### YamlMime:ManagedReference
items:
- uid: TinyLife.Objects.PersonLike
commentId: T:TinyLife.Objects.PersonLike
id: PersonLike
parent: TinyLife.Objects
children:
- TinyLife.Objects.PersonLike.#ctor(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Single)
- TinyLife.Objects.PersonLike.ActionQueue
- TinyLife.Objects.PersonLike.AddEmotion(TinyLife.Emotions.EmotionModifier,System.Int32,System.TimeSpan,TinyLife.Emotions.IEmotionSource,System.Boolean)
- TinyLife.Objects.PersonLike.AddMemory``1(TinyLife.Goals.MemoryType,TinyLife.Actions.ActionInfo,System.Int32,System.Nullable{System.TimeSpan})
- TinyLife.Objects.PersonLike.Age
- TinyLife.Objects.PersonLike.AllActions
- TinyLife.Objects.PersonLike.AnimateHeldObject
- TinyLife.Objects.PersonLike.AnimationSpeed
- TinyLife.Objects.PersonLike.Animations
- TinyLife.Objects.PersonLike.CanApplyPersonality(TinyLife.PersonalityType)
- TinyLife.Objects.PersonLike.CanExecuteAction(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean)
- TinyLife.Objects.PersonLike.CanTakeOff(TinyLife.Objects.ClothesLayer)
- TinyLife.Objects.PersonLike.CancelAction(TinyLife.Actions.Action,TinyLife.Actions.Action,System.Boolean)
- TinyLife.Objects.PersonLike.ChangeFriendship(TinyLife.Objects.PersonLike,System.Single,System.Boolean)
- TinyLife.Objects.PersonLike.ChangeRomance(TinyLife.Objects.PersonLike,System.Single,System.Boolean)
- TinyLife.Objects.PersonLike.CurrentActions
- TinyLife.Objects.PersonLike.CurrentAgeDays
- TinyLife.Objects.PersonLike.CurrentEmote
- TinyLife.Objects.PersonLike.CurrentMode
- TinyLife.Objects.PersonLike.CurrentOutfit
- TinyLife.Objects.PersonLike.CurrentOutfitIndex
- TinyLife.Objects.PersonLike.CurrentPose
- TinyLife.Objects.PersonLike.CurrentSpeakStyle
- TinyLife.Objects.PersonLike.DaysLived
- TinyLife.Objects.PersonLike.DefaultWalkSpeed
- TinyLife.Objects.PersonLike.DepleteNeed(TinyLife.NeedType,System.Single,System.Single)
- TinyLife.Objects.PersonLike.Description
- TinyLife.Objects.PersonLike.Die(TinyLife.Objects.DeathReason)
- TinyLife.Objects.PersonLike.Difficulty
- TinyLife.Objects.PersonLike.DisplayEmote(TinyLife.Actions.EmoteChoices,System.Boolean,System.Single,System.Single)
- TinyLife.Objects.PersonLike.DisplayEmoteAndSpeak(TinyLife.Actions.EmoteChoices,System.Nullable{TinyLife.Objects.SpeakStyle},System.Single,System.Single)
- TinyLife.Objects.PersonLike.Draw(Microsoft.Xna.Framework.GameTime,System.Object,Microsoft.Xna.Framework.Vector2,System.Nullable{Microsoft.Xna.Framework.Color},System.Collections.Generic.List{MLEM.Graphics.StaticSpriteBatch.Item})
- TinyLife.Objects.PersonLike.DrawLooks(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single,TinyLife.Objects.ParentInfo,System.Nullable{Microsoft.Xna.Framework.Color},System.Single)
- TinyLife.Objects.PersonLike.DrawLooksLayer(Microsoft.Xna.Framework.Graphics.SpriteBatch,MLEM.Animations.SpriteAnimation,MLEM.Textures.TextureRegion,TinyLife.Objects.WornClothes,System.Int32,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single,TinyLife.Objects.ParentInfo,Microsoft.Xna.Framework.Color,System.Single,System.Single)
- TinyLife.Objects.PersonLike.DrawSize
- TinyLife.Objects.PersonLike.DrawUi(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,System.Single,MLEM.Maths.Direction2,TinyLife.Objects.Outfit,System.Nullable{TinyLife.Objects.Pose},System.Nullable{TinyLife.Objects.AgeGroup})
- TinyLife.Objects.PersonLike.EarnMoney(System.Single,System.Object)
- TinyLife.Objects.PersonLike.Emotion
- TinyLife.Objects.PersonLike.EmotionAmount
- TinyLife.Objects.PersonLike.EmotionModifiers
- TinyLife.Objects.PersonLike.EnqueueAction``1(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean,System.Boolean,System.Boolean,TinyLife.Actions.ActionArgument[])
- TinyLife.Objects.PersonLike.FaceObject(TinyLife.Objects.MapObject,TinyLife.Objects.ActionSpot)
- TinyLife.Objects.PersonLike.FirstName
- TinyLife.Objects.PersonLike.FocusCameraOnEvent(System.Boolean,System.Boolean)
- TinyLife.Objects.PersonLike.FullName
- TinyLife.Objects.PersonLike.FullNamePronouns
- TinyLife.Objects.PersonLike.GainSkill(TinyLife.Skills.SkillType,System.Single,TinyLife.Actions.ActionInfo,System.Single)
- TinyLife.Objects.PersonLike.GenerateAnimationGroup(TinyLife.Objects.ClothesLayer,System.Int32,System.Collections.Generic.IReadOnlyDictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion},Microsoft.Xna.Framework.Point)
- TinyLife.Objects.PersonLike.GenerateShadowAnimation
- TinyLife.Objects.PersonLike.GetAction``1(System.Guid,System.Boolean)
- TinyLife.Objects.PersonLike.GetAiPriorityForObject(TinyLife.Objects.MapObject,TinyLife.Objects.ObjectCategory)
- TinyLife.Objects.PersonLike.GetCategories(TinyLife.Objects.PersonLike)
- TinyLife.Objects.PersonLike.GetCausedEmotion(TinyLife.Emotions.EmotionModifier)
- TinyLife.Objects.PersonLike.GetCurrentGoals
- TinyLife.Objects.PersonLike.GetDebugLines(TinyLife.GameImpl,System.Collections.Generic.List{System.String})
- TinyLife.Objects.PersonLike.GetEfficiencyModifier(System.Single,TinyLife.Actions.ActionInfo,TinyLife.Skills.SkillType,System.Single)
- TinyLife.Objects.PersonLike.GetEmotionSkillBoost(TinyLife.Skills.SkillType)
- TinyLife.Objects.PersonLike.GetFreeActionSpotInfos(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory)
- TinyLife.Objects.PersonLike.GetFreeTalkingSpots(TinyLife.Objects.PersonLike)
- TinyLife.Objects.PersonLike.GetHeldActionInfo
- TinyLife.Objects.PersonLike.GetHeldItemDepthOffset
- TinyLife.Objects.PersonLike.GetHeldItemDrawOffset(System.Boolean)
- TinyLife.Objects.PersonLike.GetHeldObject``1(System.Boolean)
- TinyLife.Objects.PersonLike.GetHoverInfo(MLEM.Ui.Elements.Tooltip)
- TinyLife.Objects.PersonLike.GetMemories``1(TinyLife.Goals.MemoryType)
- TinyLife.Objects.PersonLike.GetMemories``2(System.Collections.Generic.IDictionary{``0,TinyLife.Goals.MemoryType})
- TinyLife.Objects.PersonLike.GetNeed(TinyLife.NeedType)
- TinyLife.Objects.PersonLike.GetNeedPercentage(TinyLife.NeedType)
- TinyLife.Objects.PersonLike.GetPassiveActionPriority(TinyLife.Actions.ActionType)
- TinyLife.Objects.PersonLike.GetPassiveNeedReduction(TinyLife.NeedType)
- TinyLife.Objects.PersonLike.GetPersonalitySkillBoost(TinyLife.Skills.SkillType)
- TinyLife.Objects.PersonLike.GetPivot
- TinyLife.Objects.PersonLike.GetRandomOutfit(TinyLife.Objects.ClothesIntention)
- TinyLife.Objects.PersonLike.GetRandomSpeakSound(TinyLife.Objects.VoiceStyle,TinyLife.Objects.SpeakStyle,System.Collections.Generic.List{Microsoft.Xna.Framework.Audio.SoundEffect},System.Nullable{System.TimeSpan})
- TinyLife.Objects.PersonLike.GetRelationship(TinyLife.Objects.PersonLike,System.Boolean)
- TinyLife.Objects.PersonLike.GetSkill(TinyLife.Skills.SkillType,System.Boolean)
- TinyLife.Objects.PersonLike.GetSkillLevel(TinyLife.Skills.SkillType)
- TinyLife.Objects.PersonLike.GetSkillPointPercentage(TinyLife.Skills.SkillType)
- TinyLife.Objects.PersonLike.GetSkillTotalPercentage(TinyLife.Skills.SkillType)
- TinyLife.Objects.PersonLike.GetTimeSinceMemory``1(TinyLife.Goals.MemoryType,System.Func{``0,System.Boolean})
- TinyLife.Objects.PersonLike.GetTimeSinceMemory``1(TinyLife.Goals.MemoryType[])
- TinyLife.Objects.PersonLike.GetValidClothes(TinyLife.Objects.ClothesLayer)
- TinyLife.Objects.PersonLike.GetWalkSpeed
- TinyLife.Objects.PersonLike.GoToExitRoad(Microsoft.Xna.Framework.Vector2)
- TinyLife.Objects.PersonLike.GoToRandomHomeLocation
- TinyLife.Objects.PersonLike.HasEmotionModifier(TinyLife.Emotions.EmotionModifier)
- TinyLife.Objects.PersonLike.HasHouseholdMember(System.Guid)
- TinyLife.Objects.PersonLike.HasHouseholdMember(TinyLife.Objects.PersonLike)
- TinyLife.Objects.PersonLike.HasPersonality(TinyLife.PersonalityType)
- TinyLife.Objects.PersonLike.HasRecentlyFailed(TinyLife.Actions.ActionType,System.Single)
- TinyLife.Objects.PersonLike.HasSkillLevel(TinyLife.Skills.SkillType,System.Int32)
- TinyLife.Objects.PersonLike.HeldObjectRotation
- TinyLife.Objects.PersonLike.HomeLot
- TinyLife.Objects.PersonLike.Household
- TinyLife.Objects.PersonLike.ImportAtExitRoad(TinyLife.World.Map,TinyLife.Utilities.AppliedMigrations)
- TinyLife.Objects.PersonLike.InitializeAction(TinyLife.Actions.Action)
- TinyLife.Objects.PersonLike.Intersects(MLEM.Maths.RectangleF)
- TinyLife.Objects.PersonLike.IsAllowedToDie
- TinyLife.Objects.PersonLike.IsCloseForTalking(Microsoft.Xna.Framework.Vector2,System.Single)
- TinyLife.Objects.PersonLike.IsCurrentHousehold
- TinyLife.Objects.PersonLike.IsDead
- TinyLife.Objects.PersonLike.IsIdMatch(System.Guid)
- TinyLife.Objects.PersonLike.IsIdMatch(TinyLife.Objects.PersonLike)
- TinyLife.Objects.PersonLike.IsInLabor
- TinyLife.Objects.PersonLike.IsMoving
- TinyLife.Objects.PersonLike.IsPregnant
- TinyLife.Objects.PersonLike.IsRegularVisitor
- TinyLife.Objects.PersonLike.LastName
- TinyLife.Objects.PersonLike.LifeSpan
- TinyLife.Objects.PersonLike.LotVisitCooldown
- TinyLife.Objects.PersonLike.LowerEmotion(TinyLife.Emotions.EmotionType,System.Single,System.Single)
- TinyLife.Objects.PersonLike.LowerEmotionModifier(TinyLife.Emotions.EmotionModifier,System.Single,System.Single)
- TinyLife.Objects.PersonLike.Memories
- TinyLife.Objects.PersonLike.Migrations
- TinyLife.Objects.PersonLike.Money
- TinyLife.Objects.PersonLike.MoveToMap(TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single})
- TinyLife.Objects.PersonLike.MoveToMapExitRoad(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2)
- TinyLife.Objects.PersonLike.Needs
- TinyLife.Objects.PersonLike.OccupiedFurniture
- TinyLife.Objects.PersonLike.OccupyActionSpot(TinyLife.Objects.Furniture,TinyLife.Objects.ActionSpot,System.Boolean,System.Nullable{MLEM.Maths.Direction2},System.Boolean)
- TinyLife.Objects.PersonLike.OccupyFreeActionSpot(TinyLife.Actions.ActionInfo,TinyLife.Objects.ObjectCategory,System.Boolean,System.Nullable{MLEM.Maths.Direction2},System.Boolean)
- TinyLife.Objects.PersonLike.OccupyFreeActionSpot(TinyLife.Objects.Furniture,TinyLife.Objects.ObjectCategory,System.Boolean,System.Nullable{MLEM.Maths.Direction2},System.Boolean)
- TinyLife.Objects.PersonLike.OnActionCompleted(TinyLife.Actions.Action,TinyLife.Actions.CompletionType)
- TinyLife.Objects.PersonLike.OnActionInitialized
- TinyLife.Objects.PersonLike.OnActionUpdated
- TinyLife.Objects.PersonLike.OnActionsChanged
- TinyLife.Objects.PersonLike.OnActionsCompleted
- TinyLife.Objects.PersonLike.OnAddEmotion
- TinyLife.Objects.PersonLike.OnAgeChanged(TinyLife.Objects.AgeGroup)
- TinyLife.Objects.PersonLike.OnCameraRotationChanged(MLEM.Maths.Direction2,MLEM.Maths.Direction2)
- TinyLife.Objects.PersonLike.OnChangeFriendship
- TinyLife.Objects.PersonLike.OnChangeRomance
- TinyLife.Objects.PersonLike.OnDrawLooks
- TinyLife.Objects.PersonLike.OnDrawLooksLayer
- TinyLife.Objects.PersonLike.OnEmotionChanged
- TinyLife.Objects.PersonLike.OnEmotionModifiersChanged
- TinyLife.Objects.PersonLike.OnGetAiPriorityForObject
- TinyLife.Objects.PersonLike.OnGetCurrentGoals
- TinyLife.Objects.PersonLike.OnGetEfficiencyModifier
- TinyLife.Objects.PersonLike.OnGetEmotionSkillBoost
- TinyLife.Objects.PersonLike.OnGetPassiveActionPriority
- TinyLife.Objects.PersonLike.OnGetPassiveNeedReduction
- TinyLife.Objects.PersonLike.OnGetPersonalitySkillBoost
- TinyLife.Objects.PersonLike.OnGetWalkSpeed
- TinyLife.Objects.PersonLike.OnMemoriesChanged
- TinyLife.Objects.PersonLike.OnNewDay
- TinyLife.Objects.PersonLike.OnNewSkillLearned
- TinyLife.Objects.PersonLike.OnOutfitChanged
- TinyLife.Objects.PersonLike.OnRestoreNeed
- TinyLife.Objects.PersonLike.OnRoomCheck
- TinyLife.Objects.PersonLike.Outfits
- TinyLife.Objects.PersonLike.ParentInfo
- TinyLife.Objects.PersonLike.PersonalityTypes
- TinyLife.Objects.PersonLike.Portrait
- TinyLife.Objects.PersonLike.PregnancyAbility
- TinyLife.Objects.PersonLike.PregnancyHoursRemaining
- TinyLife.Objects.PersonLike.PregnancyPartner
- TinyLife.Objects.PersonLike.PrepareForPermanentRemoval
- TinyLife.Objects.PersonLike.RandomlyGenerated
- TinyLife.Objects.PersonLike.RecentActions
- TinyLife.Objects.PersonLike.RelationshipInterestingness
- TinyLife.Objects.PersonLike.Relationships
- TinyLife.Objects.PersonLike.RemoveEmotion(TinyLife.Emotions.EmotionModifier)
- TinyLife.Objects.PersonLike.RemoveHeldObject``1
- TinyLife.Objects.PersonLike.RemoveMemory``1(TinyLife.Goals.MemoryType,System.Int32,System.Func{``0,System.Boolean})
- TinyLife.Objects.PersonLike.ResetToStatic(System.Boolean,System.Boolean)
- TinyLife.Objects.PersonLike.ResetVisuals
- TinyLife.Objects.PersonLike.RestoreNeed(TinyLife.NeedType,System.Single,TinyLife.Actions.ActionInfo,System.Single)
- TinyLife.Objects.PersonLike.RestoreNeed(TinyLife.NeedType,System.Single,TinyLife.Actions.ActionInfo,TinyLife.Skills.SkillType,System.Single)
- TinyLife.Objects.PersonLike.Rotation
- TinyLife.Objects.PersonLike.SetAnimationsPortraitDirty
- TinyLife.Objects.PersonLike.SetCurrentOutfit(System.Int32)
- TinyLife.Objects.PersonLike.SetCurrentOutfit(TinyLife.Objects.ClothesIntention)
- TinyLife.Objects.PersonLike.SetHeldObject(TinyLife.Objects.MapObject,System.Boolean)
- TinyLife.Objects.PersonLike.SetHeldObject``1(TinyLife.Objects.FurnitureType,System.Int32[],System.Nullable{System.Guid},System.Boolean)
- TinyLife.Objects.PersonLike.SetNewId(TinyLife.World.Map,System.Collections.Generic.IEnumerable{TinyLife.Objects.PersonLike},System.Collections.Generic.IEnumerable{TinyLife.Objects.Furniture})
- TinyLife.Objects.PersonLike.SetPregnancyStatus(System.Int32,System.Guid,System.Boolean)
- TinyLife.Objects.PersonLike.ShouldDrawHeldItem
- TinyLife.Objects.PersonLike.Skills
- TinyLife.Objects.PersonLike.Speak(TinyLife.Objects.SpeakStyle,System.Single,System.Single)
- TinyLife.Objects.PersonLike.SpeakSounds
- TinyLife.Objects.PersonLike.SpeakStyles
- TinyLife.Objects.PersonLike.StopEmoting
- TinyLife.Objects.PersonLike.StopSpeaking
- TinyLife.Objects.PersonLike.SupportedAges
- TinyLife.Objects.PersonLike.Tint
- TinyLife.Objects.PersonLike.ToCreatedByString
- TinyLife.Objects.PersonLike.Update(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single)
- TinyLife.Objects.PersonLike.UpdateAction(TinyLife.Actions.Action,Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single,System.Collections.Generic.IEnumerable{TinyLife.Goals.IGoalTriggerable})
- TinyLife.Objects.PersonLike.UpdateActions(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single)
- TinyLife.Objects.PersonLike.UpdateAnimations(System.TimeSpan,System.Single)
- TinyLife.Objects.PersonLike.UpdateEmotes(Microsoft.Xna.Framework.GameTime,System.Single)
- TinyLife.Objects.PersonLike.UpdateEmotions(Microsoft.Xna.Framework.GameTime,System.TimeSpan)
- TinyLife.Objects.PersonLike.UpdateMemories(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single)
- TinyLife.Objects.PersonLike.UpdateNeeds(System.TimeSpan,System.Single)
- TinyLife.Objects.PersonLike.UpdatePose
- TinyLife.Objects.PersonLike.UpdatePregnancy(System.TimeSpan)
- TinyLife.Objects.PersonLike.UpdateRelationships(System.Single)
- TinyLife.Objects.PersonLike.UpdateSpeech(Microsoft.Xna.Framework.GameTime,System.Single)
- TinyLife.Objects.PersonLike.Validate(TinyLife.Utilities.AppliedMigrations)
- TinyLife.Objects.PersonLike.VisitLot(TinyLife.World.Lot)
- TinyLife.Objects.PersonLike.VisitingLot
- TinyLife.Objects.PersonLike.VisualPosition
- TinyLife.Objects.PersonLike.VisualRotation
- TinyLife.Objects.PersonLike.VisuallyOccupiedSpot
- TinyLife.Objects.PersonLike.VoicePitch
- TinyLife.Objects.PersonLike.VoiceStyle
- TinyLife.Objects.PersonLike.VoiceStyles
- TinyLife.Objects.PersonLike.WasInvitedIn
- TinyLife.Objects.PersonLike.WornLayers
langs:
- csharp
- vb
name: PersonLike
nameWithType: PersonLike
fullName: TinyLife.Objects.PersonLike
type: Class
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
A class that serves as a base class for and similar person-like objects.
This class can be extended by mods to add new person-like objects that also execute actions, have relationships, can be members of households, and so on.
example: []
syntax:
content: 'public abstract class PersonLike : MapObject, IGenericDataHolder, IUpdatingObject'
content.vb: Public MustInherit Class PersonLike Inherits MapObject Implements IGenericDataHolder, IUpdatingObject
inheritance:
- System.Object
- MLEM.Data.Json.JsonTypeSafeGenericDataHolder
- TinyLife.Objects.MapObject
derivedClasses:
- TinyLife.Objects.Person
implements:
- MLEM.Misc.IGenericDataHolder
- TinyLife.Objects.IUpdatingObject
inheritedMembers:
- TinyLife.Objects.MapObject.PersonRotationOrder
- TinyLife.Objects.MapObject.OnCreated
- TinyLife.Objects.MapObject.OnValidated
- TinyLife.Objects.MapObject.OnValidatedEarly
- TinyLife.Objects.MapObject.OnEventsAttachable
- TinyLife.Objects.MapObject.OnDraw
- TinyLife.Objects.MapObject.OnUpdate
- TinyLife.Objects.MapObject.OnGetHoverInfo
- TinyLife.Objects.MapObject.OnGetDebugLines
- TinyLife.Objects.MapObject.Position
- TinyLife.Objects.MapObject.Floor
- TinyLife.Objects.MapObject.Visibility
- TinyLife.Objects.MapObject.Id
- TinyLife.Objects.MapObject.Map
- TinyLife.Objects.MapObject.CurrentLot
- TinyLife.Objects.MapObject.CurrentRoom
- TinyLife.Objects.MapObject.IsInWorld
- TinyLife.Objects.MapObject.HoldingPerson
- TinyLife.Objects.MapObject.ValidateEarly
- TinyLife.Objects.MapObject.OnAdded
- TinyLife.Objects.MapObject.OnRemoved
- TinyLife.Objects.MapObject.GetAiPriority(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory)
- TinyLife.Objects.MapObject.CanExecuteAction(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean,System.Boolean)
- TinyLife.Objects.MapObject.OnActionCompleted(TinyLife.Actions.Action,TinyLife.Actions.CompletionType,System.Boolean)
- TinyLife.Objects.MapObject.ActionUpdate(TinyLife.Actions.Action,Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single,System.Boolean)
- TinyLife.Objects.MapObject.OnCurrentGameMapChanged(TinyLife.World.Map,TinyLife.World.Map)
- TinyLife.Objects.MapObject.ModifyActionCategories(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean,System.Collections.Generic.List{System.String})
- TinyLife.Objects.MapObject.GetEfficiencyModifier(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionInfo,System.Boolean,TinyLife.Skills.SkillType,System.Single)
- TinyLife.Objects.MapObject.OnRandomQuality(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionInfo,System.Boolean,TinyLife.Skills.SkillType,System.Random,System.Boolean,System.Collections.Generic.Dictionary{TinyLife.Skills.Quality,System.Single})
- TinyLife.Objects.MapObject.GetRestoreNeedModifier(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionInfo,System.Boolean,TinyLife.NeedType)
- TinyLife.Objects.MapObject.IsFreeSpot(Microsoft.Xna.Framework.Point)
- TinyLife.Objects.MapObject.GetPathCostModifier(Microsoft.Xna.Framework.Point)
- TinyLife.Objects.MapObject.DrawIcon(MLEM.Ui.Elements.Element,Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch)
- TinyLife.Objects.MapObject.OnPositionChanged(Microsoft.Xna.Framework.Vector2,System.Single)
- TinyLife.Objects.MapObject.GetFreeActionSpotInfo(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory)
- TinyLife.Objects.MapObject.SetMapAndValidate(TinyLife.World.Map,TinyLife.Utilities.AppliedMigrations)
- TinyLife.Objects.MapObject.HasCategory(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory)
- TinyLife.Objects.MapObject.DoDraw(Microsoft.Xna.Framework.GameTime,System.Object,System.Nullable{Microsoft.Xna.Framework.Color},System.Boolean,System.Collections.Generic.List{MLEM.Graphics.StaticSpriteBatch.Item})
- TinyLife.Objects.MapObject.DoUpdate(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single)
- TinyLife.Objects.MapObject.DrawColumns(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Single,System.Object,Microsoft.Xna.Framework.Vector2,MLEM.Textures.TextureRegion,Microsoft.Xna.Framework.Color,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Point,System.Collections.Generic.List{MLEM.Graphics.StaticSpriteBatch.Item},System.Boolean,TinyLife.Objects.ParentInfo,System.Single,Microsoft.Xna.Framework.Graphics.SpriteEffects,System.Boolean)
- TinyLife.Objects.MapObject.GetModCategory(System.String)
- MLEM.Data.Json.JsonTypeSafeGenericDataHolder.SetData``1(System.String,{T})
- MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetData``1(System.String)
- MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetDataKeys
- 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.PersonLike.TinyLife.Utilities.Extensions.JsonCopy``1
- uid: TinyLife.Objects.PersonLike.DefaultWalkSpeed
commentId: F:TinyLife.Objects.PersonLike.DefaultWalkSpeed
id: DefaultWalkSpeed
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: DefaultWalkSpeed
nameWithType: PersonLike.DefaultWalkSpeed
fullName: TinyLife.Objects.PersonLike.DefaultWalkSpeed
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: The default walk speed for a person, which is used in , and additionally determines a person's animation speed.
example: []
syntax:
content: public const float DefaultWalkSpeed = 0.05
return:
type: System.Single
content.vb: Public Const DefaultWalkSpeed As Single = 0.05
- uid: TinyLife.Objects.PersonLike.SpeakSounds
commentId: F:TinyLife.Objects.PersonLike.SpeakSounds
id: SpeakSounds
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: SpeakSounds
nameWithType: PersonLike.SpeakSounds
fullName: TinyLife.Objects.PersonLike.SpeakSounds
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: All of the instances that a can use for speaking, which are returned in . Mods can simply add to this collection to add new speak sounds.
example: []
syntax:
content: public static readonly Dictionary<(VoiceStyle, SpeakStyle), List> SpeakSounds
return:
type: System.Collections.Generic.Dictionary{System.ValueTuple{TinyLife.Objects.VoiceStyle,TinyLife.Objects.SpeakStyle},System.Collections.Generic.List{Microsoft.Xna.Framework.Audio.SoundEffect}}
content.vb: Public Shared ReadOnly SpeakSounds As Dictionary(Of (VoiceStyle, SpeakStyle), List(Of SoundEffect))
- uid: TinyLife.Objects.PersonLike.SpeakStyles
commentId: F:TinyLife.Objects.PersonLike.SpeakStyles
id: SpeakStyles
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: SpeakStyles
nameWithType: PersonLike.SpeakStyles
fullName: TinyLife.Objects.PersonLike.SpeakStyles
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: All defined enum values.
example: []
syntax:
content: public static readonly SpeakStyle[] SpeakStyles
return:
type: TinyLife.Objects.SpeakStyle[]
content.vb: Public Shared ReadOnly SpeakStyles As SpeakStyle()
- uid: TinyLife.Objects.PersonLike.VoiceStyles
commentId: F:TinyLife.Objects.PersonLike.VoiceStyles
id: VoiceStyles
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: VoiceStyles
nameWithType: PersonLike.VoiceStyles
fullName: TinyLife.Objects.PersonLike.VoiceStyles
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: All defined enum values.
example: []
syntax:
content: public static readonly VoiceStyle[] VoiceStyles
return:
type: TinyLife.Objects.VoiceStyle[]
content.vb: Public Shared ReadOnly VoiceStyles As VoiceStyle()
- uid: TinyLife.Objects.PersonLike.SupportedAges
commentId: F:TinyLife.Objects.PersonLike.SupportedAges
id: SupportedAges
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: SupportedAges
nameWithType: PersonLike.SupportedAges
fullName: TinyLife.Objects.PersonLike.SupportedAges
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The ages that a given child class supports.
