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4 January 2024

  • 20:5120:51, 4 January 2024 diff hist +2,412 N Clan.HasPolicyCreated page with "== <code>HasPolicy</code> Method in Clan Class == === Overview === The <code>HasPolicy</code> method in the Clan class is used to determine whether the clan has accepted a specific policy. This method is essential for understanding the clan's current policies and their impact on gameplay and clan dynamics. === Method Definition === <syntaxhighlight lang="c#"> public bool HasPolicy(string policyNameOrId); </syntaxhighlight> === Description === * Parameters: ** <code>p..." current Tag: Visual edit
  • 20:4920:49, 4 January 2024 diff hist +2,721 N GetMemberCreated page with "== <code>GetMember</code> Method in Clan Class == === Overview === The <code>GetMember</code> method in the Clan class is designed to retrieve a specific member of the clan based on their role. This method is useful for identifying individual clan members who fulfill particular roles within the clan's structure. === Method Definition === <syntaxhighlight lang="c#"> public Actor GetMember(string roleFilter, bool inclusivePassive = false); </syntaxhighlight> === Descrip..." current Tag: Visual edit
  • 20:4520:45, 4 January 2024 diff hist +2,819 N GetMembersCreated page with "== <code>GetMembers</code> Method in Clan Class == === Overview === The <code>GetMembers</code> method in the Clan class retrieves all members of a clan that match a specific role. This method is essential for filtering and accessing clan members based on their roles within the clan's structure. === Method Definition === <syntaxhighlight lang="c#"> public IEnumerable<Actor> GetMembers(string roleFilter, bool inclusivePassive = false) </syntaxhighlight> === Description..." current Tag: Visual edit
  • 20:4220:42, 4 January 2024 diff hist +2,849 N OnActorRoleChangedCreated page with "== <code>onActorRoleChanged</code> Event in Clan Class == === Overview === The <code>onActorRoleChanged</code> event in the Clan class is triggered when there is a change in an actor's role within the clan. This event plays a critical role in tracking and responding to changes in the responsibilities and status of clan members. === Event Definition === <syntaxhighlight lang="c#"> public Action<Actor, Role> onActorRoleChanged; </syntaxhighlight> === Description === *..." current Tag: Visual edit
  • 20:3820:38, 4 January 2024 diff hist +2,625 N OnMemberLeaveCreated page with "== <code>onMemberLeave</code> Event in Clan Class == === Overview === The <code>onMemberLeave</code> event in the Clan class is activated when a member leaves the clan. This event is crucial for acknowledging and responding to changes in the clan's composition within the game's world. === Event Definition === <syntaxhighlight lang="c#"> public event Action<Actor> onMemberLeave; </syntaxhighlight> === Description === * Delegate Type: <code>Action<Actor></code> * Purpo..." current Tag: Visual edit
  • 20:3520:35, 4 January 2024 diff hist +2,560 N OnMemberJoinCreated page with "== <code>onMemberJoin</code> Event in Clan Class == === Overview === The <code>onMemberJoin</code> event in the Clan class is triggered when a new member joins the clan. This event is crucial for recognizing and responding to changes in the clan's membership within the game's world. === Event Definition === <syntaxhighlight lang="c#"> public Action<Actor> onMemberJoin; </syntaxhighlight> === Description === * Delegate Type: <code>Action<Actor></code> * Purpose: Notif..." current Tag: Visual edit
  • 20:3320:33, 4 January 2024 diff hist +2,883 N OnClanCultureChangedCreated page with "== <code>onClanCultureChanged</code> Event in Clan Class == === Overview === The <code>onClanCultureChanged</code> event in the Clan class is activated when there is a change in the clan's cultural background. This event is crucial for adapting to and reflecting changes in the clan's cultural identity within the game's world. === Event Definition === <syntaxhighlight lang="c#"> public event Action<Culture> onClanCultureChanged; </syntaxhighlight> === Description ===..." current Tag: Visual edit
  • 20:2920:29, 4 January 2024 diff hist +1,776 N OnClanEmblemChangedCreated page with "== <code>onClanEmblemChanged</code> Event in Clan Class == === Overview === The <code>onClanEmblemChanged</code> event in the Clan class is triggered when the emblem or banner of the clan is changed. This event is essential for keeping track of and responding to alterations in the visual representation of the clan within the game's world. === Event Definition === <syntaxhighlight lang="c#"> public event Action<Sprite> onClanEmblemChanged; </syntaxhighlight> === Descri..." current Tag: Visual edit
