### YamlMime:ManagedReference
items:
- uid: TinyLife.Objects.FenceType
  commentId: T:TinyLife.Objects.FenceType
  id: FenceType
  parent: TinyLife.Objects
  children:
  - TinyLife.Objects.FenceType.#ctor(System.String,System.Single,MLEM.Textures.TextureRegion,System.Collections.Generic.Dictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion},Microsoft.Xna.Framework.Point,TinyLife.Utilities.ColorScheme[])
  - TinyLife.Objects.FenceType.ColorSchemes
  - TinyLife.Objects.FenceType.Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch,TinyLife.World.Map,Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point,System.Int32,Microsoft.Xna.Framework.Vector2,System.Boolean,System.Single,System.Boolean,System.Boolean,System.Int32[],MLEM.Misc.Direction2,System.Nullable{Microsoft.Xna.Framework.Color})
  - TinyLife.Objects.FenceType.DrawUi(MLEM.Ui.Elements.Element,Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.GameTime,TinyLife.World.Map,System.Int32[],System.Single)
  - TinyLife.Objects.FenceType.Icon
  - TinyLife.Objects.FenceType.Name
  - TinyLife.Objects.FenceType.Price
  - TinyLife.Objects.FenceType.Register(TinyLife.Objects.FenceType)
  - TinyLife.Objects.FenceType.TextureRegion
  - TinyLife.Objects.FenceType.Textures
  - TinyLife.Objects.FenceType.Types
  langs:
  - csharp
  - vb
  name: FenceType
  nameWithType: FenceType
  fullName: TinyLife.Objects.FenceType
  type: Class
  source:
    remote:
      path: TinyLife/Objects/FenceWall.cs
      branch: 0.37.5-dev
      repo: https://git.ellpeck.de/Ellpeck/TinyLife
    id: FenceType
    path: ../TinyLife/Objects/FenceWall.cs
    startLine: 106
  assemblies:
  - Tiny Life
  namespace: TinyLife.Objects
  summary: "\nA fence type is a set of underlying, unchanging settinsg for a <xref href=\"TinyLife.Objects.FenceWall\" data-throw-if-not-resolved=\"false\"></xref> object. Fence types can be registered using <xref href=\"TinyLife.Objects.FenceType.Register(TinyLife.Objects.FenceType)\" data-throw-if-not-resolved=\"false\"></xref>.\n"
  example: []
  syntax:
    content: >-
      [JsonConverter(typeof(StaticJsonConverter<FenceType>), new object[] { typeof(FenceType), "PrivateTypes" })]

      public class FenceType
    content.vb: >-
      <JsonConverter(GetType(StaticJsonConverter(Of FenceType)), New Object() { GetType(FenceType), "PrivateTypes" })>

      Public Class FenceType
  inheritance:
  - System.Object
  inheritedMembers:
  - System.Object.Equals(System.Object)
  - System.Object.Equals(System.Object,System.Object)
  - System.Object.GetHashCode
  - System.Object.GetType
  - System.Object.MemberwiseClone
  - System.Object.ReferenceEquals(System.Object,System.Object)
  - System.Object.ToString
  extensionMethods:
  - TinyLife.Objects.FenceType.TinyLife.Utilities.Extensions.JsonCopy``1
- uid: TinyLife.Objects.FenceType.Types
  commentId: F:TinyLife.Objects.FenceType.Types
  id: Types
  parent: TinyLife.Objects.FenceType
  langs:
  - csharp
  - vb
  name: Types
  nameWithType: FenceType.Types
  fullName: TinyLife.Objects.FenceType.Types
  type: Field
  source:
    remote:
      path: TinyLife/Objects/FenceWall.cs
      branch: 0.37.5-dev
      repo: https://git.ellpeck.de/Ellpeck/TinyLife
    id: Types
    path: ../TinyLife/Objects/FenceWall.cs
    startLine: 113
  assemblies:
  - Tiny Life
  namespace: TinyLife.Objects
  summary: "\nThe set of all registered fence types, including vanilla and modded ones.\n"
  example: []
  syntax:
    content: public static readonly ReadOnlyDictionary<string, FenceType> Types
    return:
      type: System.Collections.ObjectModel.ReadOnlyDictionary{System.String,TinyLife.Objects.FenceType}
    content.vb: Public Shared ReadOnly Types As ReadOnlyDictionary(Of String, FenceType)
- uid: TinyLife.Objects.FenceType.Name
  commentId: F:TinyLife.Objects.FenceType.Name
  id: Name
  parent: TinyLife.Objects.FenceType