For mods that implement custom types, new entries can be added to this dictionary to specify which ages they support.
example: []
syntax:
content: public static readonly Dictionary SupportedAges
return:
type: System.Collections.Generic.Dictionary{System.Type,TinyLife.Objects.AgeGroup[]}
content.vb: Public Shared ReadOnly SupportedAges As Dictionary(Of Type, AgeGroup())
- uid: TinyLife.Objects.PersonLike.Migrations
commentId: F:TinyLife.Objects.PersonLike.Migrations
id: Migrations
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: Migrations
nameWithType: PersonLike.Migrations
fullName: TinyLife.Objects.PersonLike.Migrations
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The set of migrations that should be applied on all objects when they are loaded from disk.
Simply add a new migration to this list to have it applied to all objects on load.
example: []
syntax:
content: public static readonly List> Migrations
return:
type: System.Collections.Generic.List{TinyLife.Utilities.Migration{TinyLife.Objects.PersonLike}}
content.vb: Public Shared ReadOnly Migrations As List(Of Migration(Of PersonLike))
- uid: TinyLife.Objects.PersonLike.ParentInfo
commentId: P:TinyLife.Objects.PersonLike.ParentInfo
id: ParentInfo
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: ParentInfo
nameWithType: PersonLike.ParentInfo
fullName: TinyLife.Objects.PersonLike.ParentInfo
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns a for this object in its current context.
By default, this method returns default, and returns a based on its current attachments.
example: []
syntax:
content: public override ParentInfo ParentInfo { get; }
parameters: []
return:
type: TinyLife.Objects.ParentInfo
content.vb: Public Overrides ReadOnly Property ParentInfo As ParentInfo
overridden: TinyLife.Objects.MapObject.ParentInfo
overload: TinyLife.Objects.PersonLike.ParentInfo*
- uid: TinyLife.Objects.PersonLike.CurrentActions
commentId: F:TinyLife.Objects.PersonLike.CurrentActions
id: CurrentActions
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: CurrentActions
nameWithType: PersonLike.CurrentActions
fullName: TinyLife.Objects.PersonLike.CurrentActions
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The actions that are currently being executed by this person.
Use and to modify this list.
example: []
syntax:
content: >-
[DataMember]
public readonly List CurrentActions
return:
type: System.Collections.Generic.List{TinyLife.Actions.Action}
content.vb: >-
Public ReadOnly CurrentActions As List(Of Action)
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
- uid: TinyLife.Objects.PersonLike.ActionQueue
commentId: F:TinyLife.Objects.PersonLike.ActionQueue
id: ActionQueue
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: ActionQueue
nameWithType: PersonLike.ActionQueue
fullName: TinyLife.Objects.PersonLike.ActionQueue
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The actions that are currently enqueued to be executed by this person.
Each entry is the action that is enqueued along with a boolean value that represents whether this action should be force-started (true) or whether it should do the necessary checks (false).
Use and to modify this list.
example: []
syntax:
content: >-
[DataMember]
public readonly List<(Action, bool)> ActionQueue
return:
type: System.Collections.Generic.List{System.ValueTuple{TinyLife.Actions.Action,System.Boolean}}
content.vb: >-
Public ReadOnly ActionQueue As List(Of (Action, Boolean))
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
- uid: TinyLife.Objects.PersonLike.AllActions
commentId: P:TinyLife.Objects.PersonLike.AllActions
id: AllActions
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: AllActions
nameWithType: PersonLike.AllActions
fullName: TinyLife.Objects.PersonLike.AllActions
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: A concatenation of and that represents all actions that the current person has knowledge about
example: []
syntax:
content: public IEnumerable AllActions { get; }
parameters: []
return:
type: System.Collections.Generic.IEnumerable{TinyLife.Actions.Action}
content.vb: Public ReadOnly Property AllActions As IEnumerable(Of Action)
overload: TinyLife.Objects.PersonLike.AllActions*
- uid: TinyLife.Objects.PersonLike.Needs
commentId: F:TinyLife.Objects.PersonLike.Needs
id: Needs
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: Needs
nameWithType: PersonLike.Needs
fullName: TinyLife.Objects.PersonLike.Needs
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
This person's data. When this person is instantiated, all of their needs are gathered from automatically.
To access this collection efficiently, use and .
example: []
syntax:
content: >-
[DataMember]
public readonly Dictionary Needs
return:
type: System.Collections.Generic.Dictionary{System.String,TinyLife.Need}
content.vb: >-
Public ReadOnly Needs As Dictionary(Of String, Need)
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
- uid: TinyLife.Objects.PersonLike.Skills
commentId: F:TinyLife.Objects.PersonLike.Skills
id: Skills
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: Skills
nameWithType: PersonLike.Skills
fullName: TinyLife.Objects.PersonLike.Skills
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
This person's data.
To access this collection efficiently, use and .
example: []
syntax:
content: >-
[DataMember]
public readonly Dictionary Skills
return:
type: System.Collections.Generic.Dictionary{System.String,TinyLife.Skills.Skill}
content.vb: >-
Public ReadOnly Skills As Dictionary(Of String, Skill)
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
- uid: TinyLife.Objects.PersonLike.Relationships
commentId: F:TinyLife.Objects.PersonLike.Relationships
id: Relationships
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: Relationships
nameWithType: PersonLike.Relationships
fullName: TinyLife.Objects.PersonLike.Relationships
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
This person's data.
To access this collection efficiently, use and .
example: []
syntax:
content: >-
[DataMember]
public readonly List Relationships
return:
type: System.Collections.Generic.List{TinyLife.Relationship}
content.vb: >-
Public ReadOnly Relationships As List(Of Relationship)
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
- uid: TinyLife.Objects.PersonLike.Outfits
commentId: F:TinyLife.Objects.PersonLike.Outfits
id: Outfits
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: Outfits
nameWithType: PersonLike.Outfits
fullName: TinyLife.Objects.PersonLike.Outfits
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
A list of the outfits that this person has, gathered by the .
Each outfit is a dictionary that matches a item to its layer.
example: []
syntax:
content: >-
[DataMember]
[JsonConverter(typeof(PersonLike.OutfitsConverter))]
public readonly List Outfits
return:
type: System.Collections.Generic.List{TinyLife.Objects.Outfit}
content.vb: >-
Public ReadOnly Outfits As List(Of Outfit)
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
- uid: TinyLife.Objects.PersonLike.PersonalityTypes
commentId: F:TinyLife.Objects.PersonLike.PersonalityTypes
id: PersonalityTypes
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: PersonalityTypes
nameWithType: PersonLike.PersonalityTypes
fullName: TinyLife.Objects.PersonLike.PersonalityTypes
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The names of the values that this person has.
To access this collection efficiently, use .
example: []
syntax:
content: >-
[DataMember]
public readonly HashSet PersonalityTypes
return:
type: System.Collections.Generic.HashSet{TinyLife.PersonalityType}
content.vb: >-
Public ReadOnly PersonalityTypes As HashSet(Of PersonalityType)
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
- uid: TinyLife.Objects.PersonLike.EmotionModifiers
commentId: F:TinyLife.Objects.PersonLike.EmotionModifiers
id: EmotionModifiers
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: EmotionModifiers
nameWithType: PersonLike.EmotionModifiers
fullName: TinyLife.Objects.PersonLike.EmotionModifiers
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The objects that are currently applied to this person.
To access this collection efficiently, use , and .
example: []
syntax:
content: >-
[DataMember]
public readonly List EmotionModifiers
return:
type: System.Collections.Generic.List{TinyLife.Emotions.EmotionModifier.Instance}
content.vb: >-
Public ReadOnly EmotionModifiers As List(Of EmotionModifier.Instance)
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
- uid: TinyLife.Objects.PersonLike.Memories
commentId: F:TinyLife.Objects.PersonLike.Memories
id: Memories
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: Memories
nameWithType: PersonLike.Memories
fullName: TinyLife.Objects.PersonLike.Memories
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
A set of instances that this person currently has or tracks.
To edit and query this collection easily, />, and can be used.
example: []
syntax:
content: >-
[DataMember]
[JsonConverter(typeof(PersonLike.MemoriesConverter))]
public readonly Dictionary> Memories
return:
type: System.Collections.Generic.Dictionary{System.String,System.Collections.Generic.HashSet{TinyLife.Goals.Memory}}
content.vb: >-
Public ReadOnly Memories As Dictionary(Of String, HashSet(Of Memory))
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
- uid: TinyLife.Objects.PersonLike.FirstName
commentId: F:TinyLife.Objects.PersonLike.FirstName
id: FirstName
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: FirstName
nameWithType: PersonLike.FirstName
fullName: TinyLife.Objects.PersonLike.FirstName
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: This person's first name
example: []
syntax:
content: >-
[DataMember]
public string FirstName
return:
type: System.String
content.vb: >-
Public FirstName As String
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
- uid: TinyLife.Objects.PersonLike.LastName
commentId: F:TinyLife.Objects.PersonLike.LastName
id: LastName
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: LastName
nameWithType: PersonLike.LastName
fullName: TinyLife.Objects.PersonLike.LastName
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: This person's last name
example: []
syntax:
content: >-
[DataMember]
public string LastName
return:
type: System.String
content.vb: >-
Public LastName As String
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
- uid: TinyLife.Objects.PersonLike.FullName
commentId: P:TinyLife.Objects.PersonLike.FullName
id: FullName
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: FullName
nameWithType: PersonLike.FullName
fullName: TinyLife.Objects.PersonLike.FullName
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: This person's full name, which is a concatenation of their and .
example: []
syntax:
content: public string FullName { get; }
parameters: []
return:
type: System.String
content.vb: Public ReadOnly Property FullName As String
overload: TinyLife.Objects.PersonLike.FullName*
- uid: TinyLife.Objects.PersonLike.FullNamePronouns
commentId: P:TinyLife.Objects.PersonLike.FullNamePronouns
id: FullNamePronouns
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: FullNamePronouns
nameWithType: PersonLike.FullNamePronouns
fullName: TinyLife.Objects.PersonLike.FullNamePronouns
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: This person's full name and pronouns, which is a concatenation of their , and their pronouns in parentheses for types.
example: []
syntax:
content: public virtual string FullNamePronouns { get; }
parameters: []
return:
type: System.String
content.vb: Public Overridable ReadOnly Property FullNamePronouns As String
overload: TinyLife.Objects.PersonLike.FullNamePronouns*
- uid: TinyLife.Objects.PersonLike.Rotation
commentId: P:TinyLife.Objects.PersonLike.Rotation
id: Rotation
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: Rotation
nameWithType: PersonLike.Rotation
fullName: TinyLife.Objects.PersonLike.Rotation
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: The that this person is currently facing in
example: []
syntax:
content: public Direction2 Rotation { get; set; }
parameters: []
return:
type: MLEM.Maths.Direction2
content.vb: Public Property Rotation As Direction2
overload: TinyLife.Objects.PersonLike.Rotation*
- uid: TinyLife.Objects.PersonLike.VisualRotation
commentId: P:TinyLife.Objects.PersonLike.VisualRotation
id: VisualRotation
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: VisualRotation
nameWithType: PersonLike.VisualRotation
fullName: TinyLife.Objects.PersonLike.VisualRotation
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: This person's current visual rotation, based on their and the .
example: []
syntax:
content: public Direction2 VisualRotation { get; }
parameters: []
return:
type: MLEM.Maths.Direction2
content.vb: Public ReadOnly Property VisualRotation As Direction2
overload: TinyLife.Objects.PersonLike.VisualRotation*
- uid: TinyLife.Objects.PersonLike.Household
commentId: P:TinyLife.Objects.PersonLike.Household
id: Household
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: Household
nameWithType: PersonLike.Household
fullName: TinyLife.Objects.PersonLike.Household
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: The that this person is a part of
example: []
syntax:
content: public Household Household { get; }
parameters: []
return:
type: TinyLife.World.Household
content.vb: Public ReadOnly Property Household As Household
overload: TinyLife.Objects.PersonLike.Household*
- uid: TinyLife.Objects.PersonLike.CurrentEmote
commentId: P:TinyLife.Objects.PersonLike.CurrentEmote
id: CurrentEmote
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: CurrentEmote
nameWithType: PersonLike.CurrentEmote
fullName: TinyLife.Objects.PersonLike.CurrentEmote
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The that this person is currently displaying.
Use to modify this property.
example: []
syntax:
content: public Emote CurrentEmote { get; protected set; }
parameters: []
return:
type: TinyLife.Actions.Emote
content.vb: Public Property CurrentEmote As Emote
overload: TinyLife.Objects.PersonLike.CurrentEmote*
- uid: TinyLife.Objects.PersonLike.VisitingLot
commentId: P:TinyLife.Objects.PersonLike.VisitingLot
id: VisitingLot
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: VisitingLot
nameWithType: PersonLike.VisitingLot
fullName: TinyLife.Objects.PersonLike.VisitingLot
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The that is currently being visited by this person, or null if they're not visiting a lot right now.
A visited lot is a lot that was actively moved to using , or a similar action.
To modify this value, use .
example: []
syntax:
content: public Lot VisitingLot { get; }
parameters: []
return:
type: TinyLife.World.Lot
content.vb: Public ReadOnly Property VisitingLot As Lot
overload: TinyLife.Objects.PersonLike.VisitingLot*
- uid: TinyLife.Objects.PersonLike.LotVisitCooldown
commentId: P:TinyLife.Objects.PersonLike.LotVisitCooldown
id: LotVisitCooldown
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: LotVisitCooldown
nameWithType: PersonLike.LotVisitCooldown
fullName: TinyLife.Objects.PersonLike.LotVisitCooldown
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The amount of time that has to pass before this person can visit another lot.
If is set using , this value will be set to a time span between 2 and 24 hours, and then tick down with the passed in-game time in .
example: []
syntax:
content: >-
[DataMember(EmitDefaultValue = false)]
public TimeSpan LotVisitCooldown { get; protected set; }
parameters: []
return:
type: System.TimeSpan
content.vb: >-
Public Property LotVisitCooldown As TimeSpan
overload: TinyLife.Objects.PersonLike.LotVisitCooldown*
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
namedArguments:
- name: EmitDefaultValue
type: System.Boolean
value: false
- uid: TinyLife.Objects.PersonLike.WasInvitedIn
commentId: F:TinyLife.Objects.PersonLike.WasInvitedIn
id: WasInvitedIn
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: WasInvitedIn
nameWithType: PersonLike.WasInvitedIn
fullName: TinyLife.Objects.PersonLike.WasInvitedIn
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Whether this person was already invited in to their .
example: []
syntax:
content: >-
[DataMember(EmitDefaultValue = false)]
public bool WasInvitedIn
return:
type: System.Boolean
content.vb: >-
Public WasInvitedIn As Boolean
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
namedArguments:
- name: EmitDefaultValue
type: System.Boolean
value: false
- uid: TinyLife.Objects.PersonLike.Emotion
commentId: P:TinyLife.Objects.PersonLike.Emotion
id: Emotion
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: Emotion
nameWithType: PersonLike.Emotion
fullName: TinyLife.Objects.PersonLike.Emotion
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: The that this person currently has, resulting from their current
example: []
syntax:
content: public EmotionType Emotion { get; }
parameters: []
return:
type: TinyLife.Emotions.EmotionType
content.vb: Public ReadOnly Property Emotion As EmotionType
overload: TinyLife.Objects.PersonLike.Emotion*
- uid: TinyLife.Objects.PersonLike.EmotionAmount
commentId: P:TinyLife.Objects.PersonLike.EmotionAmount
id: EmotionAmount
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: EmotionAmount
nameWithType: PersonLike.EmotionAmount
fullName: TinyLife.Objects.PersonLike.EmotionAmount
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: The total sum of all emotion modifiers that cause the current .
example: []
syntax:
content: public int EmotionAmount { get; }
parameters: []
return:
type: System.Int32
content.vb: Public ReadOnly Property EmotionAmount As Integer
overload: TinyLife.Objects.PersonLike.EmotionAmount*
- uid: TinyLife.Objects.PersonLike.IsMoving
commentId: P:TinyLife.Objects.PersonLike.IsMoving
id: IsMoving
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: IsMoving
nameWithType: PersonLike.IsMoving
fullName: TinyLife.Objects.PersonLike.IsMoving
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
This property stores whether this person is currently moving.
A person is considered moving when their has changed since the last update frame.
example: []
syntax:
content: public bool IsMoving { get; protected set; }
parameters: []
return:
type: System.Boolean
content.vb: Public Property IsMoving As Boolean
overload: TinyLife.Objects.PersonLike.IsMoving*
- uid: TinyLife.Objects.PersonLike.CurrentOutfitIndex
commentId: P:TinyLife.Objects.PersonLike.CurrentOutfitIndex
id: CurrentOutfitIndex
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: CurrentOutfitIndex
nameWithType: PersonLike.CurrentOutfitIndex
fullName: TinyLife.Objects.PersonLike.CurrentOutfitIndex
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The index of the outfit, in the list, that this person is currently wearing.
To change this value, use or .
example: []
syntax:
content: >-
[DataMember]
public int CurrentOutfitIndex { get; }
parameters: []
return:
type: System.Int32
content.vb: >-
Public Property CurrentOutfitIndex As Integer
overload: TinyLife.Objects.PersonLike.CurrentOutfitIndex*
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
- uid: TinyLife.Objects.PersonLike.CurrentOutfit
commentId: P:TinyLife.Objects.PersonLike.CurrentOutfit
id: CurrentOutfit
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: CurrentOutfit
nameWithType: PersonLike.CurrentOutfit
fullName: TinyLife.Objects.PersonLike.CurrentOutfit
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Returns the outfit that this person is currently wearing, which is the entry at the .
example: []
syntax:
content: public Outfit CurrentOutfit { get; }
parameters: []
return:
type: TinyLife.Objects.Outfit
content.vb: Public ReadOnly Property CurrentOutfit As Outfit
overload: TinyLife.Objects.PersonLike.CurrentOutfit*
- uid: TinyLife.Objects.PersonLike.IsCurrentHousehold
commentId: P:TinyLife.Objects.PersonLike.IsCurrentHousehold
id: IsCurrentHousehold
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: IsCurrentHousehold
nameWithType: PersonLike.IsCurrentHousehold
fullName: TinyLife.Objects.PersonLike.IsCurrentHousehold
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: A property that indicates whether or not this household is the same as
example: []
syntax:
content: public bool IsCurrentHousehold { get; }
parameters: []
return:
type: System.Boolean
content.vb: Public ReadOnly Property IsCurrentHousehold As Boolean
overload: TinyLife.Objects.PersonLike.IsCurrentHousehold*
- uid: TinyLife.Objects.PersonLike.LifeSpan
commentId: P:TinyLife.Objects.PersonLike.LifeSpan
id: LifeSpan
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: LifeSpan
nameWithType: PersonLike.LifeSpan
fullName: TinyLife.Objects.PersonLike.LifeSpan
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: This person's , which is determined by and whether this person .
example: []
syntax:
content: public LifeSpan LifeSpan { get; }
parameters: []
return:
type: TinyLife.Objects.LifeSpan
content.vb: Public ReadOnly Property LifeSpan As LifeSpan
overload: TinyLife.Objects.PersonLike.LifeSpan*
- uid: TinyLife.Objects.PersonLike.HomeLot
commentId: P:TinyLife.Objects.PersonLike.HomeLot
id: HomeLot
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: HomeLot
nameWithType: PersonLike.HomeLot
fullName: TinyLife.Objects.PersonLike.HomeLot
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The that this household lives on.
For exported households, this might be null.
example: []
syntax:
content: public Lot HomeLot { get; }
parameters: []
return:
type: TinyLife.World.Lot
content.vb: Public ReadOnly Property HomeLot As Lot
overload: TinyLife.Objects.PersonLike.HomeLot*
- uid: TinyLife.Objects.PersonLike.Money
commentId: P:TinyLife.Objects.PersonLike.Money
id: Money
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: Money
nameWithType: PersonLike.Money
fullName: TinyLife.Objects.PersonLike.Money
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: The money that this household has, rounded by two digits after the decimal point
example: []
syntax:
content: public float Money { get; set; }
parameters: []
return:
type: System.Single
content.vb: Public Property Money As Single
overload: TinyLife.Objects.PersonLike.Money*
- uid: TinyLife.Objects.PersonLike.IsRegularVisitor
commentId: P:TinyLife.Objects.PersonLike.IsRegularVisitor
id: IsRegularVisitor
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: IsRegularVisitor
nameWithType: PersonLike.IsRegularVisitor
fullName: TinyLife.Objects.PersonLike.IsRegularVisitor
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
A property that computes whether this person is a regular visitor.
A person is considered a regular visitor if they have no , but also have no , and are not dead ().
example: []
syntax:
content: public virtual bool IsRegularVisitor { get; }
parameters: []
return:
type: System.Boolean
content.vb: Public Overridable ReadOnly Property IsRegularVisitor As Boolean
overload: TinyLife.Objects.PersonLike.IsRegularVisitor*
- uid: TinyLife.Objects.PersonLike.Description
commentId: F:TinyLife.Objects.PersonLike.Description
id: Description
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: Description
nameWithType: PersonLike.Description
fullName: TinyLife.Objects.PersonLike.Description
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: This person's description
example: []
syntax:
content: >-
[DataMember]
public string Description
return:
type: System.String
content.vb: >-
Public Description As String
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
- uid: TinyLife.Objects.PersonLike.IsDead
commentId: F:TinyLife.Objects.PersonLike.IsDead
id: IsDead
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: IsDead
nameWithType: PersonLike.IsDead
fullName: TinyLife.Objects.PersonLike.IsDead
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Stores whether this person is currently dead.
For a person to die, use or .
example: []
syntax:
content: >-
[DataMember]
public bool IsDead
return:
type: System.Boolean
content.vb: >-
Public IsDead As Boolean
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
- uid: TinyLife.Objects.PersonLike.CurrentAgeDays
commentId: F:TinyLife.Objects.PersonLike.CurrentAgeDays
id: CurrentAgeDays
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: CurrentAgeDays
nameWithType: PersonLike.CurrentAgeDays
fullName: TinyLife.Objects.PersonLike.CurrentAgeDays
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The amount of in-game days that this person has had their current for.
See for a full amount of days lived.
example: []
syntax:
content: >-
[DataMember]
public int CurrentAgeDays
return:
type: System.Int32
content.vb: >-
Public CurrentAgeDays As Integer
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
- uid: TinyLife.Objects.PersonLike.DaysLived
commentId: F:TinyLife.Objects.PersonLike.DaysLived
id: DaysLived
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: DaysLived
nameWithType: PersonLike.DaysLived
fullName: TinyLife.Objects.PersonLike.DaysLived
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The amount of in-game days that this person has lived for in total.
See for the amount of days with their current .
example: []
syntax:
content: >-
[DataMember]
public int DaysLived
return:
type: System.Int32
content.vb: >-
Public DaysLived As Integer
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
- uid: TinyLife.Objects.PersonLike.RandomlyGenerated
commentId: P:TinyLife.Objects.PersonLike.RandomlyGenerated
id: RandomlyGenerated
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: RandomlyGenerated
nameWithType: PersonLike.RandomlyGenerated
fullName: TinyLife.Objects.PersonLike.RandomlyGenerated
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: A property that stores whether this person has been randomly generated by invoking the method with a nonnull .
example: []
syntax:
content: >-
[DataMember(EmitDefaultValue = false)]
public bool RandomlyGenerated { get; protected set; }
parameters: []
return:
type: System.Boolean
content.vb: >-
Public Property RandomlyGenerated As Boolean
overload: TinyLife.Objects.PersonLike.RandomlyGenerated*
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
namedArguments:
- name: EmitDefaultValue
type: System.Boolean
value: false
- uid: TinyLife.Objects.PersonLike.VisuallyOccupiedSpot
commentId: P:TinyLife.Objects.PersonLike.VisuallyOccupiedSpot
id: VisuallyOccupiedSpot
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: VisuallyOccupiedSpot
nameWithType: PersonLike.VisuallyOccupiedSpot
fullName: TinyLife.Objects.PersonLike.VisuallyOccupiedSpot
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The and corresponding that this person is visually occupying in the collection.
If this tuple has no value, or any of its entries are null, this person is not visually occupying any of the spots.