  • 20:2720:27, 4 January 2024 diff hist 0 OnClanNameChangedNo edit summary current Tag: Visual edit
  • 20:2720:27, 4 January 2024 diff hist +2,403 N OnClanNameChangedCreated page with "== <code>onClanNameChanged</code> Event in Clan Class == === Overview === The <code>onClanNameChanged</code> event in the Clan class is triggered when the name of the clan is altered. This event is crucial for monitoring and responding to changes in the identity and representation of the clan within the game. === Event Definition === <syntaxhighlight lang="c#"> public event Action<string> onClanNameChanged; </syntaxhighlight> === Description === * Delegate Type: <cod..." Tag: Visual edit
  • 20:2220:22, 4 January 2024 diff hist +1,833 N OnPolicyUnacceptedCreated page with "== <code>onPolicyUnaccepted</code> Event in Clan Class == === Overview === The <code>onPolicyUnaccepted</code> event in the Clan class is activated when a policy previously adopted by the clan is no longer accepted or is revoked. This event plays a critical role in responding to shifts in the clan's strategic or operational guidelines within the game's world. === Event Definition === <syntaxhighlight lang="c#"> public event Action<Policy> onPolicyUnaccepted; </syntaxhi..." current Tag: Visual edit
  • 20:2120:21, 4 January 2024 diff hist +1,648 N OnPolicyAcceptedCreated page with "== <code>onPolicyAccepted</code> Event in Clan Class == === Overview === The <code>onPolicyAccepted</code> event in the Clan class is triggered when a new policy is accepted or adopted by the clan. This event is crucial for responding to changes in the clan's operational guidelines or doctrines within the game's world. === Event Definition === <syntaxhighlight lang="c#"> public event Action<Policy> onPolicyAccepted; </syntaxhighlight> === Description === * Delegate T..." current Tag: Visual edit
  • 20:1920:19, 4 January 2024 diff hist +1,399 N MemberCountCreated page with "== <code>MemberCount</code> Property in Clan Class == === Overview === The <code>MemberCount</code> property in the Clan class provides the total number of members in the clan. This property is essential for quickly assessing the size and strength of the clan within the game's world. === Property Definition === <syntaxhighlight lang="c#"> public int MemberCount => members.Count; </syntaxhighlight> === Description === * Type: <code>int</code> * Accessibility: Publicly..." current Tag: Visual edit
  • 20:1720:17, 4 January 2024 diff hist +1,483 N PoliciesCreated page with "== <code>Policies</code> Property in Clan Class == === Overview === The <code>Policies</code> property in the Clan class represents the set of policies or doctrines adopted by the clan. These policies define the clan's operational and social guidelines within the game's world. === Property Definition === <syntaxhighlight lang="c#"> public IEnumerable<Policy> Policies => policies; </syntaxhighlight> === Description === * Type: <code>IEnumerable<Policy></code> * Access..." current Tag: Visual edit
  • 20:1520:15, 4 January 2024 diff hist +1,399 N MembersCreated page with "== <code>Members</code> Property in Clan Class == === Overview === The <code>Members</code> property in the Clan class provides a collection of actors who are part of the clan. This property is crucial for representing the clan's population and its individual members within the game's world. === Property Definition === <syntaxhighlight lang="c#"> public IEnumerable<Actor> Members => members; </syntaxhighlight> === Description === * Type: <code>IEnumerable<Actor></cod..." current Tag: Visual edit
  • 20:1420:14, 4 January 2024 diff hist +1,484 N Clan.CultureCreated page with "== <code>Culture</code> Property in Clan Class == === Overview === The <code>Culture</code> property in the Clan class refers to the cultural background associated with the clan. This property is fundamental for defining the clan's identity, traditions, and behaviors within the game's world. === Property Definition === <syntaxhighlight lang="c#"> public Culture Culture { get; private set; } </syntaxhighlight> === Description === * Type: <code>Culture</code> * Accessi..." current Tag: Visual edit
