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5 January 2024

  • 11:0611:06, 5 January 2024 diff hist +1,603 N Policy.SetIconCreated page with "=== Policy Class - <code>SetIcon</code> Method === ==== Overview ==== The <code>SetIcon</code> method in the Policy class allows for updating the visual representation of a policy with a new icon. ==== Syntax ==== <syntaxhighlight lang="c#"> public void SetIcon(Sprite icon) </syntaxhighlight> ==== Description ==== This method is used to change the icon of a policy. Icons are an integral part of UI design, helping players quickly identify different policies. Changing a..." current Tag: Visual edit
  • 11:0111:01, 5 January 2024 diff hist +1,667 N Policy.SetDescriptionCreated page with "=== Policy Class - <code>SetDescription</code> Method === ==== Overview ==== The <code>SetDescription</code> method in the Policy class is used to update the description of a policy. ==== Syntax ==== <syntaxhighlight lang="c#"> public void SetDescription(string description) </syntaxhighlight> ==== Description ==== This method allows for dynamically updating the description of a policy during the game. It's useful for providing more context or modifying the narrative a..." current Tag: Visual edit
  • 10:2910:29, 5 January 2024 diff hist +1,595 N Policy.SetNameCreated page with "=== Policy Class - <code>SetName</code> Method === ==== Overview ==== The <code>SetName</code> method in the Policy class is used to change the name of a policy. ==== Syntax ==== <syntaxhighlight lang="c#"> public void SetName(string policyName) </syntaxhighlight> ==== Description ==== This method allows for dynamically updating the name of a policy during runtime. It is particularly useful when policies need to be renamed based on game events or player actions. ====..." current Tag: Visual edit
  • 10:2210:22, 5 January 2024 diff hist +1,671 N Policy.IconCreated page with "=== Policy Class - <code>Icon</code> Property === ==== Overview ==== The <code>Icon</code> property in the Policy class represents the visual symbol or graphic associated with a specific policy, like "Economy." ==== Syntax ==== <syntaxhighlight lang="c#"> [field: SerializeField] public Sprite Icon { get; private set; } </syntaxhighlight> ==== Description ==== This property holds a <code>Sprite</code> object which serves as the icon for the policy. It can be used in th..." current Tag: Visual edit
  • 10:1510:15, 5 January 2024 diff hist +2,012 N Policy.onPolicyNameChangedCreated page with "=== Policy Class - <code>onPolicyNameChanged</code> Event === ==== Overview ==== The <code>onPolicyNameChanged</code> event in the Policy class is triggered when the name of a policy is changed. It's useful for updating UI elements or other game components that depend on the policy name. ==== Syntax ==== <syntaxhighlight lang="c#"> public event Action<string> onPolicyNameChanged; </syntaxhighlight> ==== Description ==== This event is attached to a specific policy and..." current Tag: Visual edit
  • 10:0110:01, 5 January 2024 diff hist +1,935 N Policy.DescriptionCreated page with "== <code>Description</code> Property in Policy Class == === Overview === The <code>Description</code> property in the Policy class is essential for providing detailed information about each policy within the game. It enriches player understanding by elaborating on what each policy entails and its implications in the game world. === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public string Description { get; private set; } </syntaxhighlig..." current Tag: Visual edit
  • 00:2200:22, 5 January 2024 diff hist +1 Main PageNo edit summary Tag: Visual edit
  • 00:2200:22, 5 January 2024 diff hist +95 Main PageNo edit summary Tag: Visual edit
  • 00:0400:04, 5 January 2024 diff hist +83 Main PageNo edit summary Tag: Visual edit
  • 00:0000:00, 5 January 2024 diff hist +1,840 N Policy.PolicyNameCreated page with "== <code>PolicyName</code> Property in Policy Class == === Overview === The <code>PolicyName</code> property in the Policy class serves as a key attribute for defining and recognizing different policies within the game. It provides a human-readable name for each policy, crucial for both players and developers. === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public string PolicyName { get; private set; } </syntaxhighlight> === Descriptio..." current Tag: Visual edit