Note that this value is not saved to disk, and is reset to -1 every frame, unless Stay
is set to true.
To edit this value, use .
example: []
syntax:
content: public (Furniture Furniture, ActionSpot Spot, bool Stay) VisuallyOccupiedSpot { get; }
parameters: []
return:
type: System.ValueTuple{TinyLife.Objects.Furniture,TinyLife.Objects.ActionSpot,System.Boolean}
content.vb: Public ReadOnly Property VisuallyOccupiedSpot As (Furniture As Furniture, Spot As ActionSpot, Stay As Boolean)
overload: TinyLife.Objects.PersonLike.VisuallyOccupiedSpot*
- uid: TinyLife.Objects.PersonLike.OccupiedFurniture
commentId: P:TinyLife.Objects.PersonLike.OccupiedFurniture
id: OccupiedFurniture
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OccupiedFurniture
nameWithType: PersonLike.OccupiedFurniture
fullName: TinyLife.Objects.PersonLike.OccupiedFurniture
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The set of and their occresponding that this person is currently occupying in some capacity.
Note that this value is not saved to disk, and is cleared every frame, unless Stay
is set to true.
To edit this value, use .
example: []
syntax:
content: public IEnumerable<(Furniture Furniture, ActionSpot Spot, bool Stay)> OccupiedFurniture { get; }
parameters: []
return:
type: System.Collections.Generic.IEnumerable{System.ValueTuple{TinyLife.Objects.Furniture,TinyLife.Objects.ActionSpot,System.Boolean}}
content.vb: Public ReadOnly Property OccupiedFurniture As IEnumerable(Of (Furniture As Furniture, Spot As ActionSpot, Stay As Boolean))
overload: TinyLife.Objects.PersonLike.OccupiedFurniture*
- uid: TinyLife.Objects.PersonLike.CurrentPose
commentId: F:TinyLife.Objects.PersonLike.CurrentPose
id: CurrentPose
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: CurrentPose
nameWithType: PersonLike.CurrentPose
fullName: TinyLife.Objects.PersonLike.CurrentPose
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
This person's current .
Note that this value is reset to the for this person's every frame.
example: []
syntax:
content: >-
[DataMember]
public Pose CurrentPose
return:
type: TinyLife.Objects.Pose
content.vb: >-
Public CurrentPose As Pose
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
- uid: TinyLife.Objects.PersonLike.WornLayers
commentId: F:TinyLife.Objects.PersonLike.WornLayers
id: WornLayers
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: WornLayers
nameWithType: PersonLike.WornLayers
fullName: TinyLife.Objects.PersonLike.WornLayers
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The flags that represent what layers this person is currently wearing.
Note that this value is reset to ~0 (every layer) every frame.
Setting this value to 0 (no layer) will also stop the and from drawing.
example: []
syntax:
content: >-
[DataMember]
public ClothesLayer WornLayers
return:
type: TinyLife.Objects.ClothesLayer
content.vb: >-
Public WornLayers As ClothesLayer
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
- uid: TinyLife.Objects.PersonLike.AnimateHeldObject
commentId: F:TinyLife.Objects.PersonLike.AnimateHeldObject
id: AnimateHeldObject
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: AnimateHeldObject
nameWithType: PersonLike.AnimateHeldObject
fullName: TinyLife.Objects.PersonLike.AnimateHeldObject
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Whether or not the should be animated with this person's movement animation.
Note that this value is not saved to disk, and is reset to true every frame.
example: []
syntax:
content: public bool AnimateHeldObject
return:
type: System.Boolean
content.vb: Public AnimateHeldObject As Boolean
- uid: TinyLife.Objects.PersonLike.HeldObjectRotation
commentId: F:TinyLife.Objects.PersonLike.HeldObjectRotation
id: HeldObjectRotation
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: HeldObjectRotation
nameWithType: PersonLike.HeldObjectRotation
fullName: TinyLife.Objects.PersonLike.HeldObjectRotation
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The rotation that the should assume in this person's hand.
If this value is set to null, the held object's rotation will be set to the person's .
Note that this value is not saved to disk, and is reset to null every frame.
example: []
syntax:
content: public Direction2? HeldObjectRotation
return:
type: System.Nullable{MLEM.Maths.Direction2}
content.vb: Public HeldObjectRotation As Direction2?
- uid: TinyLife.Objects.PersonLike.AnimationSpeed
commentId: F:TinyLife.Objects.PersonLike.AnimationSpeed
id: AnimationSpeed
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: AnimationSpeed
nameWithType: PersonLike.AnimationSpeed
fullName: TinyLife.Objects.PersonLike.AnimationSpeed
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The speed that this person's animation should run with.
Note that this value is not saved to disk, and is reset to 1 every frame.
example: []
syntax:
content: public float AnimationSpeed
return:
type: System.Single
content.vb: Public AnimationSpeed As Single
- uid: TinyLife.Objects.PersonLike.Tint
commentId: F:TinyLife.Objects.PersonLike.Tint
id: Tint
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: Tint
nameWithType: PersonLike.Tint
fullName: TinyLife.Objects.PersonLike.Tint
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
A color that this person should render with.
Note that this value is not saved to disk, and is reset to null every frame.
example: []
syntax:
content: public Color? Tint
return:
type: System.Nullable{Microsoft.Xna.Framework.Color}
content.vb: Public Tint As Color?
- uid: TinyLife.Objects.PersonLike.VisualPosition
commentId: P:TinyLife.Objects.PersonLike.VisualPosition
id: VisualPosition
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: VisualPosition
nameWithType: PersonLike.VisualPosition
fullName: TinyLife.Objects.PersonLike.VisualPosition
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The visual position of this person, which is influenced by their and a visual override that can additionally be set using .
Note that this value is reset to every frame.
Also note that the visual position does not affect collision detection or most interactions.
example: []
syntax:
content: public Vector2 VisualPosition { get; set; }
parameters: []
return:
type: Microsoft.Xna.Framework.Vector2
content.vb: Public Property VisualPosition As Vector2
overload: TinyLife.Objects.PersonLike.VisualPosition*
- uid: TinyLife.Objects.PersonLike.Portrait
commentId: P:TinyLife.Objects.PersonLike.Portrait
id: Portrait
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: Portrait
nameWithType: PersonLike.Portrait
fullName: TinyLife.Objects.PersonLike.Portrait
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The that this person's portrait is rendered onto.
This will automatically be updated and can be used for rendering of any kind.
example: []
syntax:
content: public RenderTarget2D Portrait { get; }
parameters: []
return:
type: Microsoft.Xna.Framework.Graphics.RenderTarget2D
content.vb: Public ReadOnly Property Portrait As RenderTarget2D
overload: TinyLife.Objects.PersonLike.Portrait*
- uid: TinyLife.Objects.PersonLike.RecentActions
commentId: P:TinyLife.Objects.PersonLike.RecentActions
id: RecentActions
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: RecentActions
nameWithType: PersonLike.RecentActions
fullName: TinyLife.Objects.PersonLike.RecentActions
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
A set of instances of the types that this person has recently done.
The last three or fewer instances of any given will be returned as part of this collection.
example: []
syntax:
content: public IEnumerable<(ActionType Type, Memory Memory)> RecentActions { get; }
parameters: []
return:
type: System.Collections.Generic.IEnumerable{System.ValueTuple{TinyLife.Actions.ActionType,TinyLife.Goals.Memory}}
content.vb: Public ReadOnly Property RecentActions As IEnumerable(Of (Type As ActionType, Memory As Memory))
overload: TinyLife.Objects.PersonLike.RecentActions*
- uid: TinyLife.Objects.PersonLike.RelationshipInterestingness
commentId: P:TinyLife.Objects.PersonLike.RelationshipInterestingness
id: RelationshipInterestingness
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: RelationshipInterestingness
nameWithType: PersonLike.RelationshipInterestingness
fullName: TinyLife.Objects.PersonLike.RelationshipInterestingness
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Returns the "interestingness" of this person's , which is the sum of the absolute values of all relationships' and values. This can be used for sorting by how interesting a person is for keepign around rather than deleting.
example: []
syntax:
content: public float RelationshipInterestingness { get; }
parameters: []
return:
type: System.Single
content.vb: Public ReadOnly Property RelationshipInterestingness As Single
overload: TinyLife.Objects.PersonLike.RelationshipInterestingness*
- uid: TinyLife.Objects.PersonLike.VoiceStyle
commentId: F:TinyLife.Objects.PersonLike.VoiceStyle
id: VoiceStyle
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: VoiceStyle
nameWithType: PersonLike.VoiceStyle
fullName: TinyLife.Objects.PersonLike.VoiceStyle
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The style of this person's voice, used for speaking ().
Note that, if this person is a or , the or styles will be used regardless of this field's value.
example: []
syntax:
content: >-
[DataMember]
public VoiceStyle VoiceStyle
return:
type: TinyLife.Objects.VoiceStyle
content.vb: >-
Public VoiceStyle As VoiceStyle
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
- uid: TinyLife.Objects.PersonLike.VoicePitch
commentId: F:TinyLife.Objects.PersonLike.VoicePitch
id: VoicePitch
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: VoicePitch
nameWithType: PersonLike.VoicePitch
fullName: TinyLife.Objects.PersonLike.VoicePitch
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The pitch of this person's voice, used for speaking ().
The voice pitch should be between -1 and 1, but the character creator only sets it between -0.5 and 0.5.
example: []
syntax:
content: >-
[DataMember]
public float VoicePitch
return:
type: System.Single
content.vb: >-
Public VoicePitch As Single
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
- uid: TinyLife.Objects.PersonLike.CurrentSpeakStyle
commentId: P:TinyLife.Objects.PersonLike.CurrentSpeakStyle
id: CurrentSpeakStyle
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: CurrentSpeakStyle
nameWithType: PersonLike.CurrentSpeakStyle
fullName: TinyLife.Objects.PersonLike.CurrentSpeakStyle
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The current speak styles that speaking sounds are chosen from.
Use to modify this property.
example: []
syntax:
content: public SpeakStyle? CurrentSpeakStyle { get; protected set; }
parameters: []
return:
type: System.Nullable{TinyLife.Objects.SpeakStyle}
content.vb: Public Property CurrentSpeakStyle As SpeakStyle?
overload: TinyLife.Objects.PersonLike.CurrentSpeakStyle*
- uid: TinyLife.Objects.PersonLike.Age
commentId: P:TinyLife.Objects.PersonLike.Age
id: Age
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: Age
nameWithType: PersonLike.Age
fullName: TinyLife.Objects.PersonLike.Age
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: The that this person currently has.
example: []
syntax:
content: public AgeGroup Age { get; set; }
parameters: []
return:
type: TinyLife.Objects.AgeGroup
content.vb: Public Property Age As AgeGroup
overload: TinyLife.Objects.PersonLike.Age*
- uid: TinyLife.Objects.PersonLike.PregnancyHoursRemaining
commentId: P:TinyLife.Objects.PersonLike.PregnancyHoursRemaining
id: PregnancyHoursRemaining
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: PregnancyHoursRemaining
nameWithType: PersonLike.PregnancyHoursRemaining
fullName: TinyLife.Objects.PersonLike.PregnancyHoursRemaining
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The amount of hours that this person will be pregnant for before they have a chance to start .
To set this value, use .
example: []
syntax:
content: >-
[DataMember(EmitDefaultValue = false)]
public float PregnancyHoursRemaining { get; }
parameters: []
return:
type: System.Single
content.vb: >-
Public Property PregnancyHoursRemaining As Single
overload: TinyLife.Objects.PersonLike.PregnancyHoursRemaining*
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
namedArguments:
- name: EmitDefaultValue
type: System.Boolean
value: false
- uid: TinyLife.Objects.PersonLike.PregnancyPartner
commentId: P:TinyLife.Objects.PersonLike.PregnancyPartner
id: PregnancyPartner
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: PregnancyPartner
nameWithType: PersonLike.PregnancyPartner
fullName: TinyLife.Objects.PersonLike.PregnancyPartner
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The of the person that caused this person's current pregnancy, or if this person is not pregnant, or became pregnant through means that don't involve a second party.
To set this value, use .
example: []
syntax:
content: >-
[DataMember(EmitDefaultValue = false)]
public Guid PregnancyPartner { get; }
parameters: []
return:
type: System.Guid
content.vb: >-
Public Property PregnancyPartner As Guid
overload: TinyLife.Objects.PersonLike.PregnancyPartner*
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
namedArguments:
- name: EmitDefaultValue
type: System.Boolean
value: false
- uid: TinyLife.Objects.PersonLike.IsInLabor
commentId: F:TinyLife.Objects.PersonLike.IsInLabor
id: IsInLabor
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: IsInLabor
nameWithType: PersonLike.IsInLabor
fullName: TinyLife.Objects.PersonLike.IsInLabor
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Whether this person is currently in labor.
Note that, when a person is in labor, their have already reached 0.
example: []
syntax:
content: >-
[DataMember(EmitDefaultValue = false)]
public bool IsInLabor
return:
type: System.Boolean
content.vb: >-
Public IsInLabor As Boolean
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
namedArguments:
- name: EmitDefaultValue
type: System.Boolean
value: false
- uid: TinyLife.Objects.PersonLike.IsPregnant
commentId: P:TinyLife.Objects.PersonLike.IsPregnant
id: IsPregnant
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: IsPregnant
nameWithType: PersonLike.IsPregnant
fullName: TinyLife.Objects.PersonLike.IsPregnant
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Whether this person is currently considered pregnant.
This property returns true if is greater than 0 or if is true.
example: []
syntax:
content: public bool IsPregnant { get; }
parameters: []
return:
type: System.Boolean
content.vb: Public ReadOnly Property IsPregnant As Boolean
overload: TinyLife.Objects.PersonLike.IsPregnant*
- uid: TinyLife.Objects.PersonLike.IsAllowedToDie
commentId: P:TinyLife.Objects.PersonLike.IsAllowedToDie
id: IsAllowedToDie
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: IsAllowedToDie
nameWithType: PersonLike.IsAllowedToDie
fullName: TinyLife.Objects.PersonLike.IsAllowedToDie
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Returns whether this person is allowed to die. A person is allowed to die if they are an or older, and if they're not pregnant.
example: []
syntax:
content: public virtual bool IsAllowedToDie { get; }
parameters: []
return:
type: System.Boolean
content.vb: Public Overridable ReadOnly Property IsAllowedToDie As Boolean
overload: TinyLife.Objects.PersonLike.IsAllowedToDie*
- uid: TinyLife.Objects.PersonLike.PregnancyAbility
commentId: F:TinyLife.Objects.PersonLike.PregnancyAbility
id: PregnancyAbility
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: PregnancyAbility
nameWithType: PersonLike.PregnancyAbility
fullName: TinyLife.Objects.PersonLike.PregnancyAbility
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: This person's .
example: []
syntax:
content: >-
[DataMember]
public PregnancyAbility PregnancyAbility
return:
type: TinyLife.Objects.PregnancyAbility
content.vb: >-
Public PregnancyAbility As PregnancyAbility
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
- uid: TinyLife.Objects.PersonLike.Difficulty
commentId: P:TinyLife.Objects.PersonLike.Difficulty
id: Difficulty
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: Difficulty
nameWithType: PersonLike.Difficulty
fullName: TinyLife.Objects.PersonLike.Difficulty
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
This person's current , based on the game's .
If this person is not part of the current household, is returned.
example: []
syntax:
content: public DifficultyModifier Difficulty { get; }
parameters: []
return:
type: TinyLife.DifficultyModifier
content.vb: Public ReadOnly Property Difficulty As DifficultyModifier
overload: TinyLife.Objects.PersonLike.Difficulty*
- uid: TinyLife.Objects.PersonLike.DrawSize
commentId: P:TinyLife.Objects.PersonLike.DrawSize
id: DrawSize
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: DrawSize
nameWithType: PersonLike.DrawSize
fullName: TinyLife.Objects.PersonLike.DrawSize
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: The size, in draw space pixels, that a person's texture takes up.
example: []
syntax:
content: public abstract Point DrawSize { get; }
parameters: []
return:
type: Microsoft.Xna.Framework.Point
content.vb: Public MustOverride ReadOnly Property DrawSize As Point
overload: TinyLife.Objects.PersonLike.DrawSize*
- uid: TinyLife.Objects.PersonLike.CurrentMode
commentId: P:TinyLife.Objects.PersonLike.CurrentMode
id: CurrentMode
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: CurrentMode
nameWithType: PersonLike.CurrentMode
fullName: TinyLife.Objects.PersonLike.CurrentMode
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
A property that returns the current for this updating object. This property defaults to returning .
When moving updating objects between update modes (ie changing the return value), objects are moved automatically after the respective update is invoked. This means that update mode changes don't occur immediately.
See the documentation for each for more information.
example: []
syntax:
content: public IUpdatingObject.UpdateMode CurrentMode { get; }
parameters: []
return:
type: TinyLife.Objects.IUpdatingObject.UpdateMode
content.vb: Public ReadOnly Property CurrentMode As IUpdatingObject.UpdateMode
overload: TinyLife.Objects.PersonLike.CurrentMode*
implements:
- TinyLife.Objects.IUpdatingObject.CurrentMode
- uid: TinyLife.Objects.PersonLike.OnActionsChanged
commentId: E:TinyLife.Objects.PersonLike.OnActionsChanged
id: OnActionsChanged
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnActionsChanged
nameWithType: PersonLike.OnActionsChanged
fullName: TinyLife.Objects.PersonLike.OnActionsChanged
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
An event that is invoked when the or of this person changed
This event can be subscribed to using .
example: []
syntax:
content: public event Action OnActionsChanged
return:
type: System.Action{TinyLife.Objects.PersonLike}
content.vb: Public Event OnActionsChanged As Action(Of PersonLike)
- uid: TinyLife.Objects.PersonLike.OnNewSkillLearned
commentId: E:TinyLife.Objects.PersonLike.OnNewSkillLearned
id: OnNewSkillLearned
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnNewSkillLearned
nameWithType: PersonLike.OnNewSkillLearned
fullName: TinyLife.Objects.PersonLike.OnNewSkillLearned
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
An event that is invoked when the list gains a new entry, meaning the person learned a new skill
This event can be subscribed to using .
example: []
syntax:
content: public event Action OnNewSkillLearned
return:
type: System.Action{TinyLife.Objects.PersonLike}
content.vb: Public Event OnNewSkillLearned As Action(Of PersonLike)
- uid: TinyLife.Objects.PersonLike.OnEmotionModifiersChanged
commentId: E:TinyLife.Objects.PersonLike.OnEmotionModifiersChanged
id: OnEmotionModifiersChanged
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnEmotionModifiersChanged
nameWithType: PersonLike.OnEmotionModifiersChanged
fullName: TinyLife.Objects.PersonLike.OnEmotionModifiersChanged
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
An event that is invoked when the change.
This event can be subscribed to using .
example: []
syntax:
content: public event PersonLike.EmotionModifiersChangedDelegate OnEmotionModifiersChanged
return:
type: TinyLife.Objects.PersonLike.EmotionModifiersChangedDelegate
content.vb: Public Event OnEmotionModifiersChanged As PersonLike.EmotionModifiersChangedDelegate
- uid: TinyLife.Objects.PersonLike.OnEmotionChanged
commentId: E:TinyLife.Objects.PersonLike.OnEmotionChanged
id: OnEmotionChanged
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnEmotionChanged
nameWithType: PersonLike.OnEmotionChanged
fullName: TinyLife.Objects.PersonLike.OnEmotionChanged
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
An event that is invoked when the changes.
This event can be subscribed to using .
example: []
syntax:
content: public event Action OnEmotionChanged
return:
type: System.Action{TinyLife.Objects.PersonLike}
content.vb: Public Event OnEmotionChanged As Action(Of PersonLike)
- uid: TinyLife.Objects.PersonLike.OnGetEfficiencyModifier
commentId: E:TinyLife.Objects.PersonLike.OnGetEfficiencyModifier
id: OnGetEfficiencyModifier
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnGetEfficiencyModifier
nameWithType: PersonLike.OnGetEfficiencyModifier
fullName: TinyLife.Objects.PersonLike.OnGetEfficiencyModifier
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
An event that is invoked at the end of , after the default efficiency modifier is evaulated.
This event can be used to change this person's efficiency based on additional mod factors.
This event can be subscribed to using .
example: []
syntax:
content: public event PersonLike.EfficiencyModifierDelegate OnGetEfficiencyModifier
return:
type: TinyLife.Objects.PersonLike.EfficiencyModifierDelegate
content.vb: Public Event OnGetEfficiencyModifier As PersonLike.EfficiencyModifierDelegate
- uid: TinyLife.Objects.PersonLike.OnGetPersonalitySkillBoost
commentId: E:TinyLife.Objects.PersonLike.OnGetPersonalitySkillBoost
id: OnGetPersonalitySkillBoost
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnGetPersonalitySkillBoost
nameWithType: PersonLike.OnGetPersonalitySkillBoost
fullName: TinyLife.Objects.PersonLike.OnGetPersonalitySkillBoost
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
An event that is invoked at the end of , after the default personality skill boost is evaluated.
This event can be subscribed to using .
example: []
syntax:
content: public event PersonLike.SkillBoostDelegate OnGetPersonalitySkillBoost
return:
type: TinyLife.Objects.PersonLike.SkillBoostDelegate
content.vb: Public Event OnGetPersonalitySkillBoost As PersonLike.SkillBoostDelegate
- uid: TinyLife.Objects.PersonLike.OnGetEmotionSkillBoost
commentId: E:TinyLife.Objects.PersonLike.OnGetEmotionSkillBoost
id: OnGetEmotionSkillBoost
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnGetEmotionSkillBoost
nameWithType: PersonLike.OnGetEmotionSkillBoost
fullName: TinyLife.Objects.PersonLike.OnGetEmotionSkillBoost
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
An event that is invoked at the end of , after the default emotion skill boost is evaluated.
This event can be subscribed to using .
example: []
syntax:
content: public event PersonLike.SkillBoostDelegate OnGetEmotionSkillBoost
return:
type: TinyLife.Objects.PersonLike.SkillBoostDelegate
content.vb: Public Event OnGetEmotionSkillBoost As PersonLike.SkillBoostDelegate
- uid: TinyLife.Objects.PersonLike.OnGetWalkSpeed
commentId: E:TinyLife.Objects.PersonLike.OnGetWalkSpeed
id: OnGetWalkSpeed
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnGetWalkSpeed
nameWithType: PersonLike.OnGetWalkSpeed
fullName: TinyLife.Objects.PersonLike.OnGetWalkSpeed
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
An event that is invoked at the end of , after the default walk speed is evaluated.
This event can be used to change this person's walk speed based on additional mod factors.
This event can be subscribed to using .
example: []
syntax:
content: public event PersonLike.WalkSpeedDelegate OnGetWalkSpeed
return:
type: TinyLife.Objects.PersonLike.WalkSpeedDelegate
content.vb: Public Event OnGetWalkSpeed As PersonLike.WalkSpeedDelegate
- uid: TinyLife.Objects.PersonLike.OnGetPassiveActionPriority
commentId: E:TinyLife.Objects.PersonLike.OnGetPassiveActionPriority
id: OnGetPassiveActionPriority
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnGetPassiveActionPriority
nameWithType: PersonLike.OnGetPassiveActionPriority
fullName: TinyLife.Objects.PersonLike.OnGetPassiveActionPriority
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
An event that is invoked at the end of , after the default action priority is evaulated.
This event can be used to change the action priority based on additional mod factors.
This event can be subscribed to using .
example: []
syntax:
content: public event PersonLike.PassiveActionPriorityDelegate OnGetPassiveActionPriority
return:
type: TinyLife.Objects.PersonLike.PassiveActionPriorityDelegate
content.vb: Public Event OnGetPassiveActionPriority As PersonLike.PassiveActionPriorityDelegate
- uid: TinyLife.Objects.PersonLike.OnGetAiPriorityForObject
commentId: E:TinyLife.Objects.PersonLike.OnGetAiPriorityForObject
id: OnGetAiPriorityForObject
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnGetAiPriorityForObject
nameWithType: PersonLike.OnGetAiPriorityForObject
fullName: TinyLife.Objects.PersonLike.OnGetAiPriorityForObject
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
A delegate that can optionally be used to modify the AI priority for a given object in .
This event can be subscribed to using .
example: []
syntax:
content: public event PersonLike.AiPriorityForObjectDelegate OnGetAiPriorityForObject
return:
type: TinyLife.Objects.PersonLike.AiPriorityForObjectDelegate
content.vb: Public Event OnGetAiPriorityForObject As PersonLike.AiPriorityForObjectDelegate
- uid: TinyLife.Objects.PersonLike.OnActionInitialized
commentId: E:TinyLife.Objects.PersonLike.OnActionInitialized
id: OnActionInitialized
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnActionInitialized
nameWithType: PersonLike.OnActionInitialized
fullName: TinyLife.Objects.PersonLike.OnActionInitialized
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
An event that is invoked when an is initialized.
This event can be subscribed to using .
example: []
syntax:
content: public event Action OnActionInitialized
return:
type: System.Action{TinyLife.Actions.Action,TinyLife.Mods.EventPhase}
content.vb: Public Event OnActionInitialized As Action(Of Action, EventPhase)
- uid: TinyLife.Objects.PersonLike.OnActionsCompleted
commentId: E:TinyLife.Objects.PersonLike.OnActionsCompleted
id: OnActionsCompleted
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnActionsCompleted
nameWithType: PersonLike.OnActionsCompleted
fullName: TinyLife.Objects.PersonLike.OnActionsCompleted
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
An event that is invoked when an is completed, no matter the resulting .
This event can be subscribed to using .
example: []
syntax:
content: public event Action OnActionsCompleted
return:
type: System.Action{TinyLife.Actions.Action,TinyLife.Actions.CompletionType,TinyLife.Mods.EventPhase}
content.vb: Public Event OnActionsCompleted As Action(Of Action, CompletionType, EventPhase)
- uid: TinyLife.Objects.PersonLike.OnActionUpdated
commentId: E:TinyLife.Objects.PersonLike.OnActionUpdated
id: OnActionUpdated
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnActionUpdated
nameWithType: PersonLike.OnActionUpdated
fullName: TinyLife.Objects.PersonLike.OnActionUpdated
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
An event that is invoked when an is updated in .