  langs:
  - csharp
  - vb
  name: Name
  nameWithType: FenceType.Name
  fullName: TinyLife.Objects.FenceType.Name
  type: Field
  source:
    remote:
      path: TinyLife/Objects/FenceWall.cs
      branch: 0.37.5-dev
      repo: https://git.ellpeck.de/Ellpeck/TinyLife
    id: Name
    path: ../TinyLife/Objects/FenceWall.cs
    startLine: 125
  assemblies:
  - Tiny Life
  namespace: TinyLife.Objects
  summary: "\nThe name of this fence type.\n"
  example: []
  syntax:
    content: public readonly string Name
    return:
      type: System.String
    content.vb: Public ReadOnly Name As String
- uid: TinyLife.Objects.FenceType.Price
  commentId: F:TinyLife.Objects.FenceType.Price
  id: Price
  parent: TinyLife.Objects.FenceType
  langs:
  - csharp
  - vb
  name: Price
  nameWithType: FenceType.Price
  fullName: TinyLife.Objects.FenceType.Price
  type: Field
  source:
    remote:
      path: TinyLife/Objects/FenceWall.cs
      branch: 0.37.5-dev
      repo: https://git.ellpeck.de/Ellpeck/TinyLife
    id: Price
    path: ../TinyLife/Objects/FenceWall.cs
    startLine: 129
  assemblies:
  - Tiny Life
  namespace: TinyLife.Objects
  summary: "\nThe price of a single element of this fence type.\n"
  example: []
  syntax:
    content: public readonly float Price
    return:
      type: System.Single
    content.vb: Public ReadOnly Price As Single
- uid: TinyLife.Objects.FenceType.Icon
  commentId: F:TinyLife.Objects.FenceType.Icon
  id: Icon
  parent: TinyLife.Objects.FenceType
  langs:
  - csharp
  - vb
  name: Icon
  nameWithType: FenceType.Icon
  fullName: TinyLife.Objects.FenceType.Icon
  type: Field
  source:
    remote:
      path: TinyLife/Objects/FenceWall.cs
      branch: 0.37.5-dev
      repo: https://git.ellpeck.de/Ellpeck/TinyLife
    id: Icon
    path: ../TinyLife/Objects/FenceWall.cs
    startLine: 133
  assemblies:
  - Tiny Life
  namespace: TinyLife.Objects
  summary: "\nThe build mode icon that this fence type optionally uses.\n"
  example: []
  syntax:
    content: public readonly TextureRegion Icon
    return:
      type: MLEM.Textures.TextureRegion
    content.vb: Public ReadOnly Icon As TextureRegion
- uid: TinyLife.Objects.FenceType.ColorSchemes
  commentId: F:TinyLife.Objects.FenceType.ColorSchemes
  id: ColorSchemes
  parent: TinyLife.Objects.FenceType
  langs:
  - csharp
  - vb
  name: ColorSchemes
  nameWithType: FenceType.ColorSchemes
  fullName: TinyLife.Objects.FenceType.ColorSchemes
  type: Field
  source:
    remote:
      path: TinyLife/Objects/FenceWall.cs
      branch: 0.37.5-dev
      repo: https://git.ellpeck.de/Ellpeck/TinyLife
    id: ColorSchemes
    path: ../TinyLife/Objects/FenceWall.cs
    startLine: 137
  assemblies:
  - Tiny Life
  namespace: TinyLife.Objects
  summary: "\nThe color schemes that each layer of this fence type uses.\n"
  example: []
  syntax:
    content: public readonly ColorScheme[] ColorSchemes
    return:
      type: TinyLife.Utilities.ColorScheme[]
    content.vb: Public ReadOnly ColorSchemes As ColorScheme()
- uid: TinyLife.Objects.FenceType.Textures
  commentId: F:TinyLife.Objects.FenceType.Textures
  id: Textures
  parent: TinyLife.Objects.FenceType
  langs:
  - csharp
  - vb
  name: Textures
  nameWithType: FenceType.Textures
  fullName: TinyLife.Objects.FenceType.Textures
  type: Field
  source:
    remote:
      path: TinyLife/Objects/FenceWall.cs
      branch: 0.37.5-dev
      repo: https://git.ellpeck.de/Ellpeck/TinyLife
    id: Textures
    path: ../TinyLife/Objects/FenceWall.cs
    startLine: 141
  assemblies:
  - Tiny Life
  namespace: TinyLife.Objects
  summary: "\nThe texture atlas that this fence type&apos;s <xref href=\"TinyLife.Objects.FenceType.TextureRegion\" data-throw-if-not-resolved=\"false\"></xref> is on.\n"
  example: []
  syntax:
    content: public readonly Dictionary<Point, TextureRegion> Textures
    return:
      type: System.Collections.Generic.Dictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion}
    content.vb: Public ReadOnly Textures As Dictionary(Of Point, TextureRegion)
- uid: TinyLife.Objects.FenceType.TextureRegion
  commentId: F:TinyLife.Objects.FenceType.TextureRegion
  id: TextureRegion
  parent: TinyLife.Objects.FenceType
  langs:
  - csharp
  - vb
  name: TextureRegion
  nameWithType: FenceType.TextureRegion
  fullName: TinyLife.Objects.FenceType.TextureRegion
  type: Field
  source:
    remote:
      path: TinyLife/Objects/FenceWall.cs
      branch: 0.37.5-dev
      repo: https://git.ellpeck.de/Ellpeck/TinyLife
    id: TextureRegion
    path: ../TinyLife/Objects/FenceWall.cs
    startLine: 146
  assemblies:
  - Tiny Life
  namespace: TinyLife.Objects
  summary: "\nThe texture region on this fence&apos;s type <xref href=\"TinyLife.Objects.FenceType.Textures\" data-throw-if-not-resolved=\"false\"></xref> that marks the base region for this fence type.\nAdditional regions are gathered to the right of this region.\n"
  example: []
  syntax:
    content: public readonly Point TextureRegion
    return:
      type: Microsoft.Xna.Framework.Point
    content.vb: Public ReadOnly TextureRegion As Point
- uid: TinyLife.Objects.FenceType.#ctor(System.String,System.Single,MLEM.Textures.TextureRegion,System.Collections.Generic.Dictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion},Microsoft.Xna.Framework.Point,TinyLife.Utilities.ColorScheme[])
  commentId: M:TinyLife.Objects.FenceType.#ctor(System.String,System.Single,MLEM.Textures.TextureRegion,System.Collections.Generic.Dictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion},Microsoft.Xna.Framework.Point,TinyLife.Utilities.ColorScheme[])
  id: '#ctor(System.String,System.Single,MLEM.Textures.TextureRegion,System.Collections.Generic.Dictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion},Microsoft.Xna.Framework.Point,TinyLife.Utilities.ColorScheme[])'
  parent: TinyLife.Objects.FenceType
  langs:
  - csharp
  - vb
  name: FenceType(string, float, TextureRegion, Dictionary<Point, TextureRegion>, Point, params ColorScheme[])
  nameWithType: FenceType.FenceType(string, float, TextureRegion, Dictionary<Point, TextureRegion>, Point, params ColorScheme[])
  fullName: TinyLife.Objects.FenceType.FenceType(string, float, MLEM.Textures.TextureRegion, System.Collections.Generic.Dictionary<Microsoft.Xna.Framework.Point, MLEM.Textures.TextureRegion>, Microsoft.Xna.Framework.Point, params TinyLife.Utilities.ColorScheme[])
  type: Constructor
  source:
    remote:
      path: TinyLife/Objects/FenceWall.cs
      branch: 0.37.5-dev
      repo: https://git.ellpeck.de/Ellpeck/TinyLife
    id: .ctor
    path: ../TinyLife/Objects/FenceWall.cs
    startLine: 157
  assemblies:
  - Tiny Life
  namespace: TinyLife.Objects
  summary: "\nCreates a new fence type with the given settings.\n"
  example: []
  syntax:
    content: public FenceType(string name, float price, TextureRegion icon, Dictionary<Point, TextureRegion> textures, Point textureRegion, params ColorScheme[] colorSchemes)
    parameters:
    - id: name
      type: System.String
      description: The name of this fence type.
    - id: price
      type: System.Single
      description: The price of a single element of this fence type.
    - id: icon
      type: MLEM.Textures.TextureRegion
      description: The build mode icon that this fence type optionally uses.
    - id: textures
      type: System.Collections.Generic.Dictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion}
      description: 'The texture atlas that this fence type&apos;s &lt;see cref=&quot;TextureRegion&quot;/> is on. '
    - id: textureRegion
      type: Microsoft.Xna.Framework.Point
      description: The texture region on this fence&apos;s type &lt;see cref=&quot;Textures&quot;/> that marks the base region for this fence type.