  • 20:1220:12, 4 January 2024 diff hist +1,763 N BannerCreated page with "== <code>Banner</code> Property in Clan Class == === Overview === The <code>Banner</code> property in the Clan class represents the visual symbol or emblem of the clan, typically depicted as a flag or icon. This property plays a crucial role in visually distinguishing different clans within the game. === Property Definition === <syntaxhighlight lang="c#"> public Sprite Banner { get; private set; } </syntaxhighlight> == <code>Banner</code> Property in Clan Class == ==..." current Tag: Visual edit
  • 20:0920:09, 4 January 2024 diff hist +1,526 N Clan.DescriptionCreated page with "== <code>Description</code> Property in Clan Class == === Overview === The <code>Description</code> property in the Clan class provides a narrative description of the clan. This property is vital for offering players insights into the clan's background, culture, and characteristics within the game's world. === Property Definition === <syntaxhighlight lang="c#"> public string Description { get; private set; } </syntaxhighlight> === Description === * Type: <code>string..." current Tag: Visual edit
  • 20:0720:07, 4 January 2024 diff hist −148 Clan.IDNo edit summary current Tag: Visual edit
  • 20:0720:07, 4 January 2024 diff hist +1,356 N ClanNameCreated page with "== <code>ClanName</code> Property in Clan Class == === Overview === The <code>ClanName</code> property in the Clan class represents the name of the clan. This property is essential for identifying and referencing clans within the game's narrative and mechanics. === Property Definition === <syntaxhighlight lang="c#"> public string ClanName { get; private set; } </syntaxhighlight> === Description === * Type: <code>string</code> * Accessibility: Publicly gettable, priva..." current Tag: Visual edit
  • 20:0320:03, 4 January 2024 diff hist +1,676 N Clan.IDCreated page with "== <code>ID</code> Property in Clan Class == === Overview === The <code>ID</code> property in the Clan class represents the unique identifier of a clan. This property is critical for distinguishing between different clans within the game, especially in scenarios involving multiple clans with potentially similar characteristics. === Property Definition === <syntaxhighlight lang="c#"> public string ID { get; private set; } </syntaxhighlight> === Description === * Type:..." Tag: Visual edit
  • 19:5919:59, 4 January 2024 diff hist +17 Main PageNo edit summary Tag: Visual edit
  • 19:5919:59, 4 January 2024 diff hist +2,294 N SetTargetCreated page with "== <code>SetTarget</code> Method in Scheme Class == === Overview === The <code>SetTarget</code> method in the Scheme class allows for the assignment of a new target actor to a scheme. This method is crucial in scenarios where the focus or the intended recipient of the scheme's actions needs to be changed. === Syntax === <syntaxhighlight lang="c#"> public void SetTarget(Actor actor) </syntaxhighlight> === Parameters === * <code>actor</code>: An <code>Actor</code> obj..." Tag: Visual edit
  • 19:5619:56, 4 January 2024 diff hist +2,331 N SetConspiratorCreated page with "== <code>SetConspirator</code> Method in Scheme Class == === Overview === The <code>SetConspirator</code> method in the Scheme class is used to assign a new conspirator to a scheme. This method allows for dynamic changes in the actor responsible for initiating or driving the scheme. === Syntax === <syntaxhighlight lang="c#"> public void SetConspirator(Actor actor) </syntaxhighlight> === Parameters === * <code>actor</code>: An <code>Actor</code> object representing th..." Tag: Visual edit
  • 19:5219:52, 4 January 2024 diff hist +2,395 N EndSchemeCreated page with "== <code>EndScheme</code> Method in Scheme Class == === Overview === The <code>EndScheme</code> method in the Scheme class is used to conclude a scheme with a specific result. This method is essential for finalizing the outcome of a scheme, marking its completion in the context of the game's narrative or mechanics. === Syntax === <syntaxhighlight lang="c#"> public void EndScheme(SchemeResult result) </syntaxhighlight> === Parameters === * <code>result</code>: A <code..." Tag: Visual edit
  • 19:5019:50, 4 January 2024 diff hist +2,273 N KillCreated page with "== <code>Kill</code> Method in Scheme Class == === Overview === The <code>Kill</code> method in the Scheme class is used to terminate a scheme immediately. This method is crucial for stopping the progression of a scheme, especially in scenarios where the scheme's continuation is no longer relevant or desired within the game's context. === Syntax === <syntaxhighlight lang="c#"> public void Kill(bool dontGoEnd = false) </syntaxhighlight> === Description === * Parameter..." Tag: Visual edit