This event can be subscribed to using .
example: []
syntax:
content: public event ObjectUpdateDelegate OnActionUpdated
return:
type: TinyLife.World.ObjectUpdateDelegate{TinyLife.Actions.Action}
content.vb: Public Event OnActionUpdated As ObjectUpdateDelegate(Of Action)
- uid: TinyLife.Objects.PersonLike.OnOutfitChanged
commentId: E:TinyLife.Objects.PersonLike.OnOutfitChanged
id: OnOutfitChanged
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnOutfitChanged
nameWithType: PersonLike.OnOutfitChanged
fullName: TinyLife.Objects.PersonLike.OnOutfitChanged
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
An event that is invoked when this person's changes.
This event can be subscribed to using .
example: []
syntax:
content: public event Action OnOutfitChanged
return:
type: System.Action
content.vb: Public Event OnOutfitChanged As Action
- uid: TinyLife.Objects.PersonLike.OnRestoreNeed
commentId: E:TinyLife.Objects.PersonLike.OnRestoreNeed
id: OnRestoreNeed
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnRestoreNeed
nameWithType: PersonLike.OnRestoreNeed
fullName: TinyLife.Objects.PersonLike.OnRestoreNeed
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
An event that is invoked in .
This event allows modifying the amount that a need is restored by based on custom factors.
This event can be subscribed to using .
example: []
syntax:
content: public event PersonLike.RestoreNeedDelegate OnRestoreNeed
return:
type: TinyLife.Objects.PersonLike.RestoreNeedDelegate
content.vb: Public Event OnRestoreNeed As PersonLike.RestoreNeedDelegate
- uid: TinyLife.Objects.PersonLike.OnChangeFriendship
commentId: E:TinyLife.Objects.PersonLike.OnChangeFriendship
id: OnChangeFriendship
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnChangeFriendship
nameWithType: PersonLike.OnChangeFriendship
fullName: TinyLife.Objects.PersonLike.OnChangeFriendship
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
An event that is invoked in .
This event can be used to change the amount of friendship gained.
This event can be subscribed to using .
example: []
syntax:
content: public event PersonLike.RelationshipChangeDelegate OnChangeFriendship
return:
type: TinyLife.Objects.PersonLike.RelationshipChangeDelegate
content.vb: Public Event OnChangeFriendship As PersonLike.RelationshipChangeDelegate
- uid: TinyLife.Objects.PersonLike.OnChangeRomance
commentId: E:TinyLife.Objects.PersonLike.OnChangeRomance
id: OnChangeRomance
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnChangeRomance
nameWithType: PersonLike.OnChangeRomance
fullName: TinyLife.Objects.PersonLike.OnChangeRomance
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
An event that is invoked in .
This event can be used to change the amount of romance gained.
This event can be subscribed to using .
example: []
syntax:
content: public event PersonLike.RelationshipChangeDelegate OnChangeRomance
return:
type: TinyLife.Objects.PersonLike.RelationshipChangeDelegate
content.vb: Public Event OnChangeRomance As PersonLike.RelationshipChangeDelegate
- uid: TinyLife.Objects.PersonLike.OnMemoriesChanged
commentId: E:TinyLife.Objects.PersonLike.OnMemoriesChanged
id: OnMemoriesChanged
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnMemoriesChanged
nameWithType: PersonLike.OnMemoriesChanged
fullName: TinyLife.Objects.PersonLike.OnMemoriesChanged
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
An event that is invoked when this person's change in and .
This event can be subscribed to using .
example: []
syntax:
content: public event Action OnMemoriesChanged
return:
type: System.Action{TinyLife.Goals.Memory}
content.vb: Public Event OnMemoriesChanged As Action(Of Memory)
- uid: TinyLife.Objects.PersonLike.OnGetCurrentGoals
commentId: E:TinyLife.Objects.PersonLike.OnGetCurrentGoals
id: OnGetCurrentGoals
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnGetCurrentGoals
nameWithType: PersonLike.OnGetCurrentGoals
fullName: TinyLife.Objects.PersonLike.OnGetCurrentGoals
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
An event that is invoked in .
This event allows adding more goals to a person that should be tracked by goals.
This event can be subscribed to using .
example: []
syntax:
content: public event Action> OnGetCurrentGoals
return:
type: System.Action{System.Collections.Generic.List{TinyLife.Goals.IGoalTriggerable}}
content.vb: Public Event OnGetCurrentGoals As Action(Of List(Of IGoalTriggerable))
- uid: TinyLife.Objects.PersonLike.OnAddEmotion
commentId: E:TinyLife.Objects.PersonLike.OnAddEmotion
id: OnAddEmotion
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnAddEmotion
nameWithType: PersonLike.OnAddEmotion
fullName: TinyLife.Objects.PersonLike.OnAddEmotion
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
An event that is invoked in .
This event allows modifying the amount, time, and specific emotion modifier that will be applied.
This event can be subscribed to using .
example: []
syntax:
content: public event PersonLike.AddEmotionDelegate OnAddEmotion
return:
type: TinyLife.Objects.PersonLike.AddEmotionDelegate
content.vb: Public Event OnAddEmotion As PersonLike.AddEmotionDelegate
- uid: TinyLife.Objects.PersonLike.OnGetPassiveNeedReduction
commentId: E:TinyLife.Objects.PersonLike.OnGetPassiveNeedReduction
id: OnGetPassiveNeedReduction
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnGetPassiveNeedReduction
nameWithType: PersonLike.OnGetPassiveNeedReduction
fullName: TinyLife.Objects.PersonLike.OnGetPassiveNeedReduction
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
An event that is raised when is called. This event can be used to modify the passive need reduction of a need.
This event can be subscribed to using .
example: []
syntax:
content: public event PersonLike.PassiveReductionDelegate OnGetPassiveNeedReduction
return:
type: TinyLife.Objects.PersonLike.PassiveReductionDelegate
content.vb: Public Event OnGetPassiveNeedReduction As PersonLike.PassiveReductionDelegate
- uid: TinyLife.Objects.PersonLike.OnDrawLooks
commentId: E:TinyLife.Objects.PersonLike.OnDrawLooks
id: OnDrawLooks
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnDrawLooks
nameWithType: PersonLike.OnDrawLooks
fullName: TinyLife.Objects.PersonLike.OnDrawLooks
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
An event that is raised when this person is drawn in .
This event can be subscribed to using .
example: []
syntax:
content: public event Action<(SpriteBatch Batch, Vector2 DrawPos, Vector2 DepthPos, float Floor, ParentInfo Parent, Color? OverrideColor, float Scale)> OnDrawLooks
return:
type: System.Action{System.ValueTuple{Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single,TinyLife.Objects.ParentInfo,System.Nullable{Microsoft.Xna.Framework.Color},System.Single}}
content.vb: Public Event OnDrawLooks As Action(Of (Batch As SpriteBatch, DrawPos As Vector2, DepthPos As Vector2, Floor As Single, Parent As ParentInfo, OverrideColor As Color?, Scale As Single))
- uid: TinyLife.Objects.PersonLike.OnDrawLooksLayer
commentId: E:TinyLife.Objects.PersonLike.OnDrawLooksLayer
id: OnDrawLooksLayer
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnDrawLooksLayer
nameWithType: PersonLike.OnDrawLooksLayer
fullName: TinyLife.Objects.PersonLike.OnDrawLooksLayer
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
An event that is raised when a single layer of this person's looks is drawn in .
This event can be subscribed to using .
example: []
syntax:
content: public event Action<(SpriteBatch Batch, SpriteAnimation Animation, TextureRegion Region, WornClothes Clothes, int LayerIndex, Vector2 DrawPos, Vector2 DepthPos, float Floor, ParentInfo Parent, Color Color, float Scale, float DepthOffset)> OnDrawLooksLayer
return:
type: System.Action{System.ValueTuple{Microsoft.Xna.Framework.Graphics.SpriteBatch,MLEM.Animations.SpriteAnimation,MLEM.Textures.TextureRegion,TinyLife.Objects.WornClothes,System.Int32,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.ValueTuple{System.Single,TinyLife.Objects.ParentInfo,Microsoft.Xna.Framework.Color,System.Single,System.Single}}}
content.vb: Public Event OnDrawLooksLayer As Action(Of (Batch As SpriteBatch, Animation As SpriteAnimation, Region As TextureRegion, Clothes As WornClothes, LayerIndex As Integer, DrawPos As Vector2, DepthPos As Vector2, Floor As Single, Parent As ParentInfo, Color As Color, Scale As Single, DepthOffset As Single))
- uid: TinyLife.Objects.PersonLike.Animations
commentId: P:TinyLife.Objects.PersonLike.Animations
id: Animations
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: Animations
nameWithType: PersonLike.Animations
fullName: TinyLife.Objects.PersonLike.Animations
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: This person's current animations, usually gathered from .
example: []
syntax:
content: protected virtual Dictionary Animations { get; }
parameters: []
return:
type: System.Collections.Generic.Dictionary{TinyLife.Objects.ClothesLayer,MLEM.Animations.SpriteAnimationGroup}
content.vb: Protected Overridable ReadOnly Property Animations As Dictionary(Of ClothesLayer, SpriteAnimationGroup)
overload: TinyLife.Objects.PersonLike.Animations*
- uid: TinyLife.Objects.PersonLike.#ctor(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Single)
commentId: M:TinyLife.Objects.PersonLike.#ctor(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Single)
id: '#ctor(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Single)'
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: PersonLike(Map, Vector2, float)
nameWithType: PersonLike.PersonLike(Map, Vector2, float)
fullName: TinyLife.Objects.PersonLike.PersonLike(TinyLife.World.Map, Microsoft.Xna.Framework.Vector2, float)
type: Constructor
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Creates a new person with the given settings. To create a new person externally, use .
example: []
syntax:
content: protected PersonLike(Map map, Vector2 position, float floor)
parameters:
- id: map
type: TinyLife.World.Map
description: The map.
- id: position
type: Microsoft.Xna.Framework.Vector2
description: The position.
- id: floor
type: System.Single
description: The floor.
content.vb: Protected Sub New(map As Map, position As Vector2, floor As Single)
overload: TinyLife.Objects.PersonLike.#ctor*
nameWithType.vb: PersonLike.New(Map, Vector2, Single)
fullName.vb: TinyLife.Objects.PersonLike.New(TinyLife.World.Map, Microsoft.Xna.Framework.Vector2, Single)
name.vb: New(Map, Vector2, Single)
- uid: TinyLife.Objects.PersonLike.DrawUi(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,System.Single,MLEM.Maths.Direction2,TinyLife.Objects.Outfit,System.Nullable{TinyLife.Objects.Pose},System.Nullable{TinyLife.Objects.AgeGroup})
commentId: M:TinyLife.Objects.PersonLike.DrawUi(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,System.Single,MLEM.Maths.Direction2,TinyLife.Objects.Outfit,System.Nullable{TinyLife.Objects.Pose},System.Nullable{TinyLife.Objects.AgeGroup})
id: DrawUi(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,System.Single,MLEM.Maths.Direction2,TinyLife.Objects.Outfit,System.Nullable{TinyLife.Objects.Pose},System.Nullable{TinyLife.Objects.AgeGroup})
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: DrawUi(SpriteBatch, Vector2, float, Direction2, Outfit, Pose?, AgeGroup?)
nameWithType: PersonLike.DrawUi(SpriteBatch, Vector2, float, Direction2, Outfit, Pose?, AgeGroup?)
fullName: TinyLife.Objects.PersonLike.DrawUi(Microsoft.Xna.Framework.Graphics.SpriteBatch, Microsoft.Xna.Framework.Vector2, float, MLEM.Maths.Direction2, TinyLife.Objects.Outfit, TinyLife.Objects.Pose?, TinyLife.Objects.AgeGroup?)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Renders this person on a ui level rather than a world level
example: []
syntax:
content: public abstract void DrawUi(SpriteBatch batch, Vector2 pos, float scale, Direction2 rotation = Direction2.Right, Outfit outfit = null, Pose? pose = null, AgeGroup? age = null)
parameters:
- id: batch
type: Microsoft.Xna.Framework.Graphics.SpriteBatch
description: The sprite batch to use for drawing
- id: pos
type: Microsoft.Xna.Framework.Vector2
description: The position, in screen space, to draw at
- id: scale
type: System.Single
description: The scale to draw with
- id: rotation
type: MLEM.Maths.Direction2
description: The rotation that this person should be drawn with. Defaults to .
- id: outfit
type: TinyLife.Objects.Outfit
description: The outfit to draw with, which defaults to this person's .
- id: pose
type: System.Nullable{TinyLife.Objects.Pose}
description: The pose to draw with, which defaults to this person's .
- id: age
type: System.Nullable{TinyLife.Objects.AgeGroup}
description: The age to draw with, which defaults to this person's .
content.vb: Public MustOverride Sub DrawUi(batch As SpriteBatch, pos As Vector2, scale As Single, rotation As Direction2 = Direction2.Right, outfit As Outfit = Nothing, pose As Pose? = Nothing, age As AgeGroup? = Nothing)
overload: TinyLife.Objects.PersonLike.DrawUi*
nameWithType.vb: PersonLike.DrawUi(SpriteBatch, Vector2, Single, Direction2, Outfit, Pose?, AgeGroup?)
fullName.vb: TinyLife.Objects.PersonLike.DrawUi(Microsoft.Xna.Framework.Graphics.SpriteBatch, Microsoft.Xna.Framework.Vector2, Single, MLEM.Maths.Direction2, TinyLife.Objects.Outfit, TinyLife.Objects.Pose?, TinyLife.Objects.AgeGroup?)
name.vb: DrawUi(SpriteBatch, Vector2, Single, Direction2, Outfit, Pose?, AgeGroup?)
- uid: TinyLife.Objects.PersonLike.GenerateAnimationGroup(TinyLife.Objects.ClothesLayer,System.Int32,System.Collections.Generic.IReadOnlyDictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion},Microsoft.Xna.Framework.Point)
commentId: M:TinyLife.Objects.PersonLike.GenerateAnimationGroup(TinyLife.Objects.ClothesLayer,System.Int32,System.Collections.Generic.IReadOnlyDictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion},Microsoft.Xna.Framework.Point)
id: GenerateAnimationGroup(TinyLife.Objects.ClothesLayer,System.Int32,System.Collections.Generic.IReadOnlyDictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion},Microsoft.Xna.Framework.Point)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GenerateAnimationGroup(ClothesLayer, int, IReadOnlyDictionary, Point)
nameWithType: PersonLike.GenerateAnimationGroup(ClothesLayer, int, IReadOnlyDictionary, Point)
fullName: TinyLife.Objects.PersonLike.GenerateAnimationGroup(TinyLife.Objects.ClothesLayer, int, System.Collections.Generic.IReadOnlyDictionary, Microsoft.Xna.Framework.Point)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Generates a for the given settings. This method is called when a person's are generated, for each clothes layer.
example: []
syntax:
content: protected abstract SpriteAnimationGroup GenerateAnimationGroup(ClothesLayer clothesLayer, int layerAmount, IReadOnlyDictionary textures, Point textureRegion)
parameters:
- id: clothesLayer
type: TinyLife.Objects.ClothesLayer
description: The clothes layer.
- id: layerAmount
type: System.Int32
description: The amount of layers the clothing item has.
- id: textures
type: System.Collections.Generic.IReadOnlyDictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion}
description: The textures to use.
- id: textureRegion
type: Microsoft.Xna.Framework.Point
description: The initial texture region to use.
return:
type: MLEM.Animations.SpriteAnimationGroup
description: The generated .
content.vb: Protected MustOverride Function GenerateAnimationGroup(clothesLayer As ClothesLayer, layerAmount As Integer, textures As IReadOnlyDictionary(Of Point, TextureRegion), textureRegion As Point) As SpriteAnimationGroup
overload: TinyLife.Objects.PersonLike.GenerateAnimationGroup*
nameWithType.vb: PersonLike.GenerateAnimationGroup(ClothesLayer, Integer, IReadOnlyDictionary(Of Point, TextureRegion), Point)
fullName.vb: TinyLife.Objects.PersonLike.GenerateAnimationGroup(TinyLife.Objects.ClothesLayer, Integer, System.Collections.Generic.IReadOnlyDictionary(Of Microsoft.Xna.Framework.Point, MLEM.Textures.TextureRegion), Microsoft.Xna.Framework.Point)
name.vb: GenerateAnimationGroup(ClothesLayer, Integer, IReadOnlyDictionary(Of Point, TextureRegion), Point)
- uid: TinyLife.Objects.PersonLike.GenerateShadowAnimation
commentId: M:TinyLife.Objects.PersonLike.GenerateShadowAnimation
id: GenerateShadowAnimation
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GenerateShadowAnimation()
nameWithType: PersonLike.GenerateShadowAnimation()
fullName: TinyLife.Objects.PersonLike.GenerateShadowAnimation()
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Generates a for this person's shadow. This method is called when a person's are generated.
example: []
syntax:
content: protected abstract SpriteAnimationGroup GenerateShadowAnimation()
return:
type: MLEM.Animations.SpriteAnimationGroup
description: The generated .
content.vb: Protected MustOverride Function GenerateShadowAnimation() As SpriteAnimationGroup
overload: TinyLife.Objects.PersonLike.GenerateShadowAnimation*
- uid: TinyLife.Objects.PersonLike.Update(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single)
commentId: M:TinyLife.Objects.PersonLike.Update(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single)
id: Update(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: Update(GameTime, TimeSpan, float)
nameWithType: PersonLike.Update(GameTime, TimeSpan, float)
fullName: TinyLife.Objects.PersonLike.Update(Microsoft.Xna.Framework.GameTime, System.TimeSpan, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The update method, which is called every update frame by the underlying , as well as additional places like the . Because of this, some actions might only want to be invoked if an object .
To call this method while invoking all required events, use .
example: []
syntax:
content: public virtual void Update(GameTime time, TimeSpan passedInGame, float speedMultiplier)
parameters:
- id: time
type: Microsoft.Xna.Framework.GameTime
description: The game's time
- id: passedInGame
type: System.TimeSpan
description: The amount of time that has passed since the last call
- id: speedMultiplier
type: System.Single
description: The game speed multiplier, which represents how fast things should happen, which is usually determined by
content.vb: Public Overridable Sub Update(time As GameTime, passedInGame As TimeSpan, speedMultiplier As Single)
overload: TinyLife.Objects.PersonLike.Update*
implements:
- TinyLife.Objects.IUpdatingObject.Update(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single)
nameWithType.vb: PersonLike.Update(GameTime, TimeSpan, Single)
fullName.vb: TinyLife.Objects.PersonLike.Update(Microsoft.Xna.Framework.GameTime, System.TimeSpan, Single)
name.vb: Update(GameTime, TimeSpan, Single)
- uid: TinyLife.Objects.PersonLike.Draw(Microsoft.Xna.Framework.GameTime,System.Object,Microsoft.Xna.Framework.Vector2,System.Nullable{Microsoft.Xna.Framework.Color},System.Collections.Generic.List{MLEM.Graphics.StaticSpriteBatch.Item})
commentId: M:TinyLife.Objects.PersonLike.Draw(Microsoft.Xna.Framework.GameTime,System.Object,Microsoft.Xna.Framework.Vector2,System.Nullable{Microsoft.Xna.Framework.Color},System.Collections.Generic.List{MLEM.Graphics.StaticSpriteBatch.Item})
id: Draw(Microsoft.Xna.Framework.GameTime,System.Object,Microsoft.Xna.Framework.Vector2,System.Nullable{Microsoft.Xna.Framework.Color},System.Collections.Generic.List{MLEM.Graphics.StaticSpriteBatch.Item})
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: Draw(GameTime, object, Vector2, Color?, List- )
nameWithType: PersonLike.Draw(GameTime, object, Vector2, Color?, List)
fullName: TinyLife.Objects.PersonLike.Draw(Microsoft.Xna.Framework.GameTime, object, Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Color?, System.Collections.Generic.List)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Draws this object on the current , at the current .
To draw a map object while invoking all the required events, use .
example: []
syntax:
content: public override void Draw(GameTime time, object batch, Vector2 _, Color? overrideColor, List items)
parameters:
- id: time
type: Microsoft.Xna.Framework.GameTime
description: The current time
- id: batch
type: System.Object
description: The sprite batch to use for drawing, which is either a or .
- id: _
type: Microsoft.Xna.Framework.Vector2
- id: overrideColor
type: System.Nullable{Microsoft.Xna.Framework.Color}
description: The color that should be used instead of this object's actual color. If null, the object's regular color should be used.
- id: items
type: System.Collections.Generic.List{MLEM.Graphics.StaticSpriteBatch.Item}
description: A list of sprite batch items that items should be added to if the
batch
is a .
content.vb: Public Overrides Sub Draw(time As GameTime, batch As Object, _ As Vector2, overrideColor As Color?, items As List(Of StaticSpriteBatch.Item))
overridden: TinyLife.Objects.MapObject.Draw(Microsoft.Xna.Framework.GameTime,System.Object,Microsoft.Xna.Framework.Vector2,System.Nullable{Microsoft.Xna.Framework.Color},System.Collections.Generic.List{MLEM.Graphics.StaticSpriteBatch.Item})
overload: TinyLife.Objects.PersonLike.Draw*
nameWithType.vb: PersonLike.Draw(GameTime, Object, Vector2, Color?, List(Of StaticSpriteBatch.Item))
fullName.vb: TinyLife.Objects.PersonLike.Draw(Microsoft.Xna.Framework.GameTime, Object, Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Color?, System.Collections.Generic.List(Of MLEM.Graphics.StaticSpriteBatch.Item))
name.vb: Draw(GameTime, Object, Vector2, Color?, List(Of Item))
- uid: TinyLife.Objects.PersonLike.Validate(TinyLife.Utilities.AppliedMigrations)
commentId: M:TinyLife.Objects.PersonLike.Validate(TinyLife.Utilities.AppliedMigrations)
id: Validate(TinyLife.Utilities.AppliedMigrations)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: Validate(AppliedMigrations)
nameWithType: PersonLike.Validate(AppliedMigrations)
fullName: TinyLife.Objects.PersonLike.Validate(TinyLife.Utilities.AppliedMigrations)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
This method is called when this object is loaded from disk.
Returning false on this method causes the object to be removed from the map.
By default, this method invokes and .
example: []
syntax:
content: public override bool Validate(AppliedMigrations appliedMigrations)
parameters:
- id: appliedMigrations
type: TinyLife.Utilities.AppliedMigrations
description: ''
return:
type: System.Boolean
description: false if the object is not valid, true otherwise
content.vb: Public Overrides Function Validate(appliedMigrations As AppliedMigrations) As Boolean
overridden: TinyLife.Objects.MapObject.Validate(TinyLife.Utilities.AppliedMigrations)
overload: TinyLife.Objects.PersonLike.Validate*
- uid: TinyLife.Objects.PersonLike.GetCategories(TinyLife.Objects.PersonLike)
commentId: M:TinyLife.Objects.PersonLike.GetCategories(TinyLife.Objects.PersonLike)
id: GetCategories(TinyLife.Objects.PersonLike)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetCategories(PersonLike)
nameWithType: PersonLike.GetCategories(PersonLike)
fullName: TinyLife.Objects.PersonLike.GetCategories(TinyLife.Objects.PersonLike)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Returns a set of flags that this object has, based on the given .
example: []
syntax:
content: public override ObjectCategory GetCategories(PersonLike person)
parameters:
- id: person
type: TinyLife.Objects.PersonLike
description: The person to query categories for
return:
type: TinyLife.Objects.ObjectCategory
description: A set of categories that this object has
content.vb: Public Overrides Function GetCategories(person As PersonLike) As ObjectCategory
overridden: TinyLife.Objects.MapObject.GetCategories(TinyLife.Objects.PersonLike)
overload: TinyLife.Objects.PersonLike.GetCategories*
- uid: TinyLife.Objects.PersonLike.Intersects(MLEM.Maths.RectangleF)
commentId: M:TinyLife.Objects.PersonLike.Intersects(MLEM.Maths.RectangleF)
id: Intersects(MLEM.Maths.RectangleF)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: Intersects(RectangleF)
nameWithType: PersonLike.Intersects(RectangleF)
fullName: TinyLife.Objects.PersonLike.Intersects(MLEM.Maths.RectangleF)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns whether this map object intersects with the given rectangle.
This is used for
example: []
syntax:
content: public override bool Intersects(RectangleF rectangle)
parameters:
- id: rectangle
type: MLEM.Maths.RectangleF
description: The area that should be checked for
return:
type: System.Boolean
description: true if this object intersects with the given rectangle
content.vb: Public Overrides Function Intersects(rectangle As RectangleF) As Boolean
overridden: TinyLife.Objects.MapObject.Intersects(MLEM.Maths.RectangleF)
overload: TinyLife.Objects.PersonLike.Intersects*
- uid: TinyLife.Objects.PersonLike.GetHoverInfo(MLEM.Ui.Elements.Tooltip)
commentId: M:TinyLife.Objects.PersonLike.GetHoverInfo(MLEM.Ui.Elements.Tooltip)
id: GetHoverInfo(MLEM.Ui.Elements.Tooltip)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetHoverInfo(Tooltip)
nameWithType: PersonLike.GetHoverInfo(Tooltip)
fullName: TinyLife.Objects.PersonLike.GetHoverInfo(MLEM.Ui.Elements.Tooltip)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Allows adding a set of paragraphs and other ui elements to the given tooltip
, which is then displayed when this object is hovered over using the cursor in the world.
By default, this method raises for , and adds additional information for and .
example: []
syntax:
content: public override void GetHoverInfo(Tooltip tooltip)
parameters:
- id: tooltip
type: MLEM.Ui.Elements.Tooltip
description: The tooltip that will be displayed.
content.vb: Public Overrides Sub GetHoverInfo(tooltip As Tooltip)
overridden: TinyLife.Objects.MapObject.GetHoverInfo(MLEM.Ui.Elements.Tooltip)
overload: TinyLife.Objects.PersonLike.GetHoverInfo*
- uid: TinyLife.Objects.PersonLike.GetDebugLines(TinyLife.GameImpl,System.Collections.Generic.List{System.String})
commentId: M:TinyLife.Objects.PersonLike.GetDebugLines(TinyLife.GameImpl,System.Collections.Generic.List{System.String})
id: GetDebugLines(TinyLife.GameImpl,System.Collections.Generic.List{System.String})
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetDebugLines(GameImpl, List)
nameWithType: PersonLike.GetDebugLines(GameImpl, List)
fullName: TinyLife.Objects.PersonLike.GetDebugLines(TinyLife.GameImpl, System.Collections.Generic.List)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns the debug lines that should be displayed in when hovering over this object.