    - id: colorSchemes
      type: TinyLife.Utilities.ColorScheme[]
      description: The color schemes that each layer of this fence type uses.
    content.vb: Public Sub New(name As String, price As Single, icon As TextureRegion, textures As Dictionary(Of Point, TextureRegion), textureRegion As Point, ParamArray colorSchemes As ColorScheme())
  overload: TinyLife.Objects.FenceType.#ctor*
  nameWithType.vb: FenceType.New(String, Single, TextureRegion, Dictionary(Of Point, TextureRegion), Point, ParamArray ColorScheme())
  fullName.vb: TinyLife.Objects.FenceType.New(String, Single, MLEM.Textures.TextureRegion, System.Collections.Generic.Dictionary(Of Microsoft.Xna.Framework.Point, MLEM.Textures.TextureRegion), Microsoft.Xna.Framework.Point, ParamArray TinyLife.Utilities.ColorScheme())
  name.vb: New(String, Single, TextureRegion, Dictionary(Of Point, TextureRegion), Point, ParamArray ColorScheme())
- uid: TinyLife.Objects.FenceType.Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch,TinyLife.World.Map,Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point,System.Int32,Microsoft.Xna.Framework.Vector2,System.Boolean,System.Single,System.Boolean,System.Boolean,System.Int32[],MLEM.Misc.Direction2,System.Nullable{Microsoft.Xna.Framework.Color})
  commentId: M:TinyLife.Objects.FenceType.Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch,TinyLife.World.Map,Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point,System.Int32,Microsoft.Xna.Framework.Vector2,System.Boolean,System.Single,System.Boolean,System.Boolean,System.Int32[],MLEM.Misc.Direction2,System.Nullable{Microsoft.Xna.Framework.Color})
  id: Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch,TinyLife.World.Map,Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point,System.Int32,Microsoft.Xna.Framework.Vector2,System.Boolean,System.Single,System.Boolean,System.Boolean,System.Int32[],MLEM.Misc.Direction2,System.Nullable{Microsoft.Xna.Framework.Color})
  parent: TinyLife.Objects.FenceType
  langs:
  - csharp
  - vb
  name: Draw(GameTime, SpriteBatch, Map, Point, Point, int, Vector2, bool, float, bool, bool, int[], Direction2, Color?)
  nameWithType: FenceType.Draw(GameTime, SpriteBatch, Map, Point, Point, int, Vector2, bool, float, bool, bool, int[], Direction2, Color?)
  fullName: TinyLife.Objects.FenceType.Draw(Microsoft.Xna.Framework.GameTime, Microsoft.Xna.Framework.Graphics.SpriteBatch, TinyLife.World.Map, Microsoft.Xna.Framework.Point, Microsoft.Xna.Framework.Point, int, Microsoft.Xna.Framework.Vector2, bool, float, bool, bool, int[], MLEM.Misc.Direction2, Microsoft.Xna.Framework.Color?)
  type: Method
  source:
    remote:
      path: TinyLife/Objects/FenceWall.cs
      branch: 0.37.5-dev
      repo: https://git.ellpeck.de/Ellpeck/TinyLife
    id: Draw
    path: ../TinyLife/Objects/FenceWall.cs
    startLine: 183
  assemblies:
  - Tiny Life
  namespace: TinyLife.Objects
  summary: "\nDraws this fence type at the given location with the given settings.\n"
  example: []
  syntax:
    content: public virtual void Draw(GameTime time, SpriteBatch batch, Map map, Point pos1, Point pos2, int floor, Vector2 drawPos, bool vertical, float scale, bool hasPoleNeg, bool hasPolePos, int[] colors, Direction2 cameraRotation, Color? overrideColor = null)
    parameters:
    - id: time
      type: Microsoft.Xna.Framework.GameTime
      description: The game time.
    - id: batch
      type: Microsoft.Xna.Framework.Graphics.SpriteBatch
      description: The sprite batch to use for drawing.
    - id: map
      type: TinyLife.World.Map
      description: The map this fence wall is on.
    - id: pos1
      type: Microsoft.Xna.Framework.Point
      description: The first position in the <xref href="TinyLife.Objects.WallLike.Positions" data-throw-if-not-resolved="false"></xref> array.
    - id: pos2
      type: Microsoft.Xna.Framework.Point
      description: The second position in the <xref href="TinyLife.Objects.WallLike.Positions" data-throw-if-not-resolved="false"></xref> array.
    - id: floor
      type: System.Int32
      description: The floor.
    - id: drawPos
      type: Microsoft.Xna.Framework.Vector2
      description: The position, in screen space, to draw at.