4 January 2024

  • 23:5923:59, 4 January 2024 diff hist +1,856 N Policy.IDCreated page with "== <code>ID</code> Property in Policy Class == === Overview === The <code>ID</code> property in the Policy class is crucial for uniquely identifying each policy within the game's framework. This property is vital for managing and referencing different policies effectively. === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public string ID { get; private set; } </syntaxhighlight> === Description === * <code>ID</code> holds a unique identi..." current Tag: Visual edit
  • 23:4523:45, 4 January 2024 diff hist +2,163 N Culture.MaleNamesCreated page with "== <code>MaleNames</code> Property in Culture Class == === Overview === The <code>MaleNames</code> property in the Culture class provides a list of male names that are commonly used within a specific culture in the game. This property plays a significant role in representing cultural diversity and authenticity in character names. === Property Definition === <syntaxhighlight lang="c#"> public IEnumerable<string> MaleNames => maleNames; </syntaxhighlight> === Descriptio..." current Tag: Visual edit
  • 23:4423:44, 4 January 2024 diff hist +2,043 N Culture.FemaleNamesCreated page with "== <code>FemaleNames</code> Property in Culture Class == === Overview === The <code>FemaleNames</code> property in the Culture class retrieves a collection of female names commonly used within a specific culture in the game. This is a key feature for character naming and cultural representation. === Property Definition === <syntaxhighlight lang="c#"> public IEnumerable<string> FemaleNames => femaleNames; </syntaxhighlight> === Description === * <code>FemaleNames</cod..." current Tag: Visual edit
  • 23:4023:40, 4 January 2024 diff hist +2,169 N Culture.IDCreated page with "== <code>ID</code> Property in Culture Class == === Overview === The <code>ID</code> property in the Culture class serves as a unique identifier for each culture within a game. This property is vital in scenarios where distinct cultural identities play an integral role in the game mechanics, storytelling, or character interactions. === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public string ID { get; private set; } </syntaxhighlight>..." current Tag: Visual edit
  • 23:3923:39, 4 January 2024 diff hist +2,397 N Culture.CultureNameCreated page with "== <code>CultureName</code> Property in Culture Class == === Overview === The <code>CultureName</code> property in the Culture class represents the name assigned to a specific culture within the game. This property is crucial in games that feature diverse cultural backgrounds and identities, influencing various aspects of gameplay and narrative. === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public string CultureName { get; private set;..." current Tag: Visual edit
  • 23:3923:39, 4 January 2024 diff hist +2,328 N Culture.DescriptionCreated page with "== <code>Description</code> Property in Culture Class == === Overview === The <code>Description</code> property in the Culture class provides a narrative or informational description of a specific culture within the game. This property is essential in games where cultural nuances and details contribute to the depth and richness of the game world. === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public string Description { get; private set..." current Tag: Visual edit
  • 23:3723:37, 4 January 2024 diff hist +2,577 N Culture.onCultureNameChangedCreated page with "== <code>onCultureNameChanged</code> Event in Culture Class == === Overview === The <code>onCultureNameChanged</code> event in the Culture class is a mechanism that triggers when the name of a culture is changed in the game. This event is particularly useful in dynamic game environments where cultural attributes can evolve or be modified during gameplay. === Event Definition === <syntaxhighlight lang="c#"> public event Action<string> onCultureNameChanged; </syntaxhighl..." current Tag: Visual edit
  • 23:3523:35, 4 January 2024 diff hist +2,204 N Culture.SetNameCreated page with "== <code>SetName</code> Method in Culture Class == === Overview === The <code>SetName</code> method in the Culture class is used to update or change the name of a culture within the game. This method is essential for scenarios where the cultural identity or attributes can evolve or be modified during gameplay. === Syntax === <syntaxhighlight lang="c#"> public void SetName(string cultureName) </syntaxhighlight> === Parameters === * <code>cultureName</code>: The new na..." current Tag: Visual edit