By default, is invoked, and the id and position of this object are appended to the list of lines.
example: []
syntax:
content: public override void GetDebugLines(GameImpl game, List lines)
parameters:
- id: game
type: TinyLife.GameImpl
description: The game.
- id: lines
type: System.Collections.Generic.List{System.String}
description: The list of lines to append debug lines to.
content.vb: Public Overrides Sub GetDebugLines(game As GameImpl, lines As List(Of String))
overridden: TinyLife.Objects.MapObject.GetDebugLines(TinyLife.GameImpl,System.Collections.Generic.List{System.String})
overload: TinyLife.Objects.PersonLike.GetDebugLines*
nameWithType.vb: PersonLike.GetDebugLines(GameImpl, List(Of String))
fullName.vb: TinyLife.Objects.PersonLike.GetDebugLines(TinyLife.GameImpl, System.Collections.Generic.List(Of String))
name.vb: GetDebugLines(GameImpl, List(Of String))
- uid: TinyLife.Objects.PersonLike.GetFreeActionSpotInfos(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory)
commentId: M:TinyLife.Objects.PersonLike.GetFreeActionSpotInfos(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory)
id: GetFreeActionSpotInfos(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetFreeActionSpotInfos(PersonLike, ObjectCategory)
nameWithType: PersonLike.GetFreeActionSpotInfos(PersonLike, ObjectCategory)
fullName: TinyLife.Objects.PersonLike.GetFreeActionSpotInfos(TinyLife.Objects.PersonLike, TinyLife.Objects.ObjectCategory)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns a set of instances that represent action spots that the person
can currently use or interact with.
By default, an empty collection is returned by , but relevant spots are returnd by objects like and .
example: []
syntax:
content: public override IEnumerable GetFreeActionSpotInfos(PersonLike person, ObjectCategory context = null)
parameters:
- id: person
type: TinyLife.Objects.PersonLike
description: The person who wants to interact with this object.
- id: context
type: TinyLife.Objects.ObjectCategory
description: The context for which to return free action spots, or null to return action spots for any contexts.
return:
type: System.Collections.Generic.IEnumerable{TinyLife.Actions.ActionInfo}
description: The free action spots.
content.vb: Public Overrides Function GetFreeActionSpotInfos(person As PersonLike, context As ObjectCategory = Nothing) As IEnumerable(Of ActionInfo)
overridden: TinyLife.Objects.MapObject.GetFreeActionSpotInfos(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory)
overload: TinyLife.Objects.PersonLike.GetFreeActionSpotInfos*
- uid: TinyLife.Objects.PersonLike.OnCameraRotationChanged(MLEM.Maths.Direction2,MLEM.Maths.Direction2)
commentId: M:TinyLife.Objects.PersonLike.OnCameraRotationChanged(MLEM.Maths.Direction2,MLEM.Maths.Direction2)
id: OnCameraRotationChanged(MLEM.Maths.Direction2,MLEM.Maths.Direction2)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnCameraRotationChanged(Direction2, Direction2)
nameWithType: PersonLike.OnCameraRotationChanged(Direction2, Direction2)
fullName: TinyLife.Objects.PersonLike.OnCameraRotationChanged(MLEM.Maths.Direction2, MLEM.Maths.Direction2)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
This method is invoked when the game's camera rotation changes.
Additionally, the old and new rotations are passed.
example: []
syntax:
content: public override void OnCameraRotationChanged(Direction2 oldRotation, Direction2 newRotation)
parameters:
- id: oldRotation
type: MLEM.Maths.Direction2
description: The old camera rotation
- id: newRotation
type: MLEM.Maths.Direction2
description: The new camera rotation
content.vb: Public Overrides Sub OnCameraRotationChanged(oldRotation As Direction2, newRotation As Direction2)
overridden: TinyLife.Objects.MapObject.OnCameraRotationChanged(MLEM.Maths.Direction2,MLEM.Maths.Direction2)
overload: TinyLife.Objects.PersonLike.OnCameraRotationChanged*
- uid: TinyLife.Objects.PersonLike.FocusCameraOnEvent(System.Boolean,System.Boolean)
commentId: M:TinyLife.Objects.PersonLike.FocusCameraOnEvent(System.Boolean,System.Boolean)
id: FocusCameraOnEvent(System.Boolean,System.Boolean)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: FocusCameraOnEvent(bool, bool)
nameWithType: PersonLike.FocusCameraOnEvent(bool, bool)
fullName: TinyLife.Objects.PersonLike.FocusCameraOnEvent(bool, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
A helper method that causes the game camera to focus on this person if it is relevant.
This person is considered relevant if its is current or if the is visible to the .
example: []
syntax:
content: public virtual bool FocusCameraOnEvent(bool onlyIfImportant, bool switchToMap = true)
parameters:
- id: onlyIfImportant
type: System.Boolean
description: Whether only Tinies that are considered important should be focused on. An important Tiny is one that at least one person in the currently active household knows.
- id: switchToMap
type: System.Boolean
description: Whether the camera should be switched to this person's .
return:
type: System.Boolean
content.vb: Public Overridable Function FocusCameraOnEvent(onlyIfImportant As Boolean, switchToMap As Boolean = True) As Boolean
overload: TinyLife.Objects.PersonLike.FocusCameraOnEvent*
nameWithType.vb: PersonLike.FocusCameraOnEvent(Boolean, Boolean)
fullName.vb: TinyLife.Objects.PersonLike.FocusCameraOnEvent(Boolean, Boolean)
name.vb: FocusCameraOnEvent(Boolean, Boolean)
- uid: TinyLife.Objects.PersonLike.ResetToStatic(System.Boolean,System.Boolean)
commentId: M:TinyLife.Objects.PersonLike.ResetToStatic(System.Boolean,System.Boolean)
id: ResetToStatic(System.Boolean,System.Boolean)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: ResetToStatic(bool, bool)
nameWithType: PersonLike.ResetToStatic(bool, bool)
fullName: TinyLife.Objects.PersonLike.ResetToStatic(bool, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Resets this map object to a static state when the that is on is exported.
example: []
syntax:
content: public override bool ResetToStatic(bool thorough, bool custom)
parameters:
- id: thorough
type: System.Boolean
description: Whether a more thorough reset is expected, which usually involves normalizing additional data and cleaning up player data entirely.
- id: custom
type: System.Boolean
description: Whether the static reset is happening in a custom context, that is, a being exported normally rather than through cheats, or a custom being exported.
return:
type: System.Boolean
description: Whether this object should stay on the map after the static reset. If false is returned, this object is removed.
content.vb: Public Overrides Function ResetToStatic(thorough As Boolean, custom As Boolean) As Boolean
overridden: TinyLife.Objects.MapObject.ResetToStatic(System.Boolean,System.Boolean)
overload: TinyLife.Objects.PersonLike.ResetToStatic*
nameWithType.vb: PersonLike.ResetToStatic(Boolean, Boolean)
fullName.vb: TinyLife.Objects.PersonLike.ResetToStatic(Boolean, Boolean)
name.vb: ResetToStatic(Boolean, Boolean)
- uid: TinyLife.Objects.PersonLike.MoveToMap(TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single})
commentId: M:TinyLife.Objects.PersonLike.MoveToMap(TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single})
id: MoveToMap(TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single})
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: MoveToMap(Map, Vector2?, float?)
nameWithType: PersonLike.MoveToMap(Map, Vector2?, float?)
fullName: TinyLife.Objects.PersonLike.MoveToMap(TinyLife.World.Map, Microsoft.Xna.Framework.Vector2?, float?)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Moves this object to the given map
, changing the current in the process.
This method also removes the object from the current map if it and adds it to the new map
, but only if its current is not already equal to map
, in which case, no action is performed.
example: []
syntax:
content: public override bool MoveToMap(Map map, Vector2? position = null, float? floor = null)
parameters:
- id: map
type: TinyLife.World.Map
description: The map to move to.
- id: position
type: System.Nullable{Microsoft.Xna.Framework.Vector2}
description: The position on the new map to move to, or null to keep it the same.
- id: floor
type: System.Nullable{System.Single}
description: The floor to move to, or null to keep it the same.
return:
type: System.Boolean
description: Whether moving to the map was successful, which is false if this object's is already the given map
. If true is returned, the object is guaranteed to have been added to the new map
using . If false is returned, no action was performed.
content.vb: Public Overrides Function MoveToMap(map As Map, position As Vector2? = Nothing, floor As Single? = Nothing) As Boolean
overridden: TinyLife.Objects.MapObject.MoveToMap(TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single})
overload: TinyLife.Objects.PersonLike.MoveToMap*
nameWithType.vb: PersonLike.MoveToMap(Map, Vector2?, Single?)
fullName.vb: TinyLife.Objects.PersonLike.MoveToMap(TinyLife.World.Map, Microsoft.Xna.Framework.Vector2?, Single?)
name.vb: MoveToMap(Map, Vector2?, Single?)
- uid: TinyLife.Objects.PersonLike.PrepareForPermanentRemoval
commentId: M:TinyLife.Objects.PersonLike.PrepareForPermanentRemoval
id: PrepareForPermanentRemoval
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: PrepareForPermanentRemoval()
nameWithType: PersonLike.PrepareForPermanentRemoval()
fullName: TinyLife.Objects.PersonLike.PrepareForPermanentRemoval()
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Prepares this person for permanent removal, which includes removing all references to this person from other people's .
This method should only be called when a person is about to be irrevocably deleted.
example: []
syntax:
content: public virtual void PrepareForPermanentRemoval()
content.vb: Public Overridable Sub PrepareForPermanentRemoval()
overload: TinyLife.Objects.PersonLike.PrepareForPermanentRemoval*
- uid: TinyLife.Objects.PersonLike.VisitLot(TinyLife.World.Lot)
commentId: M:TinyLife.Objects.PersonLike.VisitLot(TinyLife.World.Lot)
id: VisitLot(TinyLife.World.Lot)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: VisitLot(Lot)
nameWithType: PersonLike.VisitLot(Lot)
fullName: TinyLife.Objects.PersonLike.VisitLot(TinyLife.World.Lot)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Marks the given lot as the one that this person is currently visiting.
To mark this person as not currently visiting any lots, null can be passed.
example: []
syntax:
content: public virtual void VisitLot(Lot lot)
parameters:
- id: lot
type: TinyLife.World.Lot
description: The lot to mark as visited, or null to mark this person as not visiting any lot.
content.vb: Public Overridable Sub VisitLot(lot As Lot)
overload: TinyLife.Objects.PersonLike.VisitLot*
- uid: TinyLife.Objects.PersonLike.GetRelationship(TinyLife.Objects.PersonLike,System.Boolean)
commentId: M:TinyLife.Objects.PersonLike.GetRelationship(TinyLife.Objects.PersonLike,System.Boolean)
id: GetRelationship(TinyLife.Objects.PersonLike,System.Boolean)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetRelationship(PersonLike, bool)
nameWithType: PersonLike.GetRelationship(PersonLike, bool)
fullName: TinyLife.Objects.PersonLike.GetRelationship(TinyLife.Objects.PersonLike, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns the current relationship level for the given .
Note that this returns this person's entry, which might have different values from the passed 's.
example: []
syntax:
content: public Relationship GetRelationship(PersonLike person, bool initialize)
parameters:
- id: person
type: TinyLife.Objects.PersonLike
description: The person to get relationship values for
- id: initialize
type: System.Boolean
description: Whether a new relationship should be added to the relationships menu if no relationship exists yet
return:
type: TinyLife.Relationship
description: The relationship, or null if there is none and initialize
is false
content.vb: Public Function GetRelationship(person As PersonLike, initialize As Boolean) As Relationship
overload: TinyLife.Objects.PersonLike.GetRelationship*
nameWithType.vb: PersonLike.GetRelationship(PersonLike, Boolean)
fullName.vb: TinyLife.Objects.PersonLike.GetRelationship(TinyLife.Objects.PersonLike, Boolean)
name.vb: GetRelationship(PersonLike, Boolean)
- uid: TinyLife.Objects.PersonLike.ChangeFriendship(TinyLife.Objects.PersonLike,System.Single,System.Boolean)
commentId: M:TinyLife.Objects.PersonLike.ChangeFriendship(TinyLife.Objects.PersonLike,System.Single,System.Boolean)
id: ChangeFriendship(TinyLife.Objects.PersonLike,System.Single,System.Boolean)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: ChangeFriendship(PersonLike, float, bool)
nameWithType: PersonLike.ChangeFriendship(PersonLike, float, bool)
fullName: TinyLife.Objects.PersonLike.ChangeFriendship(TinyLife.Objects.PersonLike, float, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Changes the wit the given person by the given amount.
Additionally, a friendship is displayed and a is displayed if the friendship type changes.
example: []
syntax:
content: public virtual void ChangeFriendship(PersonLike person, float amount, bool particle = true)
parameters:
- id: person
type: TinyLife.Objects.PersonLike
description: The person to change friendship with
- id: amount
type: System.Single
description: The amount to change friendship by, can be negative
- id: particle
type: System.Boolean
description: Whether to display a friendship gain or lose particle. Defaults to true.
content.vb: Public Overridable Sub ChangeFriendship(person As PersonLike, amount As Single, particle As Boolean = True)
overload: TinyLife.Objects.PersonLike.ChangeFriendship*
nameWithType.vb: PersonLike.ChangeFriendship(PersonLike, Single, Boolean)
fullName.vb: TinyLife.Objects.PersonLike.ChangeFriendship(TinyLife.Objects.PersonLike, Single, Boolean)
name.vb: ChangeFriendship(PersonLike, Single, Boolean)
- uid: TinyLife.Objects.PersonLike.ChangeRomance(TinyLife.Objects.PersonLike,System.Single,System.Boolean)
commentId: M:TinyLife.Objects.PersonLike.ChangeRomance(TinyLife.Objects.PersonLike,System.Single,System.Boolean)
id: ChangeRomance(TinyLife.Objects.PersonLike,System.Single,System.Boolean)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: ChangeRomance(PersonLike, float, bool)
nameWithType: PersonLike.ChangeRomance(PersonLike, float, bool)
fullName: TinyLife.Objects.PersonLike.ChangeRomance(TinyLife.Objects.PersonLike, float, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Changes the wit the given person by the given amount.
Additionally, a romance is displayed.
example: []
syntax:
content: public virtual void ChangeRomance(PersonLike person, float amount, bool particle = true)
parameters:
- id: person
type: TinyLife.Objects.PersonLike
description: The person to change romance with
- id: amount
type: System.Single
description: The amount to change romance by, can be negative
- id: particle
type: System.Boolean
description: Whether to display a romance gain or lose particle. Defaults to true.
content.vb: Public Overridable Sub ChangeRomance(person As PersonLike, amount As Single, particle As Boolean = True)
overload: TinyLife.Objects.PersonLike.ChangeRomance*
nameWithType.vb: PersonLike.ChangeRomance(PersonLike, Single, Boolean)
fullName.vb: TinyLife.Objects.PersonLike.ChangeRomance(TinyLife.Objects.PersonLike, Single, Boolean)
name.vb: ChangeRomance(PersonLike, Single, Boolean)
- uid: TinyLife.Objects.PersonLike.DisplayEmote(TinyLife.Actions.EmoteChoices,System.Boolean,System.Single,System.Single)
commentId: M:TinyLife.Objects.PersonLike.DisplayEmote(TinyLife.Actions.EmoteChoices,System.Boolean,System.Single,System.Single)
id: DisplayEmote(TinyLife.Actions.EmoteChoices,System.Boolean,System.Single,System.Single)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: DisplayEmote(EmoteChoices, bool, float, float)
nameWithType: PersonLike.DisplayEmote(EmoteChoices, bool, float, float)
fullName: TinyLife.Objects.PersonLike.DisplayEmote(TinyLife.Actions.EmoteChoices, bool, float, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Causes this person to display a over its head for 1 to 3 seconds
example: []
syntax:
content: public virtual void DisplayEmote(EmoteChoices choices, bool thought, float minimumSeconds = 1, float maximumSeconds = 3)
parameters:
- id: choices
type: TinyLife.Actions.EmoteChoices
description: The emotes to choose from
- id: thought
type: System.Boolean
description: Whether the emote should be a thought bubble, rather than a speech bubble.
- id: minimumSeconds
type: System.Single
description: The minimum amount of real-time seconds that the emote should be displayed for, or 1 by default
- id: maximumSeconds
type: System.Single
description: The maximum amount of real-time seconds that the emote should be displayed for, or 3 by default
content.vb: Public Overridable Sub DisplayEmote(choices As EmoteChoices, thought As Boolean, minimumSeconds As Single = 1, maximumSeconds As Single = 3)
overload: TinyLife.Objects.PersonLike.DisplayEmote*
nameWithType.vb: PersonLike.DisplayEmote(EmoteChoices, Boolean, Single, Single)
fullName.vb: TinyLife.Objects.PersonLike.DisplayEmote(TinyLife.Actions.EmoteChoices, Boolean, Single, Single)
name.vb: DisplayEmote(EmoteChoices, Boolean, Single, Single)
- uid: TinyLife.Objects.PersonLike.StopEmoting
commentId: M:TinyLife.Objects.PersonLike.StopEmoting
id: StopEmoting
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: StopEmoting()
nameWithType: PersonLike.StopEmoting()
fullName: TinyLife.Objects.PersonLike.StopEmoting()
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Causes this person to stop displaying the current emote immediately
example: []
syntax:
content: public virtual void StopEmoting()
content.vb: Public Overridable Sub StopEmoting()
overload: TinyLife.Objects.PersonLike.StopEmoting*
- uid: TinyLife.Objects.PersonLike.Speak(TinyLife.Objects.SpeakStyle,System.Single,System.Single)
commentId: M:TinyLife.Objects.PersonLike.Speak(TinyLife.Objects.SpeakStyle,System.Single,System.Single)
id: Speak(TinyLife.Objects.SpeakStyle,System.Single,System.Single)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: Speak(SpeakStyle, float, float)
nameWithType: PersonLike.Speak(SpeakStyle, float, float)
fullName: TinyLife.Objects.PersonLike.Speak(TinyLife.Objects.SpeakStyle, float, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Causes this person to play speaking sounds with their applied for the given amount of time
example: []
syntax:
content: public virtual void Speak(SpeakStyle possibleStyles, float minimumSeconds = 1, float maximumSeconds = 3)
parameters:
- id: possibleStyles
type: TinyLife.Objects.SpeakStyle
description: The speak styles to choose sounds from, can be a combined flag
- id: minimumSeconds
type: System.Single
description: The minimum amount of time, in seconds, to speak for
- id: maximumSeconds
type: System.Single
description: The maximum amount of time, in seconds, to speak for
content.vb: Public Overridable Sub Speak(possibleStyles As SpeakStyle, minimumSeconds As Single = 1, maximumSeconds As Single = 3)
overload: TinyLife.Objects.PersonLike.Speak*
nameWithType.vb: PersonLike.Speak(SpeakStyle, Single, Single)
fullName.vb: TinyLife.Objects.PersonLike.Speak(TinyLife.Objects.SpeakStyle, Single, Single)
name.vb: Speak(SpeakStyle, Single, Single)
- uid: TinyLife.Objects.PersonLike.StopSpeaking
commentId: M:TinyLife.Objects.PersonLike.StopSpeaking
id: StopSpeaking
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: StopSpeaking()
nameWithType: PersonLike.StopSpeaking()
fullName: TinyLife.Objects.PersonLike.StopSpeaking()
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Causes this person to stop speaking, resetting their and interrupting any currently playing speak sounds
example: []
syntax:
content: public virtual void StopSpeaking()
content.vb: Public Overridable Sub StopSpeaking()
overload: TinyLife.Objects.PersonLike.StopSpeaking*
- uid: TinyLife.Objects.PersonLike.DisplayEmoteAndSpeak(TinyLife.Actions.EmoteChoices,System.Nullable{TinyLife.Objects.SpeakStyle},System.Single,System.Single)
commentId: M:TinyLife.Objects.PersonLike.DisplayEmoteAndSpeak(TinyLife.Actions.EmoteChoices,System.Nullable{TinyLife.Objects.SpeakStyle},System.Single,System.Single)
id: DisplayEmoteAndSpeak(TinyLife.Actions.EmoteChoices,System.Nullable{TinyLife.Objects.SpeakStyle},System.Single,System.Single)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: DisplayEmoteAndSpeak(EmoteChoices, SpeakStyle?, float, float)
nameWithType: PersonLike.DisplayEmoteAndSpeak(EmoteChoices, SpeakStyle?, float, float)
fullName: TinyLife.Objects.PersonLike.DisplayEmoteAndSpeak(TinyLife.Actions.EmoteChoices, TinyLife.Objects.SpeakStyle?, float, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
This is a combined helper method that invokes and optionally together.
Since both methods choose a random amount of time for their actions independently, the emote display might end at a different time than the speaking sound.
example: []
syntax:
content: public virtual void DisplayEmoteAndSpeak(EmoteChoices emoteChoices, SpeakStyle? speakStyles, float minimumSeconds = 1, float maximumSeconds = 3)
parameters:
- id: emoteChoices
type: TinyLife.Actions.EmoteChoices
description: The emotes to choose from
- id: speakStyles
type: System.Nullable{TinyLife.Objects.SpeakStyle}
description: The speak styles to choose from, can be a combined flag. If this is null, the displayed emote will be a thought.
- id: minimumSeconds
type: System.Single
description: The minimum amount of time, in seconds, to speak and display the emote for
- id: maximumSeconds
type: System.Single
description: The maximum amount of time, in seconds, to speak and display the emote for
content.vb: Public Overridable Sub DisplayEmoteAndSpeak(emoteChoices As EmoteChoices, speakStyles As SpeakStyle?, minimumSeconds As Single = 1, maximumSeconds As Single = 3)
overload: TinyLife.Objects.PersonLike.DisplayEmoteAndSpeak*
nameWithType.vb: PersonLike.DisplayEmoteAndSpeak(EmoteChoices, SpeakStyle?, Single, Single)
fullName.vb: TinyLife.Objects.PersonLike.DisplayEmoteAndSpeak(TinyLife.Actions.EmoteChoices, TinyLife.Objects.SpeakStyle?, Single, Single)
name.vb: DisplayEmoteAndSpeak(EmoteChoices, SpeakStyle?, Single, Single)
- uid: TinyLife.Objects.PersonLike.GetFreeTalkingSpots(TinyLife.Objects.PersonLike)
commentId: M:TinyLife.Objects.PersonLike.GetFreeTalkingSpots(TinyLife.Objects.PersonLike)
id: GetFreeTalkingSpots(TinyLife.Objects.PersonLike)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetFreeTalkingSpots(PersonLike)
nameWithType: PersonLike.GetFreeTalkingSpots(PersonLike)
fullName: TinyLife.Objects.PersonLike.GetFreeTalkingSpots(TinyLife.Objects.PersonLike)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Returns a set of locations, in world space, that this person can be talked to from while standing in its current location
example: []
syntax:
content: public virtual IEnumerable GetFreeTalkingSpots(PersonLike person)
parameters:
- id: person
type: TinyLife.Objects.PersonLike
return:
type: System.Collections.Generic.IEnumerable{Microsoft.Xna.Framework.Vector2}
description: A set of free talking spots
content.vb: Public Overridable Function GetFreeTalkingSpots(person As PersonLike) As IEnumerable(Of Vector2)
overload: TinyLife.Objects.PersonLike.GetFreeTalkingSpots*
- uid: TinyLife.Objects.PersonLike.OccupyActionSpot(TinyLife.Objects.Furniture,TinyLife.Objects.ActionSpot,System.Boolean,System.Nullable{MLEM.Maths.Direction2},System.Boolean)
commentId: M:TinyLife.Objects.PersonLike.OccupyActionSpot(TinyLife.Objects.Furniture,TinyLife.Objects.ActionSpot,System.Boolean,System.Nullable{MLEM.Maths.Direction2},System.Boolean)
id: OccupyActionSpot(TinyLife.Objects.Furniture,TinyLife.Objects.ActionSpot,System.Boolean,System.Nullable{MLEM.Maths.Direction2},System.Boolean)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OccupyActionSpot(Furniture, ActionSpot, bool, Direction2?, bool)
nameWithType: PersonLike.OccupyActionSpot(Furniture, ActionSpot, bool, Direction2?, bool)
fullName: TinyLife.Objects.PersonLike.OccupyActionSpot(TinyLife.Objects.Furniture, TinyLife.Objects.ActionSpot, bool, MLEM.Maths.Direction2?, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Causes the given action spot of the given furniture to be marked as occupied.
Optionally, the can also be changed, causing this person to look as if they were sitting, standing or laying on the furniture.
Note that the values set in this method are reset every call if stayOccupied
is false.
To exit an action spot that was marked as stayOccupied
, this method can be called with furniture
and/or spot
set to null.
example: []
syntax:
content: public virtual void OccupyActionSpot(Furniture furniture, ActionSpot spot, bool visual = false, Direction2? rotation = null, bool stayOccupied = false)
parameters:
- id: furniture
type: TinyLife.Objects.Furniture
description: The furniture to occupy.
- id: spot
type: TinyLife.Objects.ActionSpot
description: The action spot to occupy on the furniture.
- id: visual
type: System.Boolean
description: Whether or not the visual position should be updated to enter the spot, causing to contain the given furniture
and spot
. Note that, when furniture
or spot
is null, this value has no effect.
- id: rotation
type: System.Nullable{MLEM.Maths.Direction2}
description: The rotation that this person should get, or null to use the spot's default rotation.
