class ConstructionPartSource
Constructors 1
void ConstructionPart(string name, string part_name, string main_part_name, int id, bool is_built, bool is_base, bool is_gate, array<string> required_parts)References m_Id, m_IsBase, m_IsBuilt
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, m_IsGate, m_MainPartName, m_Name, m_PartName, and m_RequiredPartsReferenced by Construction.UpdateConstructionParts()
Members 8
string m_Namelocalized text name that is displayed ingame
int m_Ida number used for synchronization and persistence purposes, must be unique and withing sync limit (total number of bits in all sync/persistence variables)
string m_PartNameconfig class name
Referenced by BaseBuildingBase.HandleItemFalling(), BaseBuildingBase.SetPartFromSyncData(), ConstructionPart()
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, GetPartName(), SetBuiltState(), and SetRequestBuiltState()string m_MainPartNamemain (parent) config class name
bool m_IsBuiltdefines part build state
bool m_IsBasedefines if this part is the foundation of the whole construction
list of parts required by this part
Methods 10
string GetName()string GetPartName()References m_PartName
Referenced by ActionBuildPart.SetupAction(), ActionBuildShelter.SetupAction(), ActionDestroyPart.OnFinishProgressServer()
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, ActionDismantlePart.OnFinishProgressServer(), BaseBuildingBase.FullyBuild(), BaseBuildingBase.SetActionFromSyncData(), BaseBuildingBase.SetPartFromSyncData(), Construction.AddToConstructedParts(), Construction.CanUseToolToBuildPart(), Construction.CanUseToolToDismantlePart(), Construction.DropNonUsableMaterialsServer(), Construction.GetConstructionPartsToBuild(), Construction.GetMaterialType(), Construction.InitVisuals(), Construction.RemoveFromConstructedParts(), Construction.UpdatePhysics(), Construction.UpdateVisuals(), MiscGameplayFunctions.ComplexBuildCollideCheckClient(), StaticFlagPole.FullyBuild(), and TerritoryFlag.CanReceiveAttachment()string GetMainPartName()References m_MainPartName
Referenced by ActionRepairPart.RepairCondition(), Construction.CanUseToolToBuildPart(), Construction.CanUseToolToDismantlePart()
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, Construction.DestroyMaterialsServer(), Construction.DropNonUsableMaterialsServer(), Construction.GetCollisionBoxData(), Construction.GetConstructionPartsToBuild(), Construction.GetMaterialType(), Construction.HasConflictPart(), Construction.HasMaterials(), Construction.HasRequiredPart(), Construction.MaterialIsRuined(), Construction.ReceiveMaterialsServer(), Construction.SetLockOnAttachedMaterials(), Construction.TakeMaterialsServer(), MiscGameplayFunctions.BuildCondition(), and TerritoryFlag.CanReceiveAttachment()int GetId()References m_Id
bool IsBuilt()References m_IsBuilt
Referenced by BaseBuildingBase.SetPartFromSyncData(), BaseBuildingBase.SetPartsAfterStoreLoad(), Construction.ExceptionCheck()
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, Construction.GetValidDepenentPartsArray(), Construction.HasDependentPart(), Construction.InitVisuals(), Construction.IsPartConstructed(), Construction.UpdatePhysics(), Construction.UpdateVisuals(), Fence.AfterStoreLoad(), Fence.CheckGateState(), Fence.GateAttachmentConditions(), Fence.GateAttachmentsSanityCheck(), and TerritoryFlag.CanReceiveAttachment()void SetBuiltState(bool is_built)void SetRequestBuiltState(bool req_built)References bsbDebugPrint(), LogManager.IsBaseBuildingLogEnable(), CGame.IsMultiplayer()
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, SetBuiltState(), and m_PartNamebool IsBase()References m_IsBase
References m_RequiredParts