    - id: vertical
      type: System.Boolean
      description: Whether the fence wall is vertical.
    - id: scale
      type: System.Single
      description: The scale to draw with.
    - id: hasPoleNeg
      type: System.Boolean
      description: Whether the fence drawn has a pole in the negative direction.
    - id: hasPolePos
      type: System.Boolean
      description: Whether the fence drawn has a pole in the positive direction.
    - id: colors
      type: System.Int32[]
      description: The color indices in this fence type&apos;s <xref href="TinyLife.Objects.FenceType.ColorSchemes" data-throw-if-not-resolved="false"></xref> to draw with.
    - id: cameraRotation
      type: MLEM.Misc.Direction2
      description: The camera rotation to draw with.
    - id: overrideColor
      type: System.Nullable{Microsoft.Xna.Framework.Color}
      description: An optional override color to use instead of this fence type&apos;s <xref href="TinyLife.Objects.FenceType.ColorSchemes" data-throw-if-not-resolved="false"></xref>.
    content.vb: Public Overridable Sub Draw(time As GameTime, batch As SpriteBatch, map As Map, pos1 As Point, pos2 As Point, floor As Integer, drawPos As Vector2, vertical As Boolean, scale As Single, hasPoleNeg As Boolean, hasPolePos As Boolean, colors As Integer(), cameraRotation As Direction2, overrideColor As Color? = Nothing)
  overload: TinyLife.Objects.FenceType.Draw*
  nameWithType.vb: FenceType.Draw(GameTime, SpriteBatch, Map, Point, Point, Integer, Vector2, Boolean, Single, Boolean, Boolean, Integer(), Direction2, Color?)
  fullName.vb: TinyLife.Objects.FenceType.Draw(Microsoft.Xna.Framework.GameTime, Microsoft.Xna.Framework.Graphics.SpriteBatch, TinyLife.World.Map, Microsoft.Xna.Framework.Point, Microsoft.Xna.Framework.Point, Integer, Microsoft.Xna.Framework.Vector2, Boolean, Single, Boolean, Boolean, Integer(), MLEM.Misc.Direction2, Microsoft.Xna.Framework.Color?)
  name.vb: Draw(GameTime, SpriteBatch, Map, Point, Point, Integer, Vector2, Boolean, Single, Boolean, Boolean, Integer(), Direction2, Color?)
- uid: TinyLife.Objects.FenceType.DrawUi(MLEM.Ui.Elements.Element,Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.GameTime,TinyLife.World.Map,System.Int32[],System.Single)
  commentId: M:TinyLife.Objects.FenceType.DrawUi(MLEM.Ui.Elements.Element,Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.GameTime,TinyLife.World.Map,System.Int32[],System.Single)
  id: DrawUi(MLEM.Ui.Elements.Element,Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.GameTime,TinyLife.World.Map,System.Int32[],System.Single)
  parent: TinyLife.Objects.FenceType
  langs:
  - csharp
  - vb
  name: DrawUi(Element, SpriteBatch, GameTime, Map, int[], float)
  nameWithType: FenceType.DrawUi(Element, SpriteBatch, GameTime, Map, int[], float)
  fullName: TinyLife.Objects.FenceType.DrawUi(MLEM.Ui.Elements.Element, Microsoft.Xna.Framework.Graphics.SpriteBatch, Microsoft.Xna.Framework.GameTime, TinyLife.World.Map, int[], float)
  type: Method
  source:
    remote:
      path: TinyLife/Objects/FenceWall.cs
      branch: 0.37.5-dev
      repo: https://git.ellpeck.de/Ellpeck/TinyLife
    id: DrawUi
    path: ../TinyLife/Objects/FenceWall.cs
    startLine: 227
  assemblies:
  - Tiny Life
  namespace: TinyLife.Objects
  summary: "\nDraws this fence in UI space, based on the position and size of the given <xref href=\"MLEM.Ui.Elements.Element\" data-throw-if-not-resolved=\"false\"></xref>.\n"
  example: []
  syntax:
    content: public virtual void DrawUi(Element e, SpriteBatch batch, GameTime time, Map map, int[] colors, float drawScale)
    parameters:
    - id: e
      type: MLEM.Ui.Elements.Element
      description: The element to base position and size on.
    - id: batch
      type: Microsoft.Xna.Framework.Graphics.SpriteBatch
      description: The sprite batch to use for drawing.
    - id: time
      type: Microsoft.Xna.Framework.GameTime
      description: The game time.