- id: stayOccupied
type: System.Boolean
description: Whether this person should continue to occupy this action spot after the current update frame is over.
content.vb: Public Overridable Sub OccupyActionSpot(furniture As Furniture, spot As ActionSpot, visual As Boolean = False, rotation As Direction2? = Nothing, stayOccupied As Boolean = False)
overload: TinyLife.Objects.PersonLike.OccupyActionSpot*
nameWithType.vb: PersonLike.OccupyActionSpot(Furniture, ActionSpot, Boolean, Direction2?, Boolean)
fullName.vb: TinyLife.Objects.PersonLike.OccupyActionSpot(TinyLife.Objects.Furniture, TinyLife.Objects.ActionSpot, Boolean, MLEM.Maths.Direction2?, Boolean)
name.vb: OccupyActionSpot(Furniture, ActionSpot, Boolean, Direction2?, Boolean)
- uid: TinyLife.Objects.PersonLike.OccupyFreeActionSpot(TinyLife.Objects.Furniture,TinyLife.Objects.ObjectCategory,System.Boolean,System.Nullable{MLEM.Maths.Direction2},System.Boolean)
commentId: M:TinyLife.Objects.PersonLike.OccupyFreeActionSpot(TinyLife.Objects.Furniture,TinyLife.Objects.ObjectCategory,System.Boolean,System.Nullable{MLEM.Maths.Direction2},System.Boolean)
id: OccupyFreeActionSpot(TinyLife.Objects.Furniture,TinyLife.Objects.ObjectCategory,System.Boolean,System.Nullable{MLEM.Maths.Direction2},System.Boolean)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OccupyFreeActionSpot(Furniture, ObjectCategory, bool, Direction2?, bool)
nameWithType: PersonLike.OccupyFreeActionSpot(Furniture, ObjectCategory, bool, Direction2?, bool)
fullName: TinyLife.Objects.PersonLike.OccupyFreeActionSpot(TinyLife.Objects.Furniture, TinyLife.Objects.ObjectCategory, bool, MLEM.Maths.Direction2?, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
This is a shorthand method for and .
Note that this method needs to be called every update frame for the person to keep occupying the action spot.
example: []
syntax:
content: public virtual bool OccupyFreeActionSpot(Furniture furniture, ObjectCategory context = null, bool visual = false, Direction2? rotation = null, bool stayOccupied = false)
parameters:
- id: furniture
type: TinyLife.Objects.Furniture
description: The furniture whose object spot to occupy
- id: context
type: TinyLife.Objects.ObjectCategory
description: The category that the action spot should have
- id: visual
type: System.Boolean
description: Whether or not the action spot should be entered visually.
- id: rotation
type: System.Nullable{MLEM.Maths.Direction2}
description: The rotation that the person should have, or the action spot's rotation by default
- id: stayOccupied
type: System.Boolean
description: Whether this person should continue to occupy this action spot after the current update frame is over.
return:
type: System.Boolean
description: Whether or not we were able to occupy a free action spot
content.vb: Public Overridable Function OccupyFreeActionSpot(furniture As Furniture, context As ObjectCategory = Nothing, visual As Boolean = False, rotation As Direction2? = Nothing, stayOccupied As Boolean = False) As Boolean
overload: TinyLife.Objects.PersonLike.OccupyFreeActionSpot*
nameWithType.vb: PersonLike.OccupyFreeActionSpot(Furniture, ObjectCategory, Boolean, Direction2?, Boolean)
fullName.vb: TinyLife.Objects.PersonLike.OccupyFreeActionSpot(TinyLife.Objects.Furniture, TinyLife.Objects.ObjectCategory, Boolean, MLEM.Maths.Direction2?, Boolean)
name.vb: OccupyFreeActionSpot(Furniture, ObjectCategory, Boolean, Direction2?, Boolean)
- uid: TinyLife.Objects.PersonLike.OccupyFreeActionSpot(TinyLife.Actions.ActionInfo,TinyLife.Objects.ObjectCategory,System.Boolean,System.Nullable{MLEM.Maths.Direction2},System.Boolean)
commentId: M:TinyLife.Objects.PersonLike.OccupyFreeActionSpot(TinyLife.Actions.ActionInfo,TinyLife.Objects.ObjectCategory,System.Boolean,System.Nullable{MLEM.Maths.Direction2},System.Boolean)
id: OccupyFreeActionSpot(TinyLife.Actions.ActionInfo,TinyLife.Objects.ObjectCategory,System.Boolean,System.Nullable{MLEM.Maths.Direction2},System.Boolean)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OccupyFreeActionSpot(ActionInfo, ObjectCategory, bool, Direction2?, bool)
nameWithType: PersonLike.OccupyFreeActionSpot(ActionInfo, ObjectCategory, bool, Direction2?, bool)
fullName: TinyLife.Objects.PersonLike.OccupyFreeActionSpot(TinyLife.Actions.ActionInfo, TinyLife.Objects.ObjectCategory, bool, MLEM.Maths.Direction2?, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
This is a shorthand method for
Note that this method needs to be called every update frame for the person to keep occupying the action spot.
example: []
syntax:
content: public virtual bool OccupyFreeActionSpot(ActionInfo info, ObjectCategory context = null, bool visual = false, Direction2? rotation = null, bool stayOccupied = false)
parameters:
- id: info
type: TinyLife.Actions.ActionInfo
description: The action info whose action object to occupy.
- id: context
type: TinyLife.Objects.ObjectCategory
description: The category that the action spot should have
- id: visual
type: System.Boolean
description: Whether or not the action spot should be entered visually.
- id: rotation
type: System.Nullable{MLEM.Maths.Direction2}
description: The rotation that the person should have, or the action spot's rotation by default
- id: stayOccupied
type: System.Boolean
description: Whether this person should continue to occupy this action spot after the current update frame is over.
return:
type: System.Boolean
description: Whether or not we were able to occupy a free action spot
content.vb: Public Overridable Function OccupyFreeActionSpot(info As ActionInfo, context As ObjectCategory = Nothing, visual As Boolean = False, rotation As Direction2? = Nothing, stayOccupied As Boolean = False) As Boolean
overload: TinyLife.Objects.PersonLike.OccupyFreeActionSpot*
nameWithType.vb: PersonLike.OccupyFreeActionSpot(ActionInfo, ObjectCategory, Boolean, Direction2?, Boolean)
fullName.vb: TinyLife.Objects.PersonLike.OccupyFreeActionSpot(TinyLife.Actions.ActionInfo, TinyLife.Objects.ObjectCategory, Boolean, MLEM.Maths.Direction2?, Boolean)
name.vb: OccupyFreeActionSpot(ActionInfo, ObjectCategory, Boolean, Direction2?, Boolean)
- uid: TinyLife.Objects.PersonLike.IsCloseForTalking(Microsoft.Xna.Framework.Vector2,System.Single)
commentId: M:TinyLife.Objects.PersonLike.IsCloseForTalking(Microsoft.Xna.Framework.Vector2,System.Single)
id: IsCloseForTalking(Microsoft.Xna.Framework.Vector2,System.Single)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: IsCloseForTalking(Vector2, float)
nameWithType: PersonLike.IsCloseForTalking(Vector2, float)
fullName: TinyLife.Objects.PersonLike.IsCloseForTalking(Microsoft.Xna.Framework.Vector2, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns true if pos
is considered close enough for talking.
For a person to be close enough for talking, they have to be at least 0.25 and at most 2.5 tiles away and in the same .
example: []
syntax:
content: public virtual bool IsCloseForTalking(Vector2 pos, float floor)
parameters:
- id: pos
type: Microsoft.Xna.Framework.Vector2
description: The position of the person to query closeness for
- id: floor
type: System.Single
description: The floor that the other person is on.
return:
type: System.Boolean
description: Whether the person is close enough to talk to
content.vb: Public Overridable Function IsCloseForTalking(pos As Vector2, floor As Single) As Boolean
overload: TinyLife.Objects.PersonLike.IsCloseForTalking*
nameWithType.vb: PersonLike.IsCloseForTalking(Vector2, Single)
fullName.vb: TinyLife.Objects.PersonLike.IsCloseForTalking(Microsoft.Xna.Framework.Vector2, Single)
name.vb: IsCloseForTalking(Vector2, Single)
- uid: TinyLife.Objects.PersonLike.GetNeed(TinyLife.NeedType)
commentId: M:TinyLife.Objects.PersonLike.GetNeed(TinyLife.NeedType)
id: GetNeed(TinyLife.NeedType)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetNeed(NeedType)
nameWithType: PersonLike.GetNeed(NeedType)
fullName: TinyLife.Objects.PersonLike.GetNeed(TinyLife.NeedType)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Returns the of the given type for this person
example: []
syntax:
content: public float GetNeed(NeedType type)
parameters:
- id: type
type: TinyLife.NeedType
description: The type of need that should be returned
return:
type: System.Single
description: This person's need value
content.vb: Public Function GetNeed(type As NeedType) As Single
overload: TinyLife.Objects.PersonLike.GetNeed*
- uid: TinyLife.Objects.PersonLike.GetNeedPercentage(TinyLife.NeedType)
commentId: M:TinyLife.Objects.PersonLike.GetNeedPercentage(TinyLife.NeedType)
id: GetNeedPercentage(TinyLife.NeedType)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetNeedPercentage(NeedType)
nameWithType: PersonLike.GetNeedPercentage(NeedType)
fullName: TinyLife.Objects.PersonLike.GetNeedPercentage(TinyLife.NeedType)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Returns the of the given type for this person
example: []
syntax:
content: public float GetNeedPercentage(NeedType type)
parameters:
- id: type
type: TinyLife.NeedType
description: The type of need that should be returned
return:
type: System.Single
description: This person's need percentage
content.vb: Public Function GetNeedPercentage(type As NeedType) As Single
overload: TinyLife.Objects.PersonLike.GetNeedPercentage*
- uid: TinyLife.Objects.PersonLike.RestoreNeed(TinyLife.NeedType,System.Single,TinyLife.Actions.ActionInfo,System.Single)
commentId: M:TinyLife.Objects.PersonLike.RestoreNeed(TinyLife.NeedType,System.Single,TinyLife.Actions.ActionInfo,System.Single)
id: RestoreNeed(TinyLife.NeedType,System.Single,TinyLife.Actions.ActionInfo,System.Single)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: RestoreNeed(NeedType, float, ActionInfo, float)
nameWithType: PersonLike.RestoreNeed(NeedType, float, ActionInfo, float)
fullName: TinyLife.Objects.PersonLike.RestoreNeed(TinyLife.NeedType, float, TinyLife.Actions.ActionInfo, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Restores this person's of the given type by the given amount.
Also invokes and modifies the restored amount by the person's current .
example: []
syntax:
content: public virtual void RestoreNeed(NeedType type, float amount, ActionInfo info, float speedMultiplier)
parameters:
- id: type
type: TinyLife.NeedType
description: The type of need to restore
- id: amount
type: System.Single
description: The amount to restore this need by, out of .
- id: info
type: TinyLife.Actions.ActionInfo
description: The action info of the action that is causing the need to be restored. Can be null if the need is not being restored by an action.
- id: speedMultiplier
type: System.Single
description: The game speed multiplier, which represents how fast things should happen, which is usually determined by
content.vb: Public Overridable Sub RestoreNeed(type As NeedType, amount As Single, info As ActionInfo, speedMultiplier As Single)
overload: TinyLife.Objects.PersonLike.RestoreNeed*
nameWithType.vb: PersonLike.RestoreNeed(NeedType, Single, ActionInfo, Single)
fullName.vb: TinyLife.Objects.PersonLike.RestoreNeed(TinyLife.NeedType, Single, TinyLife.Actions.ActionInfo, Single)
name.vb: RestoreNeed(NeedType, Single, ActionInfo, Single)
- uid: TinyLife.Objects.PersonLike.RestoreNeed(TinyLife.NeedType,System.Single,TinyLife.Actions.ActionInfo,TinyLife.Skills.SkillType,System.Single)
commentId: M:TinyLife.Objects.PersonLike.RestoreNeed(TinyLife.NeedType,System.Single,TinyLife.Actions.ActionInfo,TinyLife.Skills.SkillType,System.Single)
id: RestoreNeed(TinyLife.NeedType,System.Single,TinyLife.Actions.ActionInfo,TinyLife.Skills.SkillType,System.Single)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: RestoreNeed(NeedType, float, ActionInfo, SkillType, float)
nameWithType: PersonLike.RestoreNeed(NeedType, float, ActionInfo, SkillType, float)
fullName: TinyLife.Objects.PersonLike.RestoreNeed(TinyLife.NeedType, float, TinyLife.Actions.ActionInfo, TinyLife.Skills.SkillType, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Restores this person's of the given type by the given amount, additionally taking into account the person's level at the given .
The higher the level of the given skill is, the higher the percentage of maxAmount
that the will be restored with.
This is useful for rewarding based on the level in a skill that is currently being built.
example: []
syntax:
content: public void RestoreNeed(NeedType type, float maxAmount, ActionInfo info, SkillType requiredSkill, float speedMultiplier)
parameters:
- id: type
type: TinyLife.NeedType
description: The type of need to restore.
- id: maxAmount
type: System.Single
description: The maximum amount to restore this need by, out of .
- id: info
type: TinyLife.Actions.ActionInfo
description: The action info of the action that is causing the need to be restored. Can be null if the need is not being restored by an action.
- id: requiredSkill
type: TinyLife.Skills.SkillType
description: The skill required to restore the given need.
- id: speedMultiplier
type: System.Single
description: The game speed multiplier, which represents how fast things should happen, which is usually determined by
content.vb: Public Sub RestoreNeed(type As NeedType, maxAmount As Single, info As ActionInfo, requiredSkill As SkillType, speedMultiplier As Single)
overload: TinyLife.Objects.PersonLike.RestoreNeed*
nameWithType.vb: PersonLike.RestoreNeed(NeedType, Single, ActionInfo, SkillType, Single)
fullName.vb: TinyLife.Objects.PersonLike.RestoreNeed(TinyLife.NeedType, Single, TinyLife.Actions.ActionInfo, TinyLife.Skills.SkillType, Single)
name.vb: RestoreNeed(NeedType, Single, ActionInfo, SkillType, Single)
- uid: TinyLife.Objects.PersonLike.GetSkill(TinyLife.Skills.SkillType,System.Boolean)
commentId: M:TinyLife.Objects.PersonLike.GetSkill(TinyLife.Skills.SkillType,System.Boolean)
id: GetSkill(TinyLife.Skills.SkillType,System.Boolean)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetSkill(SkillType, bool)
nameWithType: PersonLike.GetSkill(SkillType, bool)
fullName: TinyLife.Objects.PersonLike.GetSkill(TinyLife.Skills.SkillType, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns the instance that this person has for the given .
If this person does not have the skill yet, and initialize
is false or the skill's don't match this person's , null is returned.
example: []
syntax:
content: public virtual Skill GetSkill(SkillType type, bool initialize)
parameters:
- id: type
type: TinyLife.Skills.SkillType
description: The type of skill to query.
- id: initialize
type: System.Boolean
description: Whether the skill should be added if it doesn't exist already.
return:
type: TinyLife.Skills.Skill
description: The skill instance, or null if this person doesn't have the skill yet, and initialize
is false or the skill's don't match this person's .
content.vb: Public Overridable Function GetSkill(type As SkillType, initialize As Boolean) As Skill
overload: TinyLife.Objects.PersonLike.GetSkill*
nameWithType.vb: PersonLike.GetSkill(SkillType, Boolean)
fullName.vb: TinyLife.Objects.PersonLike.GetSkill(TinyLife.Skills.SkillType, Boolean)
name.vb: GetSkill(SkillType, Boolean)
- uid: TinyLife.Objects.PersonLike.GetSkillTotalPercentage(TinyLife.Skills.SkillType)
commentId: M:TinyLife.Objects.PersonLike.GetSkillTotalPercentage(TinyLife.Skills.SkillType)
id: GetSkillTotalPercentage(TinyLife.Skills.SkillType)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetSkillTotalPercentage(SkillType)
nameWithType: PersonLike.GetSkillTotalPercentage(SkillType)
fullName: TinyLife.Objects.PersonLike.GetSkillTotalPercentage(TinyLife.Skills.SkillType)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns the total skill level percentage of the given skill for this person.
This is a shorthand for .
example: []
syntax:
content: public float GetSkillTotalPercentage(SkillType type)
parameters:
- id: type
type: TinyLife.Skills.SkillType
description: The type of skill to query
return:
type: System.Single
description: The person's total skill level percentage
content.vb: Public Function GetSkillTotalPercentage(type As SkillType) As Single
overload: TinyLife.Objects.PersonLike.GetSkillTotalPercentage*
- uid: TinyLife.Objects.PersonLike.GetSkillPointPercentage(TinyLife.Skills.SkillType)
commentId: M:TinyLife.Objects.PersonLike.GetSkillPointPercentage(TinyLife.Skills.SkillType)
id: GetSkillPointPercentage(TinyLife.Skills.SkillType)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetSkillPointPercentage(SkillType)
nameWithType: PersonLike.GetSkillPointPercentage(SkillType)
fullName: TinyLife.Objects.PersonLike.GetSkillPointPercentage(TinyLife.Skills.SkillType)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns the percentage that this person has in the given skill's current level.
This is a shorthand for .
example: []
syntax:
content: public float GetSkillPointPercentage(SkillType type)
parameters:
- id: type
type: TinyLife.Skills.SkillType
description: The type of skill to query
return:
type: System.Single
description: The person's skill point percentage
content.vb: Public Function GetSkillPointPercentage(type As SkillType) As Single
overload: TinyLife.Objects.PersonLike.GetSkillPointPercentage*
- uid: TinyLife.Objects.PersonLike.GetSkillLevel(TinyLife.Skills.SkillType)
commentId: M:TinyLife.Objects.PersonLike.GetSkillLevel(TinyLife.Skills.SkillType)
id: GetSkillLevel(TinyLife.Skills.SkillType)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetSkillLevel(SkillType)
nameWithType: PersonLike.GetSkillLevel(SkillType)
fullName: TinyLife.Objects.PersonLike.GetSkillLevel(TinyLife.Skills.SkillType)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns the level of the of the given type that this person has.
If this person does not have the given skill, 0 is returned.
example: []
syntax:
content: public int GetSkillLevel(SkillType type)
parameters:
- id: type
type: TinyLife.Skills.SkillType
description: The type of skill to query
return:
type: System.Int32
description: The person's skill level
content.vb: Public Function GetSkillLevel(type As SkillType) As Integer
overload: TinyLife.Objects.PersonLike.GetSkillLevel*
- uid: TinyLife.Objects.PersonLike.HasSkillLevel(TinyLife.Skills.SkillType,System.Int32)
commentId: M:TinyLife.Objects.PersonLike.HasSkillLevel(TinyLife.Skills.SkillType,System.Int32)
id: HasSkillLevel(TinyLife.Skills.SkillType,System.Int32)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: HasSkillLevel(SkillType, int)
nameWithType: PersonLike.HasSkillLevel(SkillType, int)
fullName: TinyLife.Objects.PersonLike.HasSkillLevel(TinyLife.Skills.SkillType, int)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Returns whether this person has a of the given type and whether its value is high enough.
example: []
syntax:
content: public bool HasSkillLevel(SkillType type, int level)
parameters:
- id: type
type: TinyLife.Skills.SkillType
description: The type of skill to query
- id: level
type: System.Int32
description: The level that the skill has to be
return:
type: System.Boolean
description: true if the person has this skill level, false otherwise
content.vb: Public Function HasSkillLevel(type As SkillType, level As Integer) As Boolean
overload: TinyLife.Objects.PersonLike.HasSkillLevel*
nameWithType.vb: PersonLike.HasSkillLevel(SkillType, Integer)
fullName.vb: TinyLife.Objects.PersonLike.HasSkillLevel(TinyLife.Skills.SkillType, Integer)
name.vb: HasSkillLevel(SkillType, Integer)
- uid: TinyLife.Objects.PersonLike.GainSkill(TinyLife.Skills.SkillType,System.Single,TinyLife.Actions.ActionInfo,System.Single)
commentId: M:TinyLife.Objects.PersonLike.GainSkill(TinyLife.Skills.SkillType,System.Single,TinyLife.Actions.ActionInfo,System.Single)
id: GainSkill(TinyLife.Skills.SkillType,System.Single,TinyLife.Actions.ActionInfo,System.Single)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GainSkill(SkillType, float, ActionInfo, float)
nameWithType: PersonLike.GainSkill(SkillType, float, ActionInfo, float)
fullName: TinyLife.Objects.PersonLike.GainSkill(TinyLife.Skills.SkillType, float, TinyLife.Actions.ActionInfo, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Causes this person to gain the skill with the given and raises it by the given amount.
Note that influence the skinn gain automatically.
example: []
syntax:
content: public virtual bool GainSkill(SkillType type, float amount, ActionInfo info, float speedMultiplier)
parameters:
- id: type
type: TinyLife.Skills.SkillType
description: The type of skill to gain
- id: amount
type: System.Single
description: The amount of skill points to gain
- id: info
type: TinyLife.Actions.ActionInfo
description: An optional action info whose can influence the efficiency
- id: speedMultiplier
type: System.Single
description: The game speed multiplier, which represents how fast things should happen, which is usually determined by
return:
type: System.Boolean
content.vb: Public Overridable Function GainSkill(type As SkillType, amount As Single, info As ActionInfo, speedMultiplier As Single) As Boolean
overload: TinyLife.Objects.PersonLike.GainSkill*
nameWithType.vb: PersonLike.GainSkill(SkillType, Single, ActionInfo, Single)
fullName.vb: TinyLife.Objects.PersonLike.GainSkill(TinyLife.Skills.SkillType, Single, TinyLife.Actions.ActionInfo, Single)
name.vb: GainSkill(SkillType, Single, ActionInfo, Single)
- uid: TinyLife.Objects.PersonLike.DepleteNeed(TinyLife.NeedType,System.Single,System.Single)
commentId: M:TinyLife.Objects.PersonLike.DepleteNeed(TinyLife.NeedType,System.Single,System.Single)
id: DepleteNeed(TinyLife.NeedType,System.Single,System.Single)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: DepleteNeed(NeedType, float, float)
nameWithType: PersonLike.DepleteNeed(NeedType, float, float)
fullName: TinyLife.Objects.PersonLike.DepleteNeed(TinyLife.NeedType, float, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Depletes this person's with the given by the given amount
Note that, when the "NoNeed" cheat is active, this method does nothing.
example: []
syntax:
content: public virtual void DepleteNeed(NeedType type, float amount, float speedMultiplier)
parameters:
- id: type
type: TinyLife.NeedType
description: The type of need to deplete
- id: amount
type: System.Single
description: The amount to deplete the need by, out of .
- id: speedMultiplier
type: System.Single
description: The game speed multiplier, which represents how fast things should happen, which is usually determined by
content.vb: Public Overridable Sub DepleteNeed(type As NeedType, amount As Single, speedMultiplier As Single)
overload: TinyLife.Objects.PersonLike.DepleteNeed*
nameWithType.vb: PersonLike.DepleteNeed(NeedType, Single, Single)
fullName.vb: TinyLife.Objects.PersonLike.DepleteNeed(TinyLife.NeedType, Single, Single)
name.vb: DepleteNeed(NeedType, Single, Single)
- uid: TinyLife.Objects.PersonLike.HasPersonality(TinyLife.PersonalityType)
commentId: M:TinyLife.Objects.PersonLike.HasPersonality(TinyLife.PersonalityType)
id: HasPersonality(TinyLife.PersonalityType)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: HasPersonality(PersonalityType)
nameWithType: PersonLike.HasPersonality(PersonalityType)
fullName: TinyLife.Objects.PersonLike.HasPersonality(TinyLife.PersonalityType)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Returns whether this person has the given
example: []
syntax:
content: public bool HasPersonality(PersonalityType type)
parameters:
- id: type
type: TinyLife.PersonalityType
description: The personality type to query
return:
type: System.Boolean
description: true if this person has this personality type, false otherwise
content.vb: Public Function HasPersonality(type As PersonalityType) As Boolean
overload: TinyLife.Objects.PersonLike.HasPersonality*
- uid: TinyLife.Objects.PersonLike.EnqueueAction``1(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean,System.Boolean,System.Boolean,TinyLife.Actions.ActionArgument[])
commentId: M:TinyLife.Objects.PersonLike.EnqueueAction``1(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean,System.Boolean,System.Boolean,TinyLife.Actions.ActionArgument[])
id: EnqueueAction``1(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean,System.Boolean,System.Boolean,TinyLife.Actions.ActionArgument[])
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: EnqueueAction(ActionType, ActionInfo, bool, bool, bool, params ActionArgument[])
nameWithType: PersonLike.EnqueueAction(ActionType, ActionInfo, bool, bool, bool, params ActionArgument[])
fullName: TinyLife.Objects.PersonLike.EnqueueAction(TinyLife.Actions.ActionType, TinyLife.Actions.ActionInfo, bool, bool, bool, params TinyLife.Actions.ActionArgument[])
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Enqueues the given action into to be executed later.
example: []
syntax:
content: 'public virtual T EnqueueAction(ActionType type, ActionInfo info, bool automatic, bool priority = false, bool force = false, params ActionArgument[] chosenArguments) where T : Action'
parameters:
- id: type
type: TinyLife.Actions.ActionType
description: The type of action to enqueue
- id: info
type: TinyLife.Actions.ActionInfo
description: The action information
- id: automatic
type: System.Boolean
description: Whether this action is considered to have started automatically (or invoked by a player)
- id: priority
type: System.Boolean
description: Whether to add this action to the start of the action queue rather than the end
- id: force
type: System.Boolean
description: Whether to start the action even if returns false
- id: chosenArguments
type: TinyLife.Actions.ActionArgument[]
description: The arguments for the action to start, or an empty array or null if this action has no arguments, or if a random set of arguments should be chosen
typeParameters:
- id: T
return:
type: '{T}'
description: The created action, or null if the action cannot be executed or the maximum amount of entries in the is reached.
content.vb: Public Overridable Function EnqueueAction(Of T As Action)(type As ActionType, info As ActionInfo, automatic As Boolean, priority As Boolean = False, force As Boolean = False, ParamArray chosenArguments As ActionArgument()) As T
overload: TinyLife.Objects.PersonLike.EnqueueAction*
nameWithType.vb: PersonLike.EnqueueAction(Of T)(ActionType, ActionInfo, Boolean, Boolean, Boolean, ParamArray ActionArgument())
fullName.vb: TinyLife.Objects.PersonLike.EnqueueAction(Of T)(TinyLife.Actions.ActionType, TinyLife.Actions.ActionInfo, Boolean, Boolean, Boolean, ParamArray TinyLife.Actions.ActionArgument())
name.vb: EnqueueAction(Of T)(ActionType, ActionInfo, Boolean, Boolean, Boolean, ParamArray ActionArgument())
- uid: TinyLife.Objects.PersonLike.CancelAction(TinyLife.Actions.Action,TinyLife.Actions.Action,System.Boolean)
commentId: M:TinyLife.Objects.PersonLike.CancelAction(TinyLife.Actions.Action,TinyLife.Actions.Action,System.Boolean)
id: CancelAction(TinyLife.Actions.Action,TinyLife.Actions.Action,System.Boolean)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: CancelAction(Action, Action, bool)
nameWithType: PersonLike.CancelAction(Action, Action, bool)
fullName: TinyLife.Objects.PersonLike.CancelAction(TinyLife.Actions.Action, TinyLife.Actions.Action, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Tries to cancel the given action, removing it from or in the process.
