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buildings

Buildings

Here is an example of how to declare a new fountain building.

Buildings are an ensemble of building parts. Simple buildings have only one part.

Scripts

Declare the building:

myMod:register({
	DataType = "BUILDING",
	Id = "FOUNTAIN",
	Name = "MY_MOD_FOUNTAIN",
	Description = "MY_MOD_FOUNTAIN",
	BuildingType = "DECORATION",
	BuildingPartList = { "FOUNTAIN_PART" },
	--VillagerRequired = { Status = "NEWCOMER", Quantity = 9 }
})

Declare the building part:

myMod:register({
	DataType = "BUILDING_PART",
	Id = "FOUNTAIN_PART",
	Description = "",
	ConstructorData = {
		DataType = "DEFAULT_BUILDING_CONSTRUCTOR",
		CoreObjectPrefab = "PREFAB_FOUNTAIN"
	},
	BuildingZone = { 5, 5 },
	ConstructionVisual = "PREFAB_FOUNTAIN_CONSTRUCTION",
	Cost = {
		UpkeepCost = {
			{ Resource = "GOLD", Quantity = 5 }
		},
		RessourcesNeeded = {
			{ Resource = "WOOD", Quantity = 5 },
			{ Resource = "STONE", Quantity = 10 }
		}
	}
})

Data

TODO

TODO

myMod:registerAssetId("models/fountain.fbx/Prefab/Fountain", "PREFAB_FOUNTAIN")
myMod:registerAssetId("models/fountain.fbx/Prefab/Fountain_Construction_Steps", "PREFAB_FOUNTAIN_CONSTRUCTION")

Text and Localization

TODO

Construction Steps

Buildings are built step by step. The construction system is based on naming.

You can specify a prefab to be used as construction visual.

The system will parse the prefab and search for objects with a name starting with step_.

All nodes called step_0 (or step_0_anythingelse) will be visible as soon as the building is placed.

The rest of the nodes (step_X / step_X_anythingelse) will become visible in order, during the construction.

If more than one node have the same order number, they inner order will be randomized. For instance step_2_A, step_2_B and step_2_C will be shown in a random order. But always after step_1, and always before step_3.

Note that all children of a node starting with step_ will be shown with there parent, no mater their name.

buildings.txt · Last modified: 2018/10/18 18:11 by polymorphgames