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Unity forum code tags
Unity forum code tags









unity forum code tags

Note: the commands always prints the information for the current country. Sets the age of the game: 0 is Age of Discovery,1 is Age of Reformation,2 is Age of Absolutism and 3 is Age of Revolution.Įnables/Disables AI for all nations or a specific tag Get administrative power (default value: 999) The estates have the following identifier:Īdd_republican_tradition Pirate Republic Factions: pr_buccaneers / pr_smugglers / pr_captainsĪdds an heir (The current heir is immediately killed.)Īdd specified country tag to your interest.Revolutionary Republic Factions: rr_jacobins / rr_royalists / rr_girondists.Merchant Republic Factions: mr_aristocrats / mr_traders / mr_guilds.Celestial Empire Factions: temples / enuchs / bureaucrats.The province becomes a backer of the current issue in the parliament.Īdds 1 new cardinal to a Catholic nation. Toggle AI diplomatic responses ( on: always accept off: normal response)ĭisplays province ID, country tag, and border distance when mousing over provinces.Ĭhange ownership, core, set culture and religion. Maximizes monarch points if no number specified. Get military power points (if not specified, gives 999) Get diplomatic power points (if not specified, gives 999) Get administrative power points (if not specified, gives 999) It was last verified for version 1.30.Įxtra Money (if not specified, gives 5000)Īdds prestige. attached to every target at the scene using System.Please help with verifying or updating this section. Since we still have classes with C#, I’d better make it this way: I’d love for anyone who believes this is inefficient, to comment as to why (I’m trying to build a collection of solid ‘best practices’ or ‘systems’ which users could find & use.) so I can explain any caveats. Note: I’m not an expert, so I’m always open to improvement. It’ll all perform extremely fast, so readability is most important. Having Enums rather than strings can save you some problems with user error (typos), among other benefits. Since it’s your own custom system, it’s fully extendable for easier readability, better performance, and more overall power as a feature. You could even extend this system to include Layers, or a third similar type. Pretty easy stuff to simulate Unity’s tag API. myGameObject.GetComponent().hasTag(theTag) Add new tag & new gameobject list to dictionary, etc.įinally, to actually get any of the tag information, you’d need a reference to the Tags.cs component. Static void AddGameobjectTags(Tag tagScript)ĪllTaggedGameObjects.Add(tagScript.gameObject)

unity forum code tags

If(allTaggedGameObjects.ContainsKey(tagToFind) GameObject FindObjectWithTag(string tagToFind) //Return the first tag found In my space shooter tutorial project, I use a Shootable behavior, which I apply to anything that can be shot - for example: public class Shootable : MonoBehaviour If you need to classify objects in the first place, such as by adding tags, it’s likely you’ll discover at a later time that those objects have more in common than just a name - and you’ll need a behavior for that anyhow this way, you have a placeholder for that already. As alternative to re-implementing tags (as suggested by just use a (possibly empty) component instead of using tags at all - this is far more flexible, and you can search using FindObjectsOfType just the same - without any additional framework/code.











Unity forum code tags