Game.UI.InGame.PrefabUISystem+ElectricityPropertyBinder
Assembly: Game
Namespace: Game.UI.InGame
Type: class abstract public
Base: System.Object
Implements: Game.UI.InGame.PrefabUISystem+IPrefabPropertyBinder
Code
public abstract class ElectricityPropertyBinder : Game.UI.InGame.PrefabUISystem+IPrefabPropertyBinder
{
public readonly System.String m_LabelId;
protected ElectricityPropertyBinder(System.String labelId);
public System.Void Bind(Colossal.UI.Binding.IJsonWriter binder, Unity.Entities.EntityManager entityManager, Unity.Entities.Entity entity);
public abstract System.Void GetValue(Unity.Entities.EntityManager entityManager, Unity.Entities.Entity entity, System.Int32& minCapacity, System.Int32& maxCapacity, Game.Net.Layer& voltageLayers);
public abstract System.Boolean Matches(Unity.Entities.EntityManager entityManager, Unity.Entities.Entity entity);
}
Fields
public readonly System.String m_LabelId
public readonly System.String m_LabelId;
Constructors
protected ElectricityPropertyBinder(System.String labelId)
protected ElectricityPropertyBinder(System.String labelId);
Methods
public Bind(Colossal.UI.Binding.IJsonWriter binder, Unity.Entities.EntityManager entityManager, Unity.Entities.Entity entity) : System.Void
public System.Void Bind(Colossal.UI.Binding.IJsonWriter binder, Unity.Entities.EntityManager entityManager, Unity.Entities.Entity entity);
public abstract GetValue(Unity.Entities.EntityManager entityManager, Unity.Entities.Entity entity, System.Int32& minCapacity, System.Int32& maxCapacity, Game.Net.Layer& voltageLayers) : System.Void
public abstract System.Void GetValue(Unity.Entities.EntityManager entityManager, Unity.Entities.Entity entity, System.Int32& minCapacity, System.Int32& maxCapacity, Game.Net.Layer& voltageLayers);
public abstract Matches(Unity.Entities.EntityManager entityManager, Unity.Entities.Entity entity) : System.Boolean
public abstract System.Boolean Matches(Unity.Entities.EntityManager entityManager, Unity.Entities.Entity entity);