  • 23:3423:34, 4 January 2024 diff hist +2,408 N Culture.SetDescriptionCreated page with "== <code>SetDescription</code> Method in Culture Class == === Overview === The <code>SetDescription</code> method in the Culture class enables updating the description of a specific culture within the game. This method is crucial for dynamically modifying cultural narratives or characteristics to enhance the depth and adaptability of the game’s world. === Syntax === <syntaxhighlight lang="c#"> public Culture SetDescription(string description) </syntaxhighlight> ===..." current Tag: Visual edit
  • 23:3223:32, 4 January 2024 diff hist +2,530 N Culture.GenerateNameCreated page with "== <code>GenerateName</code> Method in Culture Class == === Overview === The <code>GenerateName</code> method in the Culture class is designed to generate a random name that is culturally appropriate and corresponds to the specified gender. This functionality enhances the realism and cultural authenticity within the game's context. === Syntax === <syntaxhighlight lang="c#"> public string GenerateName(Actor.IGender gender) </syntaxhighlight> === Parameters === * <code..." current Tag: Visual edit
  • 23:3223:32, 4 January 2024 diff hist +2,572 N Culture.AddNameCreated page with "== <code>AddName</code> Method in Culture Class == === Overview === The <code>AddName</code> method in the Culture class enables the addition of a new name to the culture's list of names, specifically categorized by gender. This functionality is key to expanding and customizing the range of names within a specific cultural context in a game. === Method Definition === <syntaxhighlight lang="c#"> public Culture AddName(string name, Actor.IGender gender) </syntaxhighlight..." current Tag: Visual edit
  • 23:3123:31, 4 January 2024 diff hist +2,622 N Culture.RemoveNameCreated page with "== <code>RemoveName</code> Method in Culture Class == === Overview === The <code>RemoveName</code> method in the Culture class is designed to delete a specific name from the culture's name list, based on the specified gender. This feature is crucial for managing and updating the cultural name database within a game's context. === Syntax === <syntaxhighlight lang="c#"> public Culture RemoveName(string name, Actor.IGender gender) </syntaxhighlight> === Parameters === *..." current Tag: Visual edit
  • 22:5022:50, 4 January 2024 diff hist +375 Main PageNo edit summary Tag: Visual edit
  • 22:4722:47, 4 January 2024 diff hist +1,779 N Family.SetDescriptionCreated page with "== <code>SetDescription</code> Method in Family Class == === Overview === The <code>SetDescription</code> method in the Family class allows for updating the description of a family. This method is useful in games where family lore, background stories, and historical details are important to the gameplay or narrative. === Syntax === <syntaxhighlight lang="c#"> public void SetDescription(string description) </syntaxhighlight> === Parameters === * <code>description</cod..." current Tag: Visual edit
  • 22:4622:46, 4 January 2024 diff hist +1,833 N Family.SetCultureCreated page with "== <code>SetCulture</code> Method in Family Class == === Overview === The <code>SetCulture</code> method in the Family class enables the assignment of a new cultural identity to a family. This functionality is crucial in games where culture plays a significant role in defining family heritage, traditions, and interactions within the game world. === Syntax === <syntaxhighlight lang="c#"> public void SetCulture(string cultureName) </syntaxhighlight> === Parameters ===..." current Tag: Visual edit
  • 22:4522:45, 4 January 2024 diff hist +1,635 N Family.SetEmblemCreated page with "== <code>SetEmblem</code> Method in Family Class == === Overview === The <code>SetEmblem</code> method in the Family class allows for updating the emblem of a family. This is important in games where visual symbols such as crests or emblems are used to represent family identity and heritage. === Syntax === <syntaxhighlight lang="c#"> public void SetEmblem(Sprite emblem) </syntaxhighlight> === Parameters === * <code>emblem</code>: The new <code>Sprite</code> object to..." current Tag: Visual edit
