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2.9 KiB
2.9 KiB
SocialAction
Namespace: TinyLife > Actions
Assembly: Tiny Life.dll
Implements IGenericDataHolder
Summary
A social action is an action that involves two TinyLife.Objects.Person
instances. Before a social action "actually" starts, both parties have to have the action as their current action. For this to happen, the person that initiates the action follows the TinyLife.Actions.SocialAction.Partner
until they reach them (or give up).
Constructors
Name | Summary |
---|---|
SocialAction ( ActionType , ActionInfo ) |
Properties
Type | Name | Summary |
---|---|---|
TimeSpan | ConversationTime | The amount of time that the actual conversation has been going on for. This is the total amount of time (TinyLife.Actions.Action.ElapsedTime ) minus the amount of time it took for the TinyLife.Actions.SocialAction.IsMain``TinyLife.Objects.Person to reach the TinyLife.Actions.SocialAction.Partner . |
Boolean | IsMain | Whether or not this is the action that started the social interaction The TinyLife.Actions.SocialAction.PartnerAction will always have the inverse value of this value. |
Person | Partner | The TinyLife.Objects.Person that we're interacting with |
SocialAction | PartnerAction | The TinyLife.Actions.SocialAction that the TinyLife.Actions.SocialAction.Partner of this action instantiated as part of the interaction |
Methods
Return | Name | Summary |
---|---|---|
Boolean | CanCancel ( Action ) |
|
Boolean | CanMultitask ( Action ) |
|
String | GetDisplayName ( ) | |
void | Initialize ( ) | |
void | InvokeForBoth ( Action <Person , Person > ) |
Invokes the given action for both the TinyLife.Objects.Person and the TinyLife.Actions.SocialAction.Partner , passing both of them in the following way: action(Person, Partner); action(Partner, Person); |
CompletionType | IsCompleted ( ) | |
void | OnCompleted ( CompletionType ) |
|
void | Update ( GameTime , TimeSpan , GameSpeed ) |
|
Boolean | Validate ( Person ) |