If the action in question cannot be canceled, this method returns false.
example: []
syntax:
content: public virtual bool CancelAction(Action action, Action cancelSource = null, bool force = false)
parameters:
- id: action
type: TinyLife.Actions.Action
description: The action to cancel
- id: cancelSource
type: TinyLife.Actions.Action
description: The action that is responsible for this cancelation, or null by default
- id: force
type: System.Boolean
description: Whether to cancel the action even if returns false
return:
type: System.Boolean
description: Whether the action could be canceled successfully
content.vb: Public Overridable Function CancelAction(action As Action, cancelSource As Action = Nothing, force As Boolean = False) As Boolean
overload: TinyLife.Objects.PersonLike.CancelAction*
nameWithType.vb: PersonLike.CancelAction(Action, Action, Boolean)
fullName.vb: TinyLife.Objects.PersonLike.CancelAction(TinyLife.Actions.Action, TinyLife.Actions.Action, Boolean)
name.vb: CancelAction(Action, Action, Boolean)
- uid: TinyLife.Objects.PersonLike.GetHeldObject``1(System.Boolean)
commentId: M:TinyLife.Objects.PersonLike.GetHeldObject``1(System.Boolean)
id: GetHeldObject``1(System.Boolean)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetHeldObject(bool)
nameWithType: PersonLike.GetHeldObject(bool)
fullName: TinyLife.Objects.PersonLike.GetHeldObject(bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns the that this person is currently holding in their hands, which will always be on the same map as this person's .
Note that, if the held object is not of the required type T
, null is returned.
example: []
syntax:
content: 'public virtual T GetHeldObject(bool alsoReturnFake = true) where T : MapObject'
parameters:
- id: alsoReturnFake
type: System.Boolean
typeParameters:
- id: T
description: The type that the held furniture is expected to have
return:
type: '{T}'
description: The held furniture
content.vb: Public Overridable Function GetHeldObject(Of T As MapObject)(alsoReturnFake As Boolean = True) As T
overload: TinyLife.Objects.PersonLike.GetHeldObject*
nameWithType.vb: PersonLike.GetHeldObject(Of T)(Boolean)
fullName.vb: TinyLife.Objects.PersonLike.GetHeldObject(Of T)(Boolean)
name.vb: GetHeldObject(Of T)(Boolean)
- uid: TinyLife.Objects.PersonLike.SetHeldObject``1(TinyLife.Objects.FurnitureType,System.Int32[],System.Nullable{System.Guid},System.Boolean)
commentId: M:TinyLife.Objects.PersonLike.SetHeldObject``1(TinyLife.Objects.FurnitureType,System.Int32[],System.Nullable{System.Guid},System.Boolean)
id: SetHeldObject``1(TinyLife.Objects.FurnitureType,System.Int32[],System.Nullable{System.Guid},System.Boolean)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: SetHeldObject(FurnitureType, int[], Guid?, bool)
nameWithType: PersonLike.SetHeldObject(FurnitureType, int[], Guid?, bool)
fullName: TinyLife.Objects.PersonLike.SetHeldObject(TinyLife.Objects.FurnitureType, int[], System.Guid?, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Sets the person's held object to the given furniture type, with the given data, and returns the created instance.
Note that the returned object will automatically be added to the same map as this person's .
example: []
syntax:
content: 'public virtual T SetHeldObject(FurnitureType type, int[] colors = null, Guid? id = null, bool fake = false) where T : Furniture'
parameters:
- id: type
type: TinyLife.Objects.FurnitureType
description: The type of furniture to construct
- id: colors
type: System.Int32[]
description: The colors that the constructed furniture should have, or null to use the defaults
- id: id
type: System.Nullable{System.Guid}
description: The id that this furniture should have, or null to choose a random one
- id: fake
type: System.Boolean
description: Whether the object set to be held is considered fake. A fake object will not be taken into account when a check occurs. Fake items are expected to be removed at the end of an that adds them.
typeParameters:
- id: T
description: The type that the created furniture is expected to have
return:
type: '{T}'
description: The created furniture instance
content.vb: Public Overridable Function SetHeldObject(Of T As Furniture)(type As FurnitureType, colors As Integer() = Nothing, id As Guid? = Nothing, fake As Boolean = False) As T
overload: TinyLife.Objects.PersonLike.SetHeldObject*
nameWithType.vb: PersonLike.SetHeldObject(Of T)(FurnitureType, Integer(), Guid?, Boolean)
fullName.vb: TinyLife.Objects.PersonLike.SetHeldObject(Of T)(TinyLife.Objects.FurnitureType, Integer(), System.Guid?, Boolean)
name.vb: SetHeldObject(Of T)(FurnitureType, Integer(), Guid?, Boolean)
- uid: TinyLife.Objects.PersonLike.SetHeldObject(TinyLife.Objects.MapObject,System.Boolean)
commentId: M:TinyLife.Objects.PersonLike.SetHeldObject(TinyLife.Objects.MapObject,System.Boolean)
id: SetHeldObject(TinyLife.Objects.MapObject,System.Boolean)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: SetHeldObject(MapObject, bool)
nameWithType: PersonLike.SetHeldObject(MapObject, bool)
fullName: TinyLife.Objects.PersonLike.SetHeldObject(TinyLife.Objects.MapObject, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Sets this person's held object to the given instance.
Note that the obj
has to be on the same map as this person's .
example: []
syntax:
content: public virtual void SetHeldObject(MapObject obj, bool fake = false)
parameters:
- id: obj
type: TinyLife.Objects.MapObject
description: The furniture to hold
- id: fake
type: System.Boolean
description: Whether the object set to be held is considered fake. A fake object will not be taken into account when a check occurs. Fake items are expected to be removed at the end of an that adds them.
content.vb: Public Overridable Sub SetHeldObject(obj As MapObject, fake As Boolean = False)
overload: TinyLife.Objects.PersonLike.SetHeldObject*
nameWithType.vb: PersonLike.SetHeldObject(MapObject, Boolean)
fullName.vb: TinyLife.Objects.PersonLike.SetHeldObject(TinyLife.Objects.MapObject, Boolean)
name.vb: SetHeldObject(MapObject, Boolean)
- uid: TinyLife.Objects.PersonLike.RemoveHeldObject``1
commentId: M:TinyLife.Objects.PersonLike.RemoveHeldObject``1
id: RemoveHeldObject``1
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: RemoveHeldObject()
nameWithType: PersonLike.RemoveHeldObject()
fullName: TinyLife.Objects.PersonLike.RemoveHeldObject()
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Removes this person's held object from the world and returns it.
example: []
syntax:
content: 'public virtual T RemoveHeldObject() where T : MapObject'
typeParameters:
- id: T
description: The type of object to remove. If this person's held object does not match, it is not removed.
return:
type: '{T}'
description: The held object that was removed, or null if it did not match, or there was none.
content.vb: Public Overridable Function RemoveHeldObject(Of T As MapObject)() As T
overload: TinyLife.Objects.PersonLike.RemoveHeldObject*
nameWithType.vb: PersonLike.RemoveHeldObject(Of T)()
fullName.vb: TinyLife.Objects.PersonLike.RemoveHeldObject(Of T)()
name.vb: RemoveHeldObject(Of T)()
- uid: TinyLife.Objects.PersonLike.GetHeldActionInfo
commentId: M:TinyLife.Objects.PersonLike.GetHeldActionInfo
id: GetHeldActionInfo
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetHeldActionInfo()
nameWithType: PersonLike.GetHeldActionInfo()
fullName: TinyLife.Objects.PersonLike.GetHeldActionInfo()
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns a for the , or null if there is none.
Note that, if the held object is marked as being fake, this method also returns null.
example: []
syntax:
content: public virtual ActionInfo GetHeldActionInfo()
return:
type: TinyLife.Actions.ActionInfo
description: The held action info.
content.vb: Public Overridable Function GetHeldActionInfo() As ActionInfo
overload: TinyLife.Objects.PersonLike.GetHeldActionInfo*
- uid: TinyLife.Objects.PersonLike.ToCreatedByString
commentId: M:TinyLife.Objects.PersonLike.ToCreatedByString
id: ToCreatedByString
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: ToCreatedByString()
nameWithType: PersonLike.ToCreatedByString()
fullName: TinyLife.Objects.PersonLike.ToCreatedByString()
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Returns a string representation of this person using the localized "Created by:" prefix
example: []
syntax:
content: public virtual string ToCreatedByString()
return:
type: System.String
description: A "created by" string
content.vb: Public Overridable Function ToCreatedByString() As String
overload: TinyLife.Objects.PersonLike.ToCreatedByString*
- uid: TinyLife.Objects.PersonLike.Die(TinyLife.Objects.DeathReason)
commentId: M:TinyLife.Objects.PersonLike.Die(TinyLife.Objects.DeathReason)
id: Die(TinyLife.Objects.DeathReason)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: Die(DeathReason)
nameWithType: PersonLike.Die(DeathReason)
fullName: TinyLife.Objects.PersonLike.Die(TinyLife.Objects.DeathReason)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Causes this person to die, removing it from the world and optionally spawning a .
example: []
syntax:
content: public virtual bool Die(DeathReason reason)
parameters:
- id: reason
type: TinyLife.Objects.DeathReason
description: The reason for this person's death
return:
type: System.Boolean
content.vb: Public Overridable Function Die(reason As DeathReason) As Boolean
overload: TinyLife.Objects.PersonLike.Die*
- uid: TinyLife.Objects.PersonLike.AddEmotion(TinyLife.Emotions.EmotionModifier,System.Int32,System.TimeSpan,TinyLife.Emotions.IEmotionSource,System.Boolean)
commentId: M:TinyLife.Objects.PersonLike.AddEmotion(TinyLife.Emotions.EmotionModifier,System.Int32,System.TimeSpan,TinyLife.Emotions.IEmotionSource,System.Boolean)
id: AddEmotion(TinyLife.Emotions.EmotionModifier,System.Int32,System.TimeSpan,TinyLife.Emotions.IEmotionSource,System.Boolean)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: AddEmotion(EmotionModifier, int, TimeSpan, IEmotionSource, bool)
nameWithType: PersonLike.AddEmotion(EmotionModifier, int, TimeSpan, IEmotionSource, bool)
fullName: TinyLife.Objects.PersonLike.AddEmotion(TinyLife.Emotions.EmotionModifier, int, System.TimeSpan, TinyLife.Emotions.IEmotionSource, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Adds the given with the given intensity and time
example: []
syntax:
content: public virtual bool AddEmotion(EmotionModifier type, int amount, TimeSpan time, IEmotionSource source, bool increaseExisting = false)
parameters:
- id: type
type: TinyLife.Emotions.EmotionModifier
description: The type of emotion to add
- id: amount
type: System.Int32
description: The intensity of the emotion to add
- id: time
type: System.TimeSpan
description: The amount of in-game time the emotion should last for
- id: source
type: TinyLife.Emotions.IEmotionSource
description: The emotion source that caused this emotion. Supported objects include , , and more. May be null.
- id: increaseExisting
type: System.Boolean
description: Whether existing emotion modifiers of the same type should be increased by the given time and amount. If this is false, existing emotions get removed instead.
return:
type: System.Boolean
description: Whether the emotion could be added or it was already applied. If increaseExisting
is true, this method always returns true.
content.vb: Public Overridable Function AddEmotion(type As EmotionModifier, amount As Integer, time As TimeSpan, source As IEmotionSource, increaseExisting As Boolean = False) As Boolean
overload: TinyLife.Objects.PersonLike.AddEmotion*
nameWithType.vb: PersonLike.AddEmotion(EmotionModifier, Integer, TimeSpan, IEmotionSource, Boolean)
fullName.vb: TinyLife.Objects.PersonLike.AddEmotion(TinyLife.Emotions.EmotionModifier, Integer, System.TimeSpan, TinyLife.Emotions.IEmotionSource, Boolean)
name.vb: AddEmotion(EmotionModifier, Integer, TimeSpan, IEmotionSource, Boolean)
- uid: TinyLife.Objects.PersonLike.RemoveEmotion(TinyLife.Emotions.EmotionModifier)
commentId: M:TinyLife.Objects.PersonLike.RemoveEmotion(TinyLife.Emotions.EmotionModifier)
id: RemoveEmotion(TinyLife.Emotions.EmotionModifier)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: RemoveEmotion(EmotionModifier)
nameWithType: PersonLike.RemoveEmotion(EmotionModifier)
fullName: TinyLife.Objects.PersonLike.RemoveEmotion(TinyLife.Emotions.EmotionModifier)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Removes the given from this person's
example: []
syntax:
content: public virtual bool RemoveEmotion(EmotionModifier type)
parameters:
- id: type
type: TinyLife.Emotions.EmotionModifier
description: The type of emotion to remove
return:
type: System.Boolean
description: Whether the emotion could be removed (or wasn't contained in the first place)
content.vb: Public Overridable Function RemoveEmotion(type As EmotionModifier) As Boolean
overload: TinyLife.Objects.PersonLike.RemoveEmotion*
- uid: TinyLife.Objects.PersonLike.LowerEmotion(TinyLife.Emotions.EmotionType,System.Single,System.Single)
commentId: M:TinyLife.Objects.PersonLike.LowerEmotion(TinyLife.Emotions.EmotionType,System.Single,System.Single)
id: LowerEmotion(TinyLife.Emotions.EmotionType,System.Single,System.Single)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: LowerEmotion(EmotionType, float, float)
nameWithType: PersonLike.LowerEmotion(EmotionType, float, float)
fullName: TinyLife.Objects.PersonLike.LowerEmotion(TinyLife.Emotions.EmotionType, float, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Lowers any of the given by the given percentage.
Each modifier's will be lowered by the percentage of their .
example: []
syntax:
content: public virtual bool LowerEmotion(EmotionType type, float percentage, float speedMultiplier = 1)
parameters:
- id: type
type: TinyLife.Emotions.EmotionType
description: The type of emotion to lower
- id: percentage
type: System.Single
description: The percentage to lower the emotion by
- id: speedMultiplier
type: System.Single
description: The game speed multiplier, which represents how fast things should happen, which is usually determined by
return:
type: System.Boolean
description: Whether the emotion could be lowered, or this person had no emotion modifiers of the given type
content.vb: Public Overridable Function LowerEmotion(type As EmotionType, percentage As Single, speedMultiplier As Single = 1) As Boolean
overload: TinyLife.Objects.PersonLike.LowerEmotion*
nameWithType.vb: PersonLike.LowerEmotion(EmotionType, Single, Single)
fullName.vb: TinyLife.Objects.PersonLike.LowerEmotion(TinyLife.Emotions.EmotionType, Single, Single)
name.vb: LowerEmotion(EmotionType, Single, Single)
- uid: TinyLife.Objects.PersonLike.LowerEmotionModifier(TinyLife.Emotions.EmotionModifier,System.Single,System.Single)
commentId: M:TinyLife.Objects.PersonLike.LowerEmotionModifier(TinyLife.Emotions.EmotionModifier,System.Single,System.Single)
id: LowerEmotionModifier(TinyLife.Emotions.EmotionModifier,System.Single,System.Single)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: LowerEmotionModifier(EmotionModifier, float, float)
nameWithType: PersonLike.LowerEmotionModifier(EmotionModifier, float, float)
fullName: TinyLife.Objects.PersonLike.LowerEmotionModifier(TinyLife.Emotions.EmotionModifier, float, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Lowers the specified emotion modifier by the specified percentage.
This differs from in that only the specific modifier is lowered.
example: []
syntax:
content: public virtual bool LowerEmotionModifier(EmotionModifier modifier, float percentage, float speedMultiplier = 1)
parameters:
- id: modifier
type: TinyLife.Emotions.EmotionModifier
description: The emotion modifier to lower
- id: percentage
type: System.Single
description: The percentage to lower the emotion by
- id: speedMultiplier
type: System.Single
description: The game speed multiplier, which represents how fast things should happen, which is usually determined by
return:
type: System.Boolean
description: Whether the emotion could be lowered, or this person had no emotion modifiers of the given type
content.vb: Public Overridable Function LowerEmotionModifier(modifier As EmotionModifier, percentage As Single, speedMultiplier As Single = 1) As Boolean
overload: TinyLife.Objects.PersonLike.LowerEmotionModifier*
nameWithType.vb: PersonLike.LowerEmotionModifier(EmotionModifier, Single, Single)
fullName.vb: TinyLife.Objects.PersonLike.LowerEmotionModifier(TinyLife.Emotions.EmotionModifier, Single, Single)
name.vb: LowerEmotionModifier(EmotionModifier, Single, Single)
- uid: TinyLife.Objects.PersonLike.HasEmotionModifier(TinyLife.Emotions.EmotionModifier)
commentId: M:TinyLife.Objects.PersonLike.HasEmotionModifier(TinyLife.Emotions.EmotionModifier)
id: HasEmotionModifier(TinyLife.Emotions.EmotionModifier)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: HasEmotionModifier(EmotionModifier)
nameWithType: PersonLike.HasEmotionModifier(EmotionModifier)
fullName: TinyLife.Objects.PersonLike.HasEmotionModifier(TinyLife.Emotions.EmotionModifier)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Returns whether this person has the given in their list
example: []
syntax:
content: public bool HasEmotionModifier(EmotionModifier type)
parameters:
- id: type
type: TinyLife.Emotions.EmotionModifier
description: The type of emotion modifier to query
return:
type: System.Boolean
description: Whether the emotion modifier is active
content.vb: Public Function HasEmotionModifier(type As EmotionModifier) As Boolean
overload: TinyLife.Objects.PersonLike.HasEmotionModifier*
- uid: TinyLife.Objects.PersonLike.GetCausedEmotion(TinyLife.Emotions.EmotionModifier)
commentId: M:TinyLife.Objects.PersonLike.GetCausedEmotion(TinyLife.Emotions.EmotionModifier)
id: GetCausedEmotion(TinyLife.Emotions.EmotionModifier)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetCausedEmotion(EmotionModifier)
nameWithType: PersonLike.GetCausedEmotion(EmotionModifier)
fullName: TinyLife.Objects.PersonLike.GetCausedEmotion(TinyLife.Emotions.EmotionModifier)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns the emotion that is actually caused in the passed , which is either its or a context-dependent override.
Specifically, this method returns instead of for a person who is asexual (), and instead of for a .
example: []
syntax:
content: public EmotionType GetCausedEmotion(EmotionModifier modifier)
parameters:
- id: modifier
type: TinyLife.Emotions.EmotionModifier
description: The emotion modifier whose emotion should be queried.
return:
type: TinyLife.Emotions.EmotionType
description: The caused emotion.
content.vb: Public Function GetCausedEmotion(modifier As EmotionModifier) As EmotionType
overload: TinyLife.Objects.PersonLike.GetCausedEmotion*
- uid: TinyLife.Objects.PersonLike.GetWalkSpeed
commentId: M:TinyLife.Objects.PersonLike.GetWalkSpeed
id: GetWalkSpeed
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetWalkSpeed()
nameWithType: PersonLike.GetWalkSpeed()
fullName: TinyLife.Objects.PersonLike.GetWalkSpeed()
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns this person's current walk speed, per update frame.
The walk speed is influenced by their and .
example: []
syntax:
content: public virtual float GetWalkSpeed()
return:
type: System.Single
description: The walk speed
content.vb: Public Overridable Function GetWalkSpeed() As Single
overload: TinyLife.Objects.PersonLike.GetWalkSpeed*
- uid: TinyLife.Objects.PersonLike.GetEfficiencyModifier(System.Single,TinyLife.Actions.ActionInfo,TinyLife.Skills.SkillType,System.Single)
commentId: M:TinyLife.Objects.PersonLike.GetEfficiencyModifier(System.Single,TinyLife.Actions.ActionInfo,TinyLife.Skills.SkillType,System.Single)
id: GetEfficiencyModifier(System.Single,TinyLife.Actions.ActionInfo,TinyLife.Skills.SkillType,System.Single)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetEfficiencyModifier(float, ActionInfo, SkillType, float)
nameWithType: PersonLike.GetEfficiencyModifier(float, ActionInfo, SkillType, float)
fullName: TinyLife.Objects.PersonLike.GetEfficiencyModifier(float, TinyLife.Actions.ActionInfo, TinyLife.Skills.SkillType, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns a multiplier (which will be close to 1) of how "efficiently" this person currently works and moves.
This value is influenced by the speedMultiplier
, the level of the passed skill
as well as this person's and .
example: []
syntax:
content: public virtual float GetEfficiencyModifier(float speedMultiplier = 1, ActionInfo info = null, SkillType skill = null, float levelModifier = 0.1)
parameters:
- id: speedMultiplier
type: System.Single
description: The game speed multiplier, which represents how fast things should happen, which is usually determined by
- id: info
type: TinyLife.Actions.ActionInfo
description: An optional action info whose can influence the efficiency
- id: skill
type: TinyLife.Skills.SkillType
description: A skill that optionally influences the efficiency
- id: levelModifier
type: System.Single
description: The amount that each skill
level should influence the efficiency by. Defaults to 0.1.
return:
type: System.Single
description: The person's efficiency, which is a value close to or equal to 1
content.vb: Public Overridable Function GetEfficiencyModifier(speedMultiplier As Single = 1, info As ActionInfo = Nothing, skill As SkillType = Nothing, levelModifier As Single = 0.1) As Single
overload: TinyLife.Objects.PersonLike.GetEfficiencyModifier*
nameWithType.vb: PersonLike.GetEfficiencyModifier(Single, ActionInfo, SkillType, Single)
fullName.vb: TinyLife.Objects.PersonLike.GetEfficiencyModifier(Single, TinyLife.Actions.ActionInfo, TinyLife.Skills.SkillType, Single)
name.vb: GetEfficiencyModifier(Single, ActionInfo, SkillType, Single)
- uid: TinyLife.Objects.PersonLike.HasHouseholdMember(System.Guid)
commentId: M:TinyLife.Objects.PersonLike.HasHouseholdMember(System.Guid)
id: HasHouseholdMember(System.Guid)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: HasHouseholdMember(Guid)
nameWithType: PersonLike.HasHouseholdMember(Guid)
fullName: TinyLife.Objects.PersonLike.HasHouseholdMember(System.Guid)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Returns whether the given person is a part of this household
example: []
syntax:
content: public bool HasHouseholdMember(Guid person)
parameters:
- id: person
type: System.Guid
description: The unique id of the person to query
return:
type: System.Boolean
description: true if the person is part of this household, false otherwise
content.vb: Public Function HasHouseholdMember(person As Guid) As Boolean
overload: TinyLife.Objects.PersonLike.HasHouseholdMember*
- uid: TinyLife.Objects.PersonLike.HasHouseholdMember(TinyLife.Objects.PersonLike)
commentId: M:TinyLife.Objects.PersonLike.HasHouseholdMember(TinyLife.Objects.PersonLike)
id: HasHouseholdMember(TinyLife.Objects.PersonLike)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: HasHouseholdMember(PersonLike)
nameWithType: PersonLike.HasHouseholdMember(PersonLike)
fullName: TinyLife.Objects.PersonLike.HasHouseholdMember(TinyLife.Objects.PersonLike)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Returns whether the given person is a part of this household
example: []
syntax:
content: public bool HasHouseholdMember(PersonLike person)
parameters:
- id: person
type: TinyLife.Objects.PersonLike
description: The unique id of the person to query
return:
type: System.Boolean
description: true if the person is part of this household, false otherwise
content.vb: Public Function HasHouseholdMember(person As PersonLike) As Boolean
overload: TinyLife.Objects.PersonLike.HasHouseholdMember*
- uid: TinyLife.Objects.PersonLike.GetPassiveActionPriority(TinyLife.Actions.ActionType)
commentId: M:TinyLife.Objects.PersonLike.GetPassiveActionPriority(TinyLife.Actions.ActionType)
id: GetPassiveActionPriority(TinyLife.Actions.ActionType)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetPassiveActionPriority(ActionType)
nameWithType: PersonLike.GetPassiveActionPriority(ActionType)
fullName: TinyLife.Objects.PersonLike.GetPassiveActionPriority(TinyLife.Actions.ActionType)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns the passive priority for the given .
This method evaluates the action's own and adds additional factors like and modifiers for social actions.
You can use to change the return value of this method.
example: []
syntax:
content: public virtual float GetPassiveActionPriority(ActionType type)
parameters:
- id: type
type: TinyLife.Actions.ActionType
description: The type of action to get the passive priority for
return:
type: System.Single
description: The action's passive priority
content.vb: Public Overridable Function GetPassiveActionPriority(type As ActionType) As Single
overload: TinyLife.Objects.PersonLike.GetPassiveActionPriority*
- uid: TinyLife.Objects.PersonLike.GetAiPriorityForObject(TinyLife.Objects.MapObject,TinyLife.Objects.ObjectCategory)
commentId: M:TinyLife.Objects.PersonLike.GetAiPriorityForObject(TinyLife.Objects.MapObject,TinyLife.Objects.ObjectCategory)
id: GetAiPriorityForObject(TinyLife.Objects.MapObject,TinyLife.Objects.ObjectCategory)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetAiPriorityForObject(MapObject, ObjectCategory)
nameWithType: PersonLike.GetAiPriorityForObject(MapObject, ObjectCategory)
fullName: TinyLife.Objects.PersonLike.GetAiPriorityForObject(TinyLife.Objects.MapObject, TinyLife.Objects.ObjectCategory)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns the AI priority for the given obj
and the given categories
.