  • 22:4522:45, 4 January 2024 diff hist −11 Family.IsMemberNo edit summary current Tag: Visual edit
  • 22:4422:44, 4 January 2024 diff hist +1,634 N Family.SetNameCreated page with "== <code>SetName</code> Method in Family Class == === Overview === The <code>SetName</code> method in the Family class is used to change the name of a family. This method is significant in games where family identity, lineage, and heritage are integral to the gameplay, narrative, or character development. === Syntax === <syntaxhighlight lang="c#"> public void SetName(string familyName) </syntaxhighlight> === Parameters === * <code>familyName</code>: The new name to b..." current Tag: Visual edit
  • 22:4422:44, 4 January 2024 diff hist +1,922 N Family.IsMemberCreated page with "== <code>IsMember</code> Method in Family Class == === Overview === The <code>IsMember</code> method in the Family class is used to check if a specific actor is a member of the family. This functionality is crucial in games where family affiliations and relationships play a significant role in the gameplay, story, or character interactions. === Method Definition === <syntaxhighlight lang="c#"> public bool IsMember(Actor member) </syntaxhighlight> === Parameters === *..." Tag: Visual edit
  • 22:4322:43, 4 January 2024 diff hist +2,194 N Family.OnMemberLeaveCreated page with "== <code>onMemberLeave</code> Event in Family Class == === Overview === The <code>onMemberLeave</code> event in the Family class is invoked when a member leaves the family. This event is particularly important in games where the dynamics of family membership, alliances, and relationships significantly influence the gameplay and story. === Event Definition === <syntaxhighlight lang="c#"> public event Action<Actor> onMemberLeave; </syntaxhighlight> === Description ===..." current Tag: Visual edit
  • 22:4322:43, 4 January 2024 diff hist +2,126 N Family.OnMemberJoinCreated page with "== <code>onMemberJoin</code> Event in Family Class == === Overview === The <code>onMemberJoin</code> event in the Family class is triggered when a new member joins the family. This event is particularly relevant in games where family dynamics, lineage, and relationships play a significant role in the gameplay and narrative. === Event Definition === <syntaxhighlight lang="c#"> public Action<Actor> onMemberJoin; </syntaxhighlight> === Description === * Event Type: <cod..." current Tag: Visual edit
  • 22:4222:42, 4 January 2024 diff hist +2,364 N OnFamilyCultureChangedCreated page with "== <code>onFamilyCultureChanged</code> Event in Family Class == === Overview === The <code>onFamilyCultureChanged</code> event in the Family class triggers when there is a change in the family's associated culture. This event is significant in games where cultural aspects play a key role in shaping family identity, traditions, and interactions within the game world. === Event Definition === <syntaxhighlight lang="c#"> public event Action<Culture> onFamilyCultureChanged..." current Tag: Visual edit
  • 22:4022:40, 4 January 2024 diff hist +2,278 N OnFamilyEmblemChangedCreated page with "== <code>onFamilyEmblemChanged</code> Event in Family Class == === Overview === The <code>onFamilyEmblemChanged</code> event in the Family class is triggered when there's a change in the family's emblem. This event is crucial in games where visual symbols like emblems play an important role in representing family identity and heritage. === Event Definition === <syntaxhighlight lang="c#"> public event Action<Sprite> onFamilyEmblemChanged; </syntaxhighlight> === Descrip..." current Tag: Visual edit
  • 22:3922:39, 4 January 2024 diff hist +2,258 N OnFamilyNameChangedCreated page with "== <code>onFamilyNameChanged</code> Event in Family Class == === Overview === The <code>onFamilyNameChanged</code> event in the Family class is triggered when there is a change in the name of a family. This event is particularly important in games where family identity and legacy play a significant role, as it allows for dynamic updates and responses to changes in family nomenclature. === Event Definition === <syntaxhighlight lang="c#"> public event Action<string> onFa..." current Tag: Visual edit
