BuildingConfig Class

Inherits: SizeConfig

## Contents

### Properties

actionCursor

actionRadius

actionRadiusColor

anglePlaceMax

animalsMax

buildCellsOrientation

buildResources

buildTime

buildersMax

buildingNumTexture

capacity

castleClass

cellsBuilding

conceivingBaby

damageIgnore

description

doorOffset

durability

extinguishCount

extractDepositType

fireChance

fireChanceBySpread

fireCheckTime

fireRadius

fireSpreadTime

foundationLength

foundationOffsetX

foundationOffsetZ

foundationWidth

happiness

harborBuilding

haveDoor

hideInside

housesBarn

icon

iconBig

indoorCells

luaClass

materialGroupPosIgnore

modelCenter

name

profession

sound

storageClass

terrainAutoaligmentDisabled

type

unbuildingNumTexture

upgrade

visibleName

visitorsMax

workBuilding

workMaskScale

workTimeScale

workersMax

## Properties

### .actionCursor

```
Type: string

Name of mouse cursor that used during building placing

```

### .actionRadius

```
Type: number

Radius of building action.

```

### .actionRadiusColor

```
Type: Vector4

Highlight color of radius of building action

```

### .anglePlaceMax

```
Type: number

```

### .animalsMax

```
Type: number

Max count of animals

```

### .buildCellsOrientation

```
Type: boolean

```

### .buildResources

```
Type: table

Key-value table of resources that needed to building

```

### .buildTime

```
Type: number

How long building does take

```

### .buildersMax

```
Type: number

Max count of workers during building

```

### .buildingNumTexture

```
Type: number

```

### .capacity

```
Type: number

Max resource capacity

```

### .castleClass

```
Type: CastleClass

```

### .cellsBuilding

```
Type: boolean
[Read Only]

```

### .conceivingBaby

```
Type: number

```

### .damageIgnore

```
Type: boolean

```

### .description

```
Type: string
[Read Only]

```

### .doorOffset

```
Type: Vector2

```

### .durability

```
Type: number

Durability (strength) of building

```

### .extinguishCount

```
Type: number

```

### .extractDepositType

```
Type: ExtractDepositType

```

### .fireChance

```
Type: number

```

### .fireChanceBySpread

```
Type: number

```

### .fireCheckTime

```
Type: number

```

### .fireRadius

```
Type: number

```

### .fireSpreadTime

```
Type: number

```

### .foundationLength

```
Type: number
[Read Only]

```

### .foundationOffsetX

```
Type: number

```

### .foundationOffsetZ

```
Type: number

```

### .foundationWidth

```
Type: number
[Read Only]

```

### .happiness

```
Type: number

Additional value of hapiness to all roomers

```

### .harborBuilding

```
Type: boolean
[Read Only]

```

### .haveDoor

```
Type: boolean

```

### .hideInside

```
Type: boolean

Determines, does live objects are visually hidden when they are inside building

```

### .housesBarn

```
Type: boolean

```

### .icon

```
Type: string

```

### .iconBig

```
Type: string

```

### .indoorCells

```
Type: IndoorHouseCellVector

```

### .luaClass

```
Type: string
[Read Only]

```

### .materialGroupPosIgnore

```
Type: boolean

```

### .modelCenter

```
Type: Vector2

```

### .name

```
Type: string
[Read Only]

```

### .profession

```
Type: string

Name of workers profession

```

### .sound

```
Type: string

Sound that will be played on selection

```

### .storageClass

```
Type: StorageClass

Storage class determines does building can be a storage for some resources

```

### .terrainAutoaligmentDisabled

```
Type: boolean

```

### .type

```
Type: BuildingType

```

### .unbuildingNumTexture

```
Type: number

```

### .upgrade

```
Type: string

Name of upgraded version of this building

```

### .visibleName

```
Type: string
[Read Only]

```

### .visitorsMax

```
Type: number

Max count of visitors

```

### .workBuilding

```
Type: boolean
[Read Only]

```

### .workMaskScale

```
Type: number

```

### .workTimeScale

```
Type: number

```

### .workersMax

```
Type: number

Max count of workers

```

## Functions

### checkTypeFlag()

```
function **checkTypeFlag**(flag BuildingTypeFlag) -> boolean

```