This method checks the method, as well as any -speciifc AI priorities, and invokes the event.
example: []
syntax:
content: public virtual float GetAiPriorityForObject(MapObject obj, ObjectCategory categories)
parameters:
- id: obj
type: TinyLife.Objects.MapObject
description: The object.
- id: categories
type: TinyLife.Objects.ObjectCategory
description: The categories.
return:
type: System.Single
description: The AI priority for the object.
content.vb: Public Overridable Function GetAiPriorityForObject(obj As MapObject, categories As ObjectCategory) As Single
overload: TinyLife.Objects.PersonLike.GetAiPriorityForObject*
- uid: TinyLife.Objects.PersonLike.GetRandomOutfit(TinyLife.Objects.ClothesIntention)
commentId: M:TinyLife.Objects.PersonLike.GetRandomOutfit(TinyLife.Objects.ClothesIntention)
id: GetRandomOutfit(TinyLife.Objects.ClothesIntention)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetRandomOutfit(ClothesIntention)
nameWithType: PersonLike.GetRandomOutfit(ClothesIntention)
fullName: TinyLife.Objects.PersonLike.GetRandomOutfit(TinyLife.Objects.ClothesIntention)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Returns the index of the collection that best matches the given .
example: []
syntax:
content: public virtual int GetRandomOutfit(ClothesIntention intention)
parameters:
- id: intention
type: TinyLife.Objects.ClothesIntention
description: The intention to match the best outfit to.
return:
type: System.Int32
description: The index in the collection that best matches the intention, or -1 there is no match.
content.vb: Public Overridable Function GetRandomOutfit(intention As ClothesIntention) As Integer
overload: TinyLife.Objects.PersonLike.GetRandomOutfit*
- uid: TinyLife.Objects.PersonLike.SetCurrentOutfit(TinyLife.Objects.ClothesIntention)
commentId: M:TinyLife.Objects.PersonLike.SetCurrentOutfit(TinyLife.Objects.ClothesIntention)
id: SetCurrentOutfit(TinyLife.Objects.ClothesIntention)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: SetCurrentOutfit(ClothesIntention)
nameWithType: PersonLike.SetCurrentOutfit(ClothesIntention)
fullName: TinyLife.Objects.PersonLike.SetCurrentOutfit(TinyLife.Objects.ClothesIntention)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Sets the current outfit to an outfit that matches the given .
This method returns whether returned a valid outfit index or if no matching outfit could be found.
Note that, if this person is already wearing an outfit that matches the intention, the outfit will not be changed, and this method returns true.
example: []
syntax:
content: public virtual bool SetCurrentOutfit(ClothesIntention intention)
parameters:
- id: intention
type: TinyLife.Objects.ClothesIntention
description: The intention to match the best outfit to.
return:
type: System.Boolean
description: True if an outfit could be found, or false if no matching outfit could be found.
content.vb: Public Overridable Function SetCurrentOutfit(intention As ClothesIntention) As Boolean
overload: TinyLife.Objects.PersonLike.SetCurrentOutfit*
- uid: TinyLife.Objects.PersonLike.SetCurrentOutfit(System.Int32)
commentId: M:TinyLife.Objects.PersonLike.SetCurrentOutfit(System.Int32)
id: SetCurrentOutfit(System.Int32)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: SetCurrentOutfit(int)
nameWithType: PersonLike.SetCurrentOutfit(int)
fullName: TinyLife.Objects.PersonLike.SetCurrentOutfit(int)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Sets this person's to the given index.
Additionally, this method updates this person's animation and portrait to the new outfit.
example: []
syntax:
content: public virtual bool SetCurrentOutfit(int index)
parameters:
- id: index
type: System.Int32
description: The index to set
return:
type: System.Boolean
description: true if the outfit index was changed and the event was subsequently invoked, false if the outfit index was already set to index
or index
was out of bounds.
content.vb: Public Overridable Function SetCurrentOutfit(index As Integer) As Boolean
overload: TinyLife.Objects.PersonLike.SetCurrentOutfit*
nameWithType.vb: PersonLike.SetCurrentOutfit(Integer)
fullName.vb: TinyLife.Objects.PersonLike.SetCurrentOutfit(Integer)
name.vb: SetCurrentOutfit(Integer)
- uid: TinyLife.Objects.PersonLike.SetNewId(TinyLife.World.Map,System.Collections.Generic.IEnumerable{TinyLife.Objects.PersonLike},System.Collections.Generic.IEnumerable{TinyLife.Objects.Furniture})
commentId: M:TinyLife.Objects.PersonLike.SetNewId(TinyLife.World.Map,System.Collections.Generic.IEnumerable{TinyLife.Objects.PersonLike},System.Collections.Generic.IEnumerable{TinyLife.Objects.Furniture})
id: SetNewId(TinyLife.World.Map,System.Collections.Generic.IEnumerable{TinyLife.Objects.PersonLike},System.Collections.Generic.IEnumerable{TinyLife.Objects.Furniture})
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: SetNewId(Map, IEnumerable, IEnumerable)
nameWithType: PersonLike.SetNewId(Map, IEnumerable, IEnumerable)
fullName: TinyLife.Objects.PersonLike.SetNewId(TinyLife.World.Map, System.Collections.Generic.IEnumerable, System.Collections.Generic.IEnumerable)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Sets a new for this person, and also updates any furniture and relationship references for them.
Optionally, a set of additional people and furniture that might not currently be on the map can be passed.
example: []
syntax:
content: public virtual void SetNewId(Map map, IEnumerable possibleAdditionalRelationships = null, IEnumerable possibleAdditionalFurniture = null)
parameters:
- id: map
type: TinyLife.World.Map
description: The map that the person will be added to
- id: possibleAdditionalRelationships
type: System.Collections.Generic.IEnumerable{TinyLife.Objects.PersonLike}
description: A set of people, in addition to the map
's people, that this person might have a relationship to
- id: possibleAdditionalFurniture
type: System.Collections.Generic.IEnumerable{TinyLife.Objects.Furniture}
description: A set of objects, in addition to the map
's objects, that this person might have created
content.vb: Public Overridable Sub SetNewId(map As Map, possibleAdditionalRelationships As IEnumerable(Of PersonLike) = Nothing, possibleAdditionalFurniture As IEnumerable(Of Furniture) = Nothing)
overload: TinyLife.Objects.PersonLike.SetNewId*
nameWithType.vb: PersonLike.SetNewId(Map, IEnumerable(Of PersonLike), IEnumerable(Of Furniture))
fullName.vb: TinyLife.Objects.PersonLike.SetNewId(TinyLife.World.Map, System.Collections.Generic.IEnumerable(Of TinyLife.Objects.PersonLike), System.Collections.Generic.IEnumerable(Of TinyLife.Objects.Furniture))
name.vb: SetNewId(Map, IEnumerable(Of PersonLike), IEnumerable(Of Furniture))
- uid: TinyLife.Objects.PersonLike.IsIdMatch(TinyLife.Objects.PersonLike)
commentId: M:TinyLife.Objects.PersonLike.IsIdMatch(TinyLife.Objects.PersonLike)
id: IsIdMatch(TinyLife.Objects.PersonLike)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: IsIdMatch(PersonLike)
nameWithType: PersonLike.IsIdMatch(PersonLike)
fullName: TinyLife.Objects.PersonLike.IsIdMatch(TinyLife.Objects.PersonLike)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns whether this person and the other person have matching values or whether their ID histories () overlap.
If this method returns two, this person and the other person can be considered the same person to a certain degree, as it means that they are copies of each other, or copies of the same person.
example: []
syntax:
content: public bool IsIdMatch(PersonLike other)
parameters:
- id: other
type: TinyLife.Objects.PersonLike
description: The person to compare this person to
return:
type: System.Boolean
description: Whether this person and the passed person have matching ids
content.vb: Public Function IsIdMatch(other As PersonLike) As Boolean
overload: TinyLife.Objects.PersonLike.IsIdMatch*
- uid: TinyLife.Objects.PersonLike.IsIdMatch(System.Guid)
commentId: M:TinyLife.Objects.PersonLike.IsIdMatch(System.Guid)
id: IsIdMatch(System.Guid)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: IsIdMatch(Guid)
nameWithType: PersonLike.IsIdMatch(Guid)
fullName: TinyLife.Objects.PersonLike.IsIdMatch(System.Guid)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns whether this person's or any entry in their ID history () matches the passed.
To compare whether two people are an ID match, use .
example: []
syntax:
content: public bool IsIdMatch(Guid id)
parameters:
- id: id
type: System.Guid
description: The id to compare this person's ids to
return:
type: System.Boolean
description: Whether any of this person's id match
content.vb: Public Function IsIdMatch(id As Guid) As Boolean
overload: TinyLife.Objects.PersonLike.IsIdMatch*
- uid: TinyLife.Objects.PersonLike.FaceObject(TinyLife.Objects.MapObject,TinyLife.Objects.ActionSpot)
commentId: M:TinyLife.Objects.PersonLike.FaceObject(TinyLife.Objects.MapObject,TinyLife.Objects.ActionSpot)
id: FaceObject(TinyLife.Objects.MapObject,TinyLife.Objects.ActionSpot)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: FaceObject(MapObject, ActionSpot)
nameWithType: PersonLike.FaceObject(MapObject, ActionSpot)
fullName: TinyLife.Objects.PersonLike.FaceObject(TinyLife.Objects.MapObject, TinyLife.Objects.ActionSpot)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
A utility method that causes this person> to face in the direction of the given obj
(and optionally its specific ).
This method returns false if this person is occupying a furniture object, or if they're standing in the same location as the obj
.
example: []
syntax:
content: public bool FaceObject(MapObject obj, ActionSpot spot = null)
parameters:
- id: obj
type: TinyLife.Objects.MapObject
- id: spot
type: TinyLife.Objects.ActionSpot
return:
type: System.Boolean
description: Whether it was possible to face in the object's direction.
content.vb: Public Function FaceObject(obj As MapObject, spot As ActionSpot = Nothing) As Boolean
overload: TinyLife.Objects.PersonLike.FaceObject*
- uid: TinyLife.Objects.PersonLike.GetPersonalitySkillBoost(TinyLife.Skills.SkillType)
commentId: M:TinyLife.Objects.PersonLike.GetPersonalitySkillBoost(TinyLife.Skills.SkillType)
id: GetPersonalitySkillBoost(TinyLife.Skills.SkillType)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetPersonalitySkillBoost(SkillType)
nameWithType: PersonLike.GetPersonalitySkillBoost(SkillType)
fullName: TinyLife.Objects.PersonLike.GetPersonalitySkillBoost(TinyLife.Skills.SkillType)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns a modifier that skills with the given should be boosted by, based on this person's .
This method is used by .
example: []
syntax:
content: public virtual float GetPersonalitySkillBoost(SkillType skill)
parameters:
- id: skill
type: TinyLife.Skills.SkillType
description: The skill category whose personality skill boost to return
return:
type: System.Single
description: A modifier that skills should be boosted by
content.vb: Public Overridable Function GetPersonalitySkillBoost(skill As SkillType) As Single
overload: TinyLife.Objects.PersonLike.GetPersonalitySkillBoost*
- uid: TinyLife.Objects.PersonLike.GetEmotionSkillBoost(TinyLife.Skills.SkillType)
commentId: M:TinyLife.Objects.PersonLike.GetEmotionSkillBoost(TinyLife.Skills.SkillType)
id: GetEmotionSkillBoost(TinyLife.Skills.SkillType)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetEmotionSkillBoost(SkillType)
nameWithType: PersonLike.GetEmotionSkillBoost(SkillType)
fullName: TinyLife.Objects.PersonLike.GetEmotionSkillBoost(TinyLife.Skills.SkillType)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns a modifier that skills with the given should be boosted by, based on this person's current .
This method is used by , and is also used to display the emotion image in the skills menu.
example: []
syntax:
content: public virtual float GetEmotionSkillBoost(SkillType skill)
parameters:
- id: skill
type: TinyLife.Skills.SkillType
description: ''
return:
type: System.Single
description: ''
content.vb: Public Overridable Function GetEmotionSkillBoost(skill As SkillType) As Single
overload: TinyLife.Objects.PersonLike.GetEmotionSkillBoost*
- uid: TinyLife.Objects.PersonLike.GetCurrentGoals
commentId: M:TinyLife.Objects.PersonLike.GetCurrentGoals
id: GetCurrentGoals
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetCurrentGoals()
nameWithType: PersonLike.GetCurrentGoals()
fullName: TinyLife.Objects.PersonLike.GetCurrentGoals()
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns a set of objects that this person is currently working on.
To add more current goals, use .
example: []
syntax:
content: public virtual List GetCurrentGoals()
return:
type: System.Collections.Generic.List{TinyLife.Goals.IGoalTriggerable}
description: This person's current goals
content.vb: Public Overridable Function GetCurrentGoals() As List(Of IGoalTriggerable)
overload: TinyLife.Objects.PersonLike.GetCurrentGoals*
- uid: TinyLife.Objects.PersonLike.EarnMoney(System.Single,System.Object)
commentId: M:TinyLife.Objects.PersonLike.EarnMoney(System.Single,System.Object)
id: EarnMoney(System.Single,System.Object)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: EarnMoney(float, object)
nameWithType: PersonLike.EarnMoney(float, object)
fullName: TinyLife.Objects.PersonLike.EarnMoney(float, object)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Causes this person's to be increased, but additionally triggers the .
This method should only be used if the money is earned in a "manual" way, like when selling a homemade painting or publishing a book.
example: []
syntax:
content: public virtual void EarnMoney(float money, object triggerObject)
parameters:
- id: money
type: System.Single
description: The money to earn.
- id: triggerObject
type: System.Object
description: The object that caused the money to be earned, which is passed to . Note that this needs to be compatible with the 's .
content.vb: Public Overridable Sub EarnMoney(money As Single, triggerObject As Object)
overload: TinyLife.Objects.PersonLike.EarnMoney*
nameWithType.vb: PersonLike.EarnMoney(Single, Object)
fullName.vb: TinyLife.Objects.PersonLike.EarnMoney(Single, Object)
name.vb: EarnMoney(Single, Object)
- uid: TinyLife.Objects.PersonLike.AddMemory``1(TinyLife.Goals.MemoryType,TinyLife.Actions.ActionInfo,System.Int32,System.Nullable{System.TimeSpan})
commentId: M:TinyLife.Objects.PersonLike.AddMemory``1(TinyLife.Goals.MemoryType,TinyLife.Actions.ActionInfo,System.Int32,System.Nullable{System.TimeSpan})
id: AddMemory``1(TinyLife.Goals.MemoryType,TinyLife.Actions.ActionInfo,System.Int32,System.Nullable{System.TimeSpan})
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: AddMemory(MemoryType, ActionInfo, int, TimeSpan?)
nameWithType: PersonLike.AddMemory(MemoryType, ActionInfo, int, TimeSpan?)
fullName: TinyLife.Objects.PersonLike.AddMemory(TinyLife.Goals.MemoryType, TinyLife.Actions.ActionInfo, int, System.TimeSpan?)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Adds a to the list of this person.
example: []
syntax:
content: 'public virtual T AddMemory(MemoryType type, ActionInfo info, int toKeep = 0, TimeSpan? timeOccured = null) where T : Memory'
parameters:
- id: type
type: TinyLife.Goals.MemoryType
description: The type of memory to add.
- id: info
type: TinyLife.Actions.ActionInfo
description: The action info to attach to this memory, or null to use .
- id: toKeep
type: System.Int32
description: An amount of memories of the given type
to keep, also counting the newly added one. Oldest memories will be removed first.
- id: timeOccured
type: System.Nullable{System.TimeSpan}
description: The time that this memory occured on, or null to use .
typeParameters:
- id: T
return:
type: '{T}'
description: The added memory.
content.vb: Public Overridable Function AddMemory(Of T As Memory)(type As MemoryType, info As ActionInfo, toKeep As Integer = 0, timeOccured As TimeSpan? = Nothing) As T
overload: TinyLife.Objects.PersonLike.AddMemory*
nameWithType.vb: PersonLike.AddMemory(Of T)(MemoryType, ActionInfo, Integer, TimeSpan?)
fullName.vb: TinyLife.Objects.PersonLike.AddMemory(Of T)(TinyLife.Goals.MemoryType, TinyLife.Actions.ActionInfo, Integer, System.TimeSpan?)
name.vb: AddMemory(Of T)(MemoryType, ActionInfo, Integer, TimeSpan?)
- uid: TinyLife.Objects.PersonLike.GetMemories``1(TinyLife.Goals.MemoryType)
commentId: M:TinyLife.Objects.PersonLike.GetMemories``1(TinyLife.Goals.MemoryType)
id: GetMemories``1(TinyLife.Goals.MemoryType)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetMemories(MemoryType)
nameWithType: PersonLike.GetMemories(MemoryType)
fullName: TinyLife.Objects.PersonLike.GetMemories(TinyLife.Goals.MemoryType)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Returns all instances that this person currently tracks that match the given .
example: []
syntax:
content: 'public virtual IEnumerable GetMemories(MemoryType type) where T : Memory'
parameters:
- id: type
type: TinyLife.Goals.MemoryType
description: The memory type to match.
typeParameters:
- id: T
return:
type: System.Collections.Generic.IEnumerable{{T}}
description: The memories of the given type.
content.vb: Public Overridable Function GetMemories(Of T As Memory)(type As MemoryType) As IEnumerable(Of T)
overload: TinyLife.Objects.PersonLike.GetMemories*
nameWithType.vb: PersonLike.GetMemories(Of T)(MemoryType)
fullName.vb: TinyLife.Objects.PersonLike.GetMemories(Of T)(TinyLife.Goals.MemoryType)
name.vb: GetMemories(Of T)(MemoryType)
- uid: TinyLife.Objects.PersonLike.GetMemories``2(System.Collections.Generic.IDictionary{``0,TinyLife.Goals.MemoryType})
commentId: M:TinyLife.Objects.PersonLike.GetMemories``2(System.Collections.Generic.IDictionary{``0,TinyLife.Goals.MemoryType})
id: GetMemories``2(System.Collections.Generic.IDictionary{``0,TinyLife.Goals.MemoryType})
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetMemories(IDictionary)
nameWithType: PersonLike.GetMemories(IDictionary)
fullName: TinyLife.Objects.PersonLike.GetMemories(System.Collections.Generic.IDictionary)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Returns all instances that this person currently tracks that match the given set of .
example: []
syntax:
content: 'public virtual IEnumerable<(TKey Key, TMem Memory)> GetMemories(IDictionary types) where TMem : Memory'
parameters:
- id: types
type: System.Collections.Generic.IDictionary{{TKey},TinyLife.Goals.MemoryType}
description: The memory types to match.
typeParameters:
- id: TKey
- id: TMem
return:
type: System.Collections.Generic.IEnumerable{System.ValueTuple{{TKey},{TMem}}}
description: The memories of the given types.
content.vb: Public Overridable Function GetMemories(Of TKey, TMem As Memory)(types As IDictionary(Of TKey, MemoryType)) As IEnumerable(Of (Key As TKey, Memory As TMem))
overload: TinyLife.Objects.PersonLike.GetMemories*
nameWithType.vb: PersonLike.GetMemories(Of TKey, TMem)(IDictionary(Of TKey, MemoryType))
fullName.vb: TinyLife.Objects.PersonLike.GetMemories(Of TKey, TMem)(System.Collections.Generic.IDictionary(Of TKey, TinyLife.Goals.MemoryType))
name.vb: GetMemories(Of TKey, TMem)(IDictionary(Of TKey, MemoryType))
- uid: TinyLife.Objects.PersonLike.RemoveMemory``1(TinyLife.Goals.MemoryType,System.Int32,System.Func{``0,System.Boolean})
commentId: M:TinyLife.Objects.PersonLike.RemoveMemory``1(TinyLife.Goals.MemoryType,System.Int32,System.Func{``0,System.Boolean})
id: RemoveMemory``1(TinyLife.Goals.MemoryType,System.Int32,System.Func{``0,System.Boolean})
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: RemoveMemory(MemoryType, int, Func)
nameWithType: PersonLike.RemoveMemory(MemoryType, int, Func)
fullName: TinyLife.Objects.PersonLike.RemoveMemory(TinyLife.Goals.MemoryType, int, System.Func)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Removes all instances of the given type T
and from this person's collection, and returns the amount of memories removed.
example: []
syntax:
content: 'public virtual int RemoveMemory(MemoryType type, int toKeep = 0, Func condition = null) where T : Memory'
parameters:
- id: type
type: TinyLife.Goals.MemoryType
description: The memory type to match.
- id: toKeep
type: System.Int32
description: An amount of memories of the given type
to keep. Oldest memories will be removed first.
- id: condition
type: System.Func{{T},System.Boolean}
description: An additional condition to determine whether memories should be included in the search.
typeParameters:
- id: T
return:
type: System.Int32
description: How many memories were removed.
content.vb: Public Overridable Function RemoveMemory(Of T As Memory)(type As MemoryType, toKeep As Integer = 0, condition As Func(Of T, Boolean) = Nothing) As Integer
overload: TinyLife.Objects.PersonLike.RemoveMemory*
nameWithType.vb: PersonLike.RemoveMemory(Of T)(MemoryType, Integer, Func(Of T, Boolean))
fullName.vb: TinyLife.Objects.PersonLike.RemoveMemory(Of T)(TinyLife.Goals.MemoryType, Integer, System.Func(Of T, Boolean))
name.vb: RemoveMemory(Of T)(MemoryType, Integer, Func(Of T, Boolean))
- uid: TinyLife.Objects.PersonLike.GetTimeSinceMemory``1(TinyLife.Goals.MemoryType,System.Func{``0,System.Boolean})
commentId: M:TinyLife.Objects.PersonLike.GetTimeSinceMemory``1(TinyLife.Goals.MemoryType,System.Func{``0,System.Boolean})
id: GetTimeSinceMemory``1(TinyLife.Goals.MemoryType,System.Func{``0,System.Boolean})
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetTimeSinceMemory(MemoryType, Func)
nameWithType: PersonLike.GetTimeSinceMemory(MemoryType, Func)
fullName: TinyLife.Objects.PersonLike.GetTimeSinceMemory(TinyLife.Goals.MemoryType, System.Func)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns the time since a memory of the given has occured.
If there are multiple memories of the given type, the minimum time is returned. If there is no memory of the given type, null is returned.
example: []
syntax:
content: 'public virtual TimeSpan? GetTimeSinceMemory(MemoryType type, Func condition = null) where T : Memory'
parameters:
- id: type
type: TinyLife.Goals.MemoryType
description: The memory type to query.
- id: condition
type: System.Func{{T},System.Boolean}
description: An additional condition to determine whether memories should be included in the search.
typeParameters:
- id: T
return:
type: System.Nullable{System.TimeSpan}
description: The time since the given memory type.
content.vb: Public Overridable Function GetTimeSinceMemory(Of T As Memory)(type As MemoryType, condition As Func(Of T, Boolean) = Nothing) As TimeSpan?
overload: TinyLife.Objects.PersonLike.GetTimeSinceMemory*
nameWithType.vb: PersonLike.GetTimeSinceMemory(Of T)(MemoryType, Func(Of T, Boolean))
fullName.vb: TinyLife.Objects.PersonLike.GetTimeSinceMemory(Of T)(TinyLife.Goals.MemoryType, System.Func(Of T, Boolean))
name.vb: GetTimeSinceMemory(Of T)(MemoryType, Func(Of T, Boolean))
- uid: TinyLife.Objects.PersonLike.GetTimeSinceMemory``1(TinyLife.Goals.MemoryType[])
commentId: M:TinyLife.Objects.PersonLike.GetTimeSinceMemory``1(TinyLife.Goals.MemoryType[])
id: GetTimeSinceMemory``1(TinyLife.Goals.MemoryType[])
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetTimeSinceMemory(params MemoryType[])
nameWithType: PersonLike.GetTimeSinceMemory(params MemoryType[])
fullName: TinyLife.Objects.PersonLike.GetTimeSinceMemory(params TinyLife.Goals.MemoryType[])
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns the time since a memory of one of the given values has occured.
If there are multiple memories that match the given types, the minimum time is returned. If there is no memory of any of the given types, null is returned.
example: []
syntax:
content: 'public virtual TimeSpan? GetTimeSinceMemory(params MemoryType[] types) where T : Memory'
parameters:
- id: types
type: TinyLife.Goals.MemoryType[]
description: The memory types to query.
typeParameters:
- id: T
return:
type: System.Nullable{System.TimeSpan}
description: The time since the given memory type.
content.vb: Public Overridable Function GetTimeSinceMemory(Of T As Memory)(ParamArray types As MemoryType()) As TimeSpan?
overload: TinyLife.Objects.PersonLike.GetTimeSinceMemory*
nameWithType.vb: PersonLike.GetTimeSinceMemory(Of T)(ParamArray MemoryType())
fullName.vb: TinyLife.Objects.PersonLike.GetTimeSinceMemory(Of T)(ParamArray TinyLife.Goals.MemoryType())
name.vb: GetTimeSinceMemory(Of T)(ParamArray MemoryType())
- uid: TinyLife.Objects.PersonLike.GoToExitRoad(Microsoft.Xna.Framework.Vector2)
commentId: M:TinyLife.Objects.PersonLike.GoToExitRoad(Microsoft.Xna.Framework.Vector2)
id: GoToExitRoad(Microsoft.Xna.Framework.Vector2)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GoToExitRoad(Vector2)
nameWithType: PersonLike.GoToExitRoad(Vector2)
fullName: TinyLife.Objects.PersonLike.GoToExitRoad(Microsoft.Xna.Framework.Vector2)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Teleports this person to the nearest exit road using .
example: []
syntax:
content: public virtual void GoToExitRoad(Vector2 closestPosition)
parameters:
- id: closestPosition
type: Microsoft.Xna.Framework.Vector2
content.vb: Public Overridable Sub GoToExitRoad(closestPosition As Vector2)
overload: TinyLife.Objects.PersonLike.GoToExitRoad*
- uid: TinyLife