String representing the top level Class that this game object is an instance of. Used for reflection to create new instances on clients, but exposed for convenience should AIs want this data.
A unique id for each instance of a GameObject or a sub class. Used for client and server communication. Should never change value after being set.
Any strings logged will be stored here. Intended for debugging.
What type of ore the machine takes it. Also determines the type of material it outputs. (redium or blueium).
The amount of ore that needs to be inputted into the machine for it to be worked.
The amount of refined ore that is returned after the machine has been fully worked.
The number of times this machine needs to be worked to refine ore.
The Tile this Machine is on.
Tracks how many times this machine has been worked. (0 to refineTime).
Adds a message to this GameObject's logs. Intended for your own debugging purposes, as strings stored here are saved in the gamelog.
A string to add to this GameObject's log. Intended for debugging.
A toString override for easier debugging.
A human readable representation of the game object.
Generated using TypeDoc
A machine in the game. Used to refine ore.