  • 22:1922:19, 4 January 2024 diff hist +1,801 N Family.MemberCountCreated page with "== <code>MemberCount</code> Property in Family Class == === Overview === The <code>MemberCount</code> property in the Family class is a convenient way to obtain the total number of individuals in a particular family. This property is essential in games where the size of a family can influence various aspects like social status, resources, or family-based quests and challenges. === Property Definition === <syntaxhighlight lang="c#"> public int MemberCount => members.Cou..." current Tag: Visual edit
  • 22:1922:19, 4 January 2024 diff hist +1,877 N Family.MembersCreated page with "== <code>Members</code> Property in Family Class == === Overview === The <code>Members</code> property in the Family class is used to access the collection of individuals belonging to a particular family. This property is crucial in games where family structures and relationships are key elements, affecting dynamics such as alliances, inheritances, and storylines. === Property Definition === <syntaxhighlight lang="c#"> public IEnumerable<Actor> Members => members; </sy..." current Tag: Visual edit
  • 22:1822:18, 4 January 2024 diff hist +1,966 N Family.CultureCreated page with "== <code>Culture</code> Property in Family Class == === Overview === The <code>Culture</code> property in the Family class provides access to the cultural background associated with a particular family. This property is vital in games that emphasize cultural diversity and its impact on family traditions, practices, and interactions within the game's universe. === Property Definition === <syntaxhighlight lang="c#"> public Culture Culture { get; private set; } </syntaxhi..." current Tag: Visual edit
  • 22:1722:17, 4 January 2024 diff hist +2,109 N Family.EmblemCreated page with "== <code>Emblem</code> Property in Family Class == === Overview === The <code>Emblem</code> property in the Family class is used to access the visual symbol or crest that represents a family. This property is crucial in games where visual identifiers are important for distinguishing between different families, especially in narratives and mechanics that emphasize family heritage, alliances, and rivalries. === Property Definition === <syntaxhighlight lang="c#"> public S..." current Tag: Visual edit
  • 22:1622:16, 4 January 2024 diff hist +1,865 N Family.DescriptionCreated page with "== <code>Description</code> Property in Family Class == === Overview === The <code>Description</code> property in the Family class is used to provide a narrative or background information about a family. This property is particularly important in games where the family's history, characteristics, and roles significantly influence the story or gameplay. === Property Definition === <syntaxhighlight lang="c#"> public string Description { get; private set; } </syntaxhighli..." current Tag: Visual edit
  • 22:1622:16, 4 January 2024 diff hist +1,792 N Family.FamilyNameCreated page with "== <code>FamilyName</code> Property in Family Class == === Overview === The <code>FamilyName</code> property in the Family class provides the name of a family, which is crucial for identifying and differentiating various families within a game, especially in narratives and game mechanics that emphasize family histories, alliances, and rivalries. === Property Definition === <syntaxhighlight lang="c#"> public string FamilyName { get; private set; } </syntaxhighlight> ==..." current Tag: Visual edit
  • 22:1522:15, 4 January 2024 diff hist +1,735 N Family.IDCreated page with "== <code>ID</code> Property in Family Class == === Overview === The <code>ID</code> property in the Family class is used to access the unique identifier of a family within the game. This property is essential for distinguishing one family from another, particularly in games where family lineage, relationships, and dynamics play a crucial role. === Property Definition === <syntaxhighlight lang="c#"> public string ID { get; private set; } </syntaxhighlight> === Descript..." current Tag: Visual edit
  • 22:0022:00, 4 January 2024 diff hist +1,977 N SetDescriptionCreated page with "== <code>SetDescription</code> Method in Clan Class == === Overview === The <code>SetDescription</code> method in the Clan class is utilized to update the clan's description. This function plays a crucial role in defining the clan's background, traits, and story within the game world. === Syntax === <syntaxhighlight lang="c#"> public void SetDescription(string description) </syntaxhighlight> === Description === * Parameters: ** <code>description</code>: The new descr..." current Tag: Visual edit
