<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://www.wlabsocks.com/wiki/index.php?action=history&amp;feed=atom&amp;title=Clan</id>
	<title>Clan - Revision history</title>
	<link rel="self" type="application/atom+xml" href="http://www.wlabsocks.com/wiki/index.php?action=history&amp;feed=atom&amp;title=Clan"/>
	<link rel="alternate" type="text/html" href="http://www.wlabsocks.com/wiki/index.php?title=Clan&amp;action=history"/>
	<updated>2026-05-12T23:27:49Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.39.5</generator>
	<entry>
		<id>http://www.wlabsocks.com/wiki/index.php?title=Clan&amp;diff=674&amp;oldid=prev</id>
		<title>Tayfunwiki: Created page with &quot;== &lt;code&gt;Clan&lt;/code&gt; Property in Actor Class ==  === Overview === The &lt;code&gt;Clan&lt;/code&gt; property in the &lt;code&gt;Actor&lt;/code&gt; class identifies the clan or group to which the actor belongs. This property is crucial for defining the actor's affiliation and plays a significant role in the game's dynamics.  === Syntax === &lt;syntaxhighlight lang=&quot;c#&quot;&gt; public Clan Clan { get; private set; } &lt;/syntaxhighlight&gt;  === Description ===  * Property Type: &lt;code&gt;Clan&lt;/code&gt;. This property...&quot;</title>
		<link rel="alternate" type="text/html" href="http://www.wlabsocks.com/wiki/index.php?title=Clan&amp;diff=674&amp;oldid=prev"/>
		<updated>2023-12-22T11:11:11Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;== &amp;lt;code&amp;gt;Clan&amp;lt;/code&amp;gt; Property in Actor Class ==  === Overview === The &amp;lt;code&amp;gt;Clan&amp;lt;/code&amp;gt; property in the &amp;lt;code&amp;gt;Actor&amp;lt;/code&amp;gt; class identifies the clan or group to which the actor belongs. This property is crucial for defining the actor&amp;#039;s affiliation and plays a significant role in the game&amp;#039;s dynamics.  === Syntax === &amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot;&amp;gt; public Clan Clan { get; private set; } &amp;lt;/syntaxhighlight&amp;gt;  === Description ===  * Property Type: &amp;lt;code&amp;gt;Clan&amp;lt;/code&amp;gt;. This property...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;== &amp;lt;code&amp;gt;Clan&amp;lt;/code&amp;gt; Property in Actor Class ==&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
The &amp;lt;code&amp;gt;Clan&amp;lt;/code&amp;gt; property in the &amp;lt;code&amp;gt;Actor&amp;lt;/code&amp;gt; class identifies the clan or group to which the actor belongs. This property is crucial for defining the actor's affiliation and plays a significant role in the game's dynamics.&lt;br /&gt;
&lt;br /&gt;
=== Syntax ===&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot;&amp;gt;&lt;br /&gt;
public Clan Clan { get; private set; }&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
* Property Type: &amp;lt;code&amp;gt;Clan&amp;lt;/code&amp;gt;. This property is of the type &amp;lt;code&amp;gt;Clan&amp;lt;/code&amp;gt;, which is typically a custom class designed to encapsulate all the aspects and characteristics of a clan or group in the game.&lt;br /&gt;
* Accessibility: The property is publicly readable, allowing other parts of the code to access the actor's clan affiliation. The &amp;lt;code&amp;gt;private set&amp;lt;/code&amp;gt; modifier ensures that the assignment of the clan can only be changed within the &amp;lt;code&amp;gt;Actor&amp;lt;/code&amp;gt; class itself, maintaining controlled and consistent affiliation.&lt;br /&gt;
&lt;br /&gt;
=== Purpose ===&lt;br /&gt;
The &amp;lt;code&amp;gt;Clan&amp;lt;/code&amp;gt; property is instrumental in establishing the actor's group or clan affiliation, which can influence their interactions, loyalties, and roles within the game. It is particularly important in games where clan dynamics, politics, or social structures are central elements.&lt;br /&gt;
&lt;br /&gt;
=== Usage ===&lt;br /&gt;
The &amp;lt;code&amp;gt;Clan&amp;lt;/code&amp;gt; property is used to identify the actor's clan, which can be a deciding factor in gameplay logic, such as in decision-making processes, interactions with other characters or clans, or in executing specific game mechanics related to clan dynamics.&lt;br /&gt;
&lt;br /&gt;
==== Example: ====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot;&amp;gt;&lt;br /&gt;
if (someActor.Clan.HasPolicy(&amp;quot;Economy&amp;quot;)) {&lt;br /&gt;
    // Execute logic related to the Economy policy of the clan&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;In this example, the actor's clan is checked for a specific policy, &amp;quot;Economy.&amp;quot; If the clan has this policy, corresponding game logic related to economic aspects is executed.&lt;br /&gt;
&lt;br /&gt;
=== Remarks ===&lt;br /&gt;
&lt;br /&gt;
* Ensuring that the &amp;lt;code&amp;gt;Clan&amp;lt;/code&amp;gt; class is comprehensive, encompassing various policies and traits, enhances the depth and realism of the game world.&lt;br /&gt;
* The property is crucial in games where the character's clan affiliation shapes their identity, abilities, and the choices available to them within the game.&lt;/div&gt;</summary>
		<author><name>Tayfunwiki</name></author>
	</entry>
</feed>