumerable< ResourceType > resourceTypes)
 
bool HasAnyResource (IEnumerable< ResourceQuantity > resourceQuantities)
 
bool FillResource (ResourceType resourceType, Object source)
 
bool AddResource (ResourceType resourceType, float value, Object source)
 
bool AddResource (ResourceQuantity resourceQuantity, Object source)
 
bool RemoveResource (ResourceType resourceType, float value, Object source)
 
bool RemoveResource (ResourceQuantity resourceQuantity, Object source)
 
bool ClearResource (ResourceType resourceType, Object source)
 
void AddResources (IEnumerable< ResourceQuantity > resources, Object source)
 
void RemoveResources (IEnumerable< ResourceQuantity > resources, Object source)
 
void AddResources (IEnumerable< ResourceQuantity > resources)
 
void RemoveResources (IEnumerable< ResourceQuantity > resources)
 
bool FillResource (ResourceType resourceType)
 
bool AddResource (ResourceQuantity resourceQuantity)
 
bool RemoveResource (ResourceQuantity resourceQuantity)
 
bool ClearResource (ResourceType resourceType)
 
void ResetResources ()
 
ResourceValue GetResourceValue (ResourceType resource)
 
bool HasValue (ResourceType resource)
 
float GetValue (ResourceType resource)
 
float GetMaximum (ResourceType resource)
 
float GetRatio (ResourceType resource)
 
ResourceData GetData ()
 
void OnResourceChanged (ResourceValue resourceValue)
 
void Persist ()
 

Public Attributes

PersisterBase Persister
 
float PersistenceInterval = 1f
 
Transform BarTarget
 
ResourceValue[] Values
 
UnityEvent< ResourceValueChanged
 

Static Public Attributes

const string PERSISTENCE_SUB_KEY = "RES"