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);