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Class EmitterSystem

The emitter system distributes resources from emitters -> consumers by spawning trucks.

Hierarchy

Index

Constructors

constructor

Methods

draw

  • draw(parameters: any): void
  • Override, do not call this directly, use startDraw()

    Parameters

    • parameters: any

    Returns void

findConsumer

  • findConsumer(resource: any, cacheComp: any, factionId: any): any
  • Finds a consumer for the given cache component

    Parameters

    • resource: any
    • cacheComp: any
    • factionId: any

    Returns any

    Tile ID

internalCheckEntityShouldBeInTargetList

  • internalCheckEntityShouldBeInTargetList(entity: any): any

internalPopEntityIfMatching

  • internalPopEntityIfMatching(entity: any): void

internalPostLoadHook

  • internalPostLoadHook(): void

internalPushEntityIfMatching

  • internalPushEntityIfMatching(entity: any): void

internalRecomputeIfTransporterChanged

  • internalRecomputeIfTransporterChanged(building: any): void

internalRecomputeTargetEntities

  • internalRecomputeTargetEntities(): void

internalReconsiderEntityToAdd

  • internalReconsiderEntityToAdd(entity: any): void

internalRegisterEntity

  • internalRegisterEntity(entity: any): void

isPossibleConsumer

  • isPossibleConsumer(resource: any, tile: any): boolean
  • Checks if the target tile is a valid consumer

    Parameters

    • resource: any
    • tile: any

    Returns boolean

startDraw

  • startDraw(parameters: any): void
  • see

    GameSystem.draw Wrapper arround the draw method

    Parameters

    • parameters: any

    Returns void

update

  • update(): void
  • Returns void