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Game.PSI.Telemetry+GameplayData

Assembly: Game
Namespace: Game.PSI

Type: class public

Base: System.Object

Code

public class GameplayData
{
    private Unity.Entities.EntityQuery m_PopulationQuery;
    private Unity.Entities.EntityQuery m_BuildingsQuery;
    private Unity.Entities.EntityQuery m_OwnedTileQuery;
    private Unity.Entities.EntityQuery m_FollowedQuery;
    private readonly Game.Prefabs.PrefabSystem m_PrefabSystem;
    private readonly Game.UI.InGame.TimeUISystem m_TimeSystem;
    private readonly Game.Simulation.SimulationSystem m_SimulationSystem;
    private readonly Game.UI.MapMetadataSystem m_MapMetadataSystem;
    private readonly Game.Simulation.CityStatisticsSystem m_CityStatisticsSystem;
    private readonly Game.City.CityConfigurationSystem m_CityConfigurationSystem;
    private readonly Game.Tutorials.TutorialSystem m_TutorialSystem;
    private readonly Game.Simulation.CitySystem m_CitySystem;
    private readonly Game.Simulation.CityServiceBudgetSystem m_CityServiceBudgetSystem;
    private readonly Game.Prefabs.Modes.GameModeSystem m_GameModeSystem;

    public System.Int32 buildingCount { get; }
    public Game.City.Population population { get; }
    public System.Int32 moneyAmount { get; }
    public System.Int32 moneyDelta { get; }
    public System.Int32 followedCitizens { get; }
    public System.Int32 ownedMapTiles { get; }
    public System.String mapName { get; }
    public System.Single simulationSpeed { get; }
    public System.Boolean unlimitedMoney { get; }
    public System.Boolean unlockAll { get; }
    public System.Boolean naturalDisasters { get; }
    public System.Boolean tutorialEnabled { get; }
    public System.String currentGameMode { get; }

    public GameplayData(Unity.Entities.World world);

    internal static Colossal.PSI.Common.IDlc <GetDLCsFromContent>g__CreateDummyDLC|29_0(Game.Prefabs.ContentPrefab contentPrefab);
    public System.Int32 GetDay();
    public System.Collections.Generic.IEnumerable<Colossal.PSI.Common.IDlc> GetDLCsFromContent();
    public T GetPrefab<T>(Unity.Entities.Entity entity);
    public System.Int32 GetResourcesOutputCount();
    private System.Void InitializeStats(Unity.Entities.World world);
}

Fields

  • private Unity.Entities.EntityQuery m_PopulationQuery
private Unity.Entities.EntityQuery m_PopulationQuery;
  • private Unity.Entities.EntityQuery m_BuildingsQuery
private Unity.Entities.EntityQuery m_BuildingsQuery;
  • private Unity.Entities.EntityQuery m_OwnedTileQuery
private Unity.Entities.EntityQuery m_OwnedTileQuery;
  • private Unity.Entities.EntityQuery m_FollowedQuery
private Unity.Entities.EntityQuery m_FollowedQuery;
  • private readonly Game.Prefabs.PrefabSystem m_PrefabSystem
private readonly Game.Prefabs.PrefabSystem m_PrefabSystem;
  • private readonly Game.UI.InGame.TimeUISystem m_TimeSystem
private readonly Game.UI.InGame.TimeUISystem m_TimeSystem;
  • private readonly Game.Simulation.SimulationSystem m_SimulationSystem
private readonly Game.Simulation.SimulationSystem m_SimulationSystem;
  • private readonly Game.UI.MapMetadataSystem m_MapMetadataSystem
private readonly Game.UI.MapMetadataSystem m_MapMetadataSystem;
  • private readonly Game.Simulation.CityStatisticsSystem m_CityStatisticsSystem
private readonly Game.Simulation.CityStatisticsSystem m_CityStatisticsSystem;
  • private readonly Game.City.CityConfigurationSystem m_CityConfigurationSystem
private readonly Game.City.CityConfigurationSystem m_CityConfigurationSystem;
  • private readonly Game.Tutorials.TutorialSystem m_TutorialSystem
private readonly Game.Tutorials.TutorialSystem m_TutorialSystem;
  • private readonly Game.Simulation.CitySystem m_CitySystem
private readonly Game.Simulation.CitySystem m_CitySystem;
  • private readonly Game.Simulation.CityServiceBudgetSystem m_CityServiceBudgetSystem
private readonly Game.Simulation.CityServiceBudgetSystem m_CityServiceBudgetSystem;
  • private readonly Game.Prefabs.Modes.GameModeSystem m_GameModeSystem
private readonly Game.Prefabs.Modes.GameModeSystem m_GameModeSystem;

Properties

  • public System.Int32 buildingCount { get }
public System.Int32 buildingCount { get; }
  • public Game.City.Population population { get }
public Game.City.Population population { get; }
  • public System.Int32 moneyAmount { get }
public System.Int32 moneyAmount { get; }
  • public System.Int32 moneyDelta { get }
public System.Int32 moneyDelta { get; }
  • public System.Int32 followedCitizens { get }
public System.Int32 followedCitizens { get; }
  • public System.Int32 ownedMapTiles { get }
public System.Int32 ownedMapTiles { get; }
  • public System.String mapName { get }
public System.String mapName { get; }
  • public System.Single simulationSpeed { get }
public System.Single simulationSpeed { get; }
  • public System.Boolean unlimitedMoney { get }
public System.Boolean unlimitedMoney { get; }
  • public System.Boolean unlockAll { get }
public System.Boolean unlockAll { get; }
  • public System.Boolean naturalDisasters { get }
public System.Boolean naturalDisasters { get; }
  • public System.Boolean tutorialEnabled { get }
public System.Boolean tutorialEnabled { get; }
  • public System.String currentGameMode { get }
public System.String currentGameMode { get; }

Constructors

  • public GameplayData(Unity.Entities.World world)
public GameplayData(Unity.Entities.World world);

Methods

  • internal static <GetDLCsFromContent>g__CreateDummyDLC|29_0(Game.Prefabs.ContentPrefab contentPrefab) : Colossal.PSI.Common.IDlc
internal static Colossal.PSI.Common.IDlc <GetDLCsFromContent>g__CreateDummyDLC|29_0(Game.Prefabs.ContentPrefab contentPrefab);
  • public GetDay() : System.Int32
public System.Int32 GetDay();
  • public GetDLCsFromContent() : System.Collections.Generic.IEnumerable<Colossal.PSI.Common.IDlc>
public System.Collections.Generic.IEnumerable<Colossal.PSI.Common.IDlc> GetDLCsFromContent();
  • public GetPrefab<T>(Unity.Entities.Entity entity) : T
public T GetPrefab<T>(Unity.Entities.Entity entity);
  • public GetResourcesOutputCount() : System.Int32
public System.Int32 GetResourcesOutputCount();
  • private InitializeStats(Unity.Entities.World world) : System.Void
private System.Void InitializeStats(Unity.Entities.World world);