    - id: map
      type: TinyLife.World.Map
      description: The map.
    - id: colors
      type: System.Int32[]
      description: The color indices in this fence type&apos;s <xref href="TinyLife.Objects.FenceType.ColorSchemes" data-throw-if-not-resolved="false"></xref> to draw with.
    - id: drawScale
      type: System.Single
      description: The scale to draw with.
    content.vb: Public Overridable Sub DrawUi(e As Element, batch As SpriteBatch, time As GameTime, map As Map, colors As Integer(), drawScale As Single)
  overload: TinyLife.Objects.FenceType.DrawUi*
  nameWithType.vb: FenceType.DrawUi(Element, SpriteBatch, GameTime, Map, Integer(), Single)
  fullName.vb: TinyLife.Objects.FenceType.DrawUi(MLEM.Ui.Elements.Element, Microsoft.Xna.Framework.Graphics.SpriteBatch, Microsoft.Xna.Framework.GameTime, TinyLife.World.Map, Integer(), Single)
  name.vb: DrawUi(Element, SpriteBatch, GameTime, Map, Integer(), Single)
- uid: TinyLife.Objects.FenceType.Register(TinyLife.Objects.FenceType)
  commentId: M:TinyLife.Objects.FenceType.Register(TinyLife.Objects.FenceType)
  id: Register(TinyLife.Objects.FenceType)
  parent: TinyLife.Objects.FenceType
  langs:
  - csharp
  - vb
  name: Register(FenceType)
  nameWithType: FenceType.Register(FenceType)
  fullName: TinyLife.Objects.FenceType.Register(TinyLife.Objects.FenceType)
  type: Method
  source:
    remote:
      path: TinyLife/Objects/FenceWall.cs
      branch: 0.37.5-dev
      repo: https://git.ellpeck.de/Ellpeck/TinyLife
    id: Register
    path: ../TinyLife/Objects/FenceWall.cs
    startLine: 239
  assemblies:
  - Tiny Life
  namespace: TinyLife.Objects
  summary: "\nRegisters the given fence type into the <xref href=\"TinyLife.Objects.FenceType.Types\" data-throw-if-not-resolved=\"false\"></xref> registry and returns it.\n"
  example: []
  syntax:
    content: public static FenceType Register(FenceType type)
    parameters:
    - id: type
      type: TinyLife.Objects.FenceType
      description: The fence type to register.
    return:
      type: TinyLife.Objects.FenceType
      description: The registered fence type <code data-dev-comment-type="paramref" class="paramref">type</code>.
    content.vb: Public Shared Function Register(type As FenceType) As FenceType
  overload: TinyLife.Objects.FenceType.Register*
references:
- uid: TinyLife.Objects.FenceWall
  commentId: T:TinyLife.Objects.FenceWall
  name: FenceWall
  nameWithType: FenceWall
  fullName: TinyLife.Objects.FenceWall
- uid: TinyLife.Objects.FenceType.Register(TinyLife.Objects.FenceType)
  commentId: M:TinyLife.Objects.FenceType.Register(TinyLife.Objects.FenceType)
  name: Register(FenceType)
  nameWithType: FenceType.Register(FenceType)
  fullName: TinyLife.Objects.FenceType.Register(TinyLife.Objects.FenceType)
  spec.csharp:
  - uid: TinyLife.Objects.FenceType.Register(TinyLife.Objects.FenceType)
    name: Register
  - name: (
  - uid: TinyLife.Objects.FenceType
    name: FenceType
  - name: )
  spec.vb:
  - uid: TinyLife.Objects.FenceType.Register(TinyLife.Objects.FenceType)
    name: Register
  - name: (
  - uid: TinyLife.Objects.FenceType
    name: FenceType
  - name: )
- uid: TinyLife.Objects
  commentId: N:TinyLife.Objects
  name: TinyLife.Objects
  nameWithType: TinyLife.Objects
  fullName: TinyLife.Objects
  spec.csharp:
  - uid: TinyLife
    name: TinyLife
  - name: .
  - uid: TinyLife.Objects
    name: Objects
  spec.vb:
  - uid: TinyLife
    name: TinyLife
  - name: .
  - uid: TinyLife.Objects
    name: Objects
- uid: System.Object
  commentId: T:System.Object
  parent: System
  isExternal: true
  href: https://learn.microsoft.com/dotnet/api/system.object
  name: object
  nameWithType: object
  fullName: object
  nameWithType.vb: Object
  fullName.vb: Object
  name.vb: Object
- uid: System.Object.Equals(System.Object)
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