Game.Prefabs.FeedbackConfigurationData
Assembly:
Assembly-CSharp
Namespace:
Game.Prefabs
Type:
public struct
Base:
Unity.Entities.IComponentData, Unity.Entities.IQueryTypeParameter
Summary:
Component (IComponentData) that holds configuration for in-game feedback and notification behavior. It references notification prefabs (happy/sad) and contains numerous multiplier and radius values that tune how various services, facilities and pollution sources contribute to player feedback (for example, how strongly garbage, health services, transport, education, pollution, etc. affect citizen happiness/notifications). This data is intended to be put on prefabs or entities used by feedback systems so those systems can read per-prefab/per-entity configuration values.
Fields
-
public Unity.Entities.Entity m_HappyFaceNotification
Entity reference to the "happy" notification prefab to spawn for positive feedback. -
public Unity.Entities.Entity m_SadFaceNotification
Entity reference to the "sad" notification prefab to spawn for negative feedback. -
public float m_GarbageProducerGarbageFactor
Multiplier controlling how garbage production from producers affects feedback. -
public float m_GarbageVehicleFactor
Multiplier controlling how garbage vehicles influence feedback. -
public float m_HospitalAmbulanceFactor
Multiplier for ambulance-related hospital feedback impact. -
public float m_HospitalHelicopterFactor
Multiplier for hospital helicopter impact on feedback. -
public float m_HospitalCapacityFactor
Multiplier for hospital capacity influence on feedback. -
public float m_DeathcareHearseFactor
Multiplier for hearses / deathcare vehicle impact. -
public float m_DeathcareCapacityFactor
Multiplier for deathcare capacity effect on feedback. -
public float m_DeathcareProcessingFactor
Multiplier for deathcare processing (e.g., cremation / cemetery throughput) effect. -
public float m_ElectricityConsumptionFactor
Multiplier for how electricity consumption affects feedback. -
public float m_ElectricityProductionFactor
Multiplier for electricity production effect on feedback. -
public float m_TransformerRadius
Radius parameter used for transformer-related feedback calculations. -
public float m_WaterConsumptionFactor
Multiplier for water consumption effects on feedback. -
public float m_WaterCapacityFactor
Multiplier for water supply capacity effect on feedback. -
public float m_WaterConsumerSewageFactor
Multiplier affecting sewage impact from water consumers. -
public float m_SewageCapacityFactor
Multiplier for sewage capacity influence on feedback. -
public float m_TransportVehicleCapacityFactor
Multiplier for transport vehicle capacity effect. -
public float m_TransportDispatchCenterFactor
Multiplier for dispatch centers' impact on transport feedback. -
public float m_TransportStationRange
Range used for station-related feedback calculations. -
public float m_TransportStopRange
Range used for individual stop-related feedback calculations. -
public float m_MailProducerMailFactor
Multiplier for mail production's influence on feedback. -
public float m_PostFacilityVanFactor
Multiplier for post facility van vehicle effects. -
public float m_PostFacilityTruckFactor
Multiplier for post facility truck vehicle effects. -
public float m_PostFacilityCapacityFactor
Multiplier for post facility capacity effect. -
public float m_PostFacilityProcessingFactor
Multiplier for post facility processing/throughput effect. -
public float m_TelecomCapacityFactor
Multiplier for telecom capacity influence on feedback. -
public float m_ElementarySchoolCapacityFactor
Multiplier for elementary school capacity effect on feedback. -
public float m_HighSchoolCapacityFactor
Multiplier for high school capacity effect on feedback. -
public float m_CollegeCapacityFactor
Multiplier for college capacity effect on feedback. -
public float m_UniversityCapacityFactor
Multiplier for university capacity effect on feedback. -
public float m_ParkingFacilityRange
Range used for parking facility feedback (how far its effect reaches). -
public float m_MaintenanceVehicleFactor
Multiplier for maintenance vehicle influence on feedback. -
public float m_FireStationEngineFactor
Multiplier for fire engine impact on feedback. -
public float m_FireStationHelicopterFactor
Multiplier for fire helicopter impact on feedback. -
public float m_CrimeProducerCrimeFactor
Multiplier for crime production's effect on feedback. -
public float m_PoliceStationCarFactor
Multiplier for police cars' effect on feedback. -
public float m_PoliceStationHelicopterFactor
Multiplier for police helicopter effect on feedback. -
public float m_PoliceStationCapacityFactor
Multiplier for police station capacity effect. -
public float m_PrisonVehicleFactor
Multiplier for prison transport vehicle effects. -
public float m_PrisonCapacityFactor
Multiplier for prison capacity effect on feedback. -
public float m_GroundPollutionFactor
Multiplier for ground pollution contribution to feedback. -
public float m_AirPollutionFactor
Multiplier for air pollution contribution to feedback. -
public float m_NoisePollutionFactor
Multiplier for noise pollution contribution to feedback. -
public float m_GroundPollutionRadius
Radius used when calculating ground pollution's area effect for feedback. -
public float m_AirPollutionRadius
Radius used when calculating air pollution's area effect for feedback. -
public float m_NoisePollutionRadius
Radius used when calculating noise pollution's area effect for feedback. -
public float m_AttractivenessFactor
Multiplier for attractiveness (visual/amenity) contribution to feedback.
Properties
- This struct has no properties. All data is exposed via public fields.
Constructors
public FeedbackConfigurationData()
As a C# struct, a parameterless default constructor is implicitly available. Use object initializer syntax to set values when creating an instance.
Methods
- None. This type is a plain data container (component) without behavior methods.
Usage Example
// Example: creating component data and assigning it to an entity via EntityManager
var feedbackData = new Game.Prefabs.FeedbackConfigurationData
{
m_HappyFaceNotification = happyPrefabEntity,
m_SadFaceNotification = sadPrefabEntity,
m_GarbageProducerGarbageFactor = 1.0f,
m_GarbageVehicleFactor = 0.8f,
m_HospitalCapacityFactor = 1.2f,
m_AirPollutionFactor = 1.5f,
m_AirPollutionRadius = 30f,
m_AttractivenessFactor = 1.0f,
// set other fields as needed...
};
entityManager.AddComponentData(targetEntity, feedbackData);
Notes for modders: - This component is typically read by feedback/notification systems. Tweaking the multipliers changes how strongly different systems (garbage, health, transport, pollution, education, etc.) influence citizen feedback and notification spawning. - Values represent multipliers and radii; changing them can drastically alter gameplay balance. Test changes in small increments. - The notification fields expect Entity references to notification prefabs (not GameObjects). Use existing notification prefab entities or create your own.