  • 22:0022:00, 4 January 2024 diff hist +1,866 N SetNameCreated page with "== <code>SetName</code> Method in Clan Class == === Overview === The <code>SetName</code> method in the Clan class enables the renaming of a clan. This function is crucial for updating the clan's identity, which can have significant implications for storytelling, player relationships, and in-game politics. === Syntax === <syntaxhighlight lang="c#"> public void SetName(string clanName) </syntaxhighlight> === Description === * Parameters: ** <code>clanName</code>: The..." current Tag: Visual edit
  • 21:5821:58, 4 January 2024 diff hist +1,992 N SetEmblemCreated page with "== <code>SetEmblem</code> Method in Clan Class == === Overview === The <code>SetEmblem</code> method in the Clan class is used to assign a new emblem, represented by a <code>Sprite</code>, to the clan. This method is pivotal for customizing the clan's visual identity and symbol, which can be significant for recognition, alliances, and the clan's image within the game world. === Syntax === <syntaxhighlight lang="c#"> public void SetEmblem(Sprite emblem) </syntaxhighligh..." current Tag: Visual edit
  • 21:0821:08, 4 January 2024 diff hist −9 Return Actor NodeNo edit summary current Tag: Visual edit
  • 21:0721:07, 4 January 2024 diff hist +1,913 N RemovePolicyCreated page with "== <code>RemovePolicy</code> Method in Clan Class == === Overview === The <code>RemovePolicy</code> method in the Clan class enables the removal of a specific policy from the clan, based on its name or ID. This method is essential for adjusting the clan's strategic direction and governance by discarding policies that are no longer relevant or beneficial. === Method Definition === <syntaxhighlight lang="c#"> public void RemovePolicy(string policyNameOrId) </syntaxhighli..." current Tag: Visual edit
  • 21:0621:06, 4 January 2024 diff hist +1,896 N Clan.SetCultureCreated page with "== <code>SetCulture</code> Method in Clan Class == === Overview === The <code>SetCulture</code> method in the Clan class is used to assign a specific culture to the clan, based on the culture's name or ID. This method plays a crucial role in defining the clan's identity, traditions, and practices within the game. === Method Definition === <syntaxhighlight lang="c#"> public void SetCulture(string cultureNameOrId) </syntaxhighlight> === Description === * Parameters: **..." current Tag: Visual edit
  • 21:0521:05, 4 January 2024 diff hist +1,800 N AddPolicyCreated page with "== <code>AddPolicy</code> Method in Clan Class == === Overview === The <code>AddPolicy</code> method in the Clan class allows for adding a specific policy to the clan based on its name or ID. This method is integral to modifying and shaping the clan's structure and strategy by implementing new policies. === Method Definition === <syntaxhighlight lang="c#"> public void AddPolicy(string policyNameOrId) </syntaxhighlight> === Description === * Parameters: ** <code>polic..." current Tag: Visual edit
  • 20:5720:57, 4 January 2024 diff hist +2,459 N IsMemberCreated page with "== <code>IsMember</code> Method in Clan Class == === Overview === The <code>IsMember</code> method in the Clan class is used to determine whether a specific actor is a member of the clan. This method is crucial for verifying membership status within the clan, impacting gameplay decisions, resource allocation, and narrative elements. === Method Definition === <syntaxhighlight lang="c#"> public bool IsMember(Actor member) </syntaxhighlight> === Description === * Parame..." current Tag: Visual edit
  • 20:5420:54, 4 January 2024 diff hist +2,072 N AnyPolicyCreated page with "== <code>AnyPolicy</code> Method in Clan Class == === Overview === The <code>AnyPolicy</code> method in the Clan class is designed to check if the clan has accepted any policy. This method is vital for quickly determining the clan's engagement with policies, which can significantly influence gameplay dynamics and clan management. === Method Definition === <syntaxhighlight lang="c#"> public bool AnyPolicy() </syntaxhighlight> === Description === * Returns: <code>True<..." current Tag: Visual edit
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