  • 19:4619:46, 4 January 2024 diff hist +1,979 N ResumeCreated page with "== <code>Resume</code> Method in Scheme Class == === Overview === The <code>Resume</code> method in the Scheme class is used to restart a scheme that has been previously paused. This functionality is essential for resuming the progression of schemes that were temporarily halted. === Syntax === <syntaxhighlight lang="c#"> public void Resume() </syntaxhighlight> === Description === * This method checks if the <code>Schemer</code> (the entity managing the scheme) is not..." Tag: Visual edit
  • 19:4419:44, 4 January 2024 diff hist +2,023 N PauseCreated page with "== <code>Pause</code> Method in Scheme Class == === Overview === The <code>Pause</code> method in the Scheme class is used to temporarily halt the progression of a scheme. This functionality is important in scenarios where the game needs to suspend the actions or effects of a particular scheme temporarily. === Syntax === <syntaxhighlight lang="c#"> public void Pause() </syntaxhighlight> === Description === * The method checks if the <code>Schemer</code> (the controll..." Tag: Visual edit
  • 19:4019:40, 4 January 2024 diff hist +186 OnTargetChangedNo edit summary current Tag: Visual edit
  • 19:3919:39, 4 January 2024 diff hist −151 OnTargetChangedNo edit summary Tag: Visual edit
  • 19:3919:39, 4 January 2024 diff hist +2,656 N OnTargetChangedCreated page with "== <code>onTargetChanged</code> Event in Scheme Class == === Overview === The <code>onTargetChanged</code> event in the Scheme class is triggered when there is a change in the target actor of a scheme. This event allows the game to dynamically respond to alterations in the scheme's target. === Event Definition === <syntaxhighlight lang="c#"> public static event Action<Scheme, Actor> onTargetChanged; </syntaxhighlight> === Description === * Parameters: ** <code>Scheme..." Tag: Visual edit
  • 19:3619:36, 4 January 2024 diff hist +2,736 N OnConspiratorChangedCreated page with "== <code>onConspiratorChanged</code> Event in Scheme Class == === Overview === The <code>onConspiratorChanged</code> event in the Scheme class is triggered when the conspirator of a scheme is changed. This event provides a way to respond dynamically to changes in the scheme's initiator within the game. === Event Definition === <syntaxhighlight lang="c#"> public static event Action<Scheme, Actor> onConspiratorChanged; </syntaxhighlight> === Description === * Parameter..." current Tag: Visual edit
  • 19:3219:32, 4 January 2024 diff hist +2,240 N TargetCreated page with "== <code>Target</code> Property in Scheme Class == === Overview === The <code>Target</code> property in the Scheme class identifies the actor who is the intended recipient or focus of the scheme. This property is crucial for understanding whom the scheme is directed against or whom it benefits. === Property Definition === <syntaxhighlight lang="c#"> public Actor Target { get; private set; } </syntaxhighlight> === Description === * Type: <code>Actor</code> - Represent..." Tag: Visual edit
  • 19:2919:29, 4 January 2024 diff hist −129 ConspiratorNo edit summary Tag: Visual edit
  • 19:2919:29, 4 January 2024 diff hist +2,388 N ConspiratorCreated page with "== <code>Conspirator</code> Property in Scheme Class == === Overview === The <code>Conspirator</code> property in the Scheme class identifies the actor who is the primary instigator or planner of the scheme. This property plays a key role in understanding the source and motivation behind the scheme's initiation. === Property Definition === <syntaxhighlight lang="c#"> public Actor Conspirator { get; private set; } </syntaxhighlight> === Description === * Type: <code>A..." Tag: Visual edit
  • 19:2519:25, 4 January 2024 diff hist +1,602 N TargetNotRequiredCreated page with "== <code>TargetNotRequired</code> Property in Scheme Class == === Overview === The <code>TargetNotRequired</code> property in the Scheme class indicates whether a specific target actor is not essential for initiating the scheme. This property helps define the nature of the scheme, particularly in terms of its operational requirements. === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public bool TargetNotRequired { get; private set; } </sy..." current Tag: Visual edit
  • 19:2319:23, 4 January 2024 diff hist −180 HideIfNotCompatibleNo edit summary current Tag: Visual edit
  • 19:2319:23, 4 January 2024 diff hist +1,693 N HideIfNotCompatibleCreated page with "== <code>HideIfNotCompatible</code> Property in Scheme Class == === Overview === The <code>HideIfNotCompatible</code> property in the Scheme class indicates whether the scheme should be hidden from the user interface (UI) when it is not compatible with the current game context or player conditions. === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public bool HideIfNotCompatible { get; private set; } </syntaxhighlight> === Description ===..." Tag: Visual edit
  • 19:2019:20, 4 January 2024 diff hist −18 Main PageNo edit summary Tag: Visual edit
  • 19:1219:12, 4 January 2024 diff hist +2,039 N CurrentObjectiveCreated page with "== <code>CurrentObjective</code> Property in Scheme Class == === Overview === The <code>CurrentObjective</code> property in the Scheme class represents the current goal or task that needs to be accomplished as part of the scheme. It provides a specific, targeted aim for the player to focus on. === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public string CurrentObjective { get; set; } </syntaxhighlight> === Description === * Type: <cod..." current Tag: Visual edit
  • 19:0819:08, 4 January 2024 diff hist +1,938 N DescriptionCreated page with "== <code>Description</code> Property in Scheme Class == === Overview === The <code>Description</code> property in the Scheme class provides a narrative description of the scheme, offering details about its purpose and implications, such as "Plan to eliminate the target. If it happens, {t*Name} will be eliminated." === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public string Description { get; private set; } </syntaxhighlight> === Descr..." current Tag: Visual edit
  • 19:0519:05, 4 January 2024 diff hist +2,252 N IconCreated page with "== <code>Icon</code> Property in Scheme Class == === Overview === The <code>Icon</code> property in the Scheme class holds a visual icon associated with the scheme, providing a graphical representation that reflects its theme or action. === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public Sprite Icon { get; private set; } </syntaxhighlight> === Description === * Type: <code>Sprite</code> - Used in Unity for 2D images. * Accessibility..." current Tag: Visual edit
  • 18:3018:30, 4 January 2024 diff hist −181 Schemes.IDNo edit summary current Tag: Visual edit
  • 18:3018:30, 4 January 2024 diff hist +8 Schemes.IDNo edit summary Tag: Visual edit
  • 18:2918:29, 4 January 2024 diff hist +1,912 N SchemeNameCreated page with "== <code>SchemeName</code> Property in Scheme Class == === Overview === The <code>SchemeName</code> property in the Scheme class provides the name of a scheme, such as "Assassination." === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public string SchemeName { get; private set; } </syntaxhighlight> === Description === * Type: <code>string</code> * Accessibility: The property is publicly accessible for reading but can only be set private..." current Tag: Visual edit
  • 18:1918:19, 4 January 2024 diff hist +2,139 N Schemes.IDCreated page with "== <code>ID</code> Property in Scheme Class == === Overview === The <code>ID</code> property in the Scheme class represents a unique identifier for each scheme instance in the game. === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public string ID { get; private set; } </syntaxhighlight> === Description === * Attribute: <code>[field: SerializeField]</code> - This attribute allows the <code>ID</code> field to be serialized by Unity, enab..." Tag: Visual edit
  • 18:0718:07, 4 January 2024 diff hist −89 1.0.1No edit summary Tag: Visual edit
  • 18:0518:05, 4 January 2024 diff hist +30 N 1.0.0Created page with "''<big>- First Release</big>''" current Tag: Visual edit
  • 18:0418:04, 4 January 2024 diff hist +1,297 N 1.0.1Created page with "=== Intrigues Update Information === ==== Upcoming Update: Intrigues Version 1.0.1 ==== ---- ===== Overview ===== The upcoming release of Intrigues Version 1.0.1 marks an important update for this Unity tool. This update primarily focuses on enhancing overall stability and usability. ===== Key Improvements ===== * Minor Bug Fixes ** Description: Resolution of various small bugs identified in the tool. ** Impact: A smoother and more reliable user experience. * Scheme..." Tag: Visual edit
  • 18:0118:01, 4 January 2024 diff hist 0 Main PageNo edit summary Tag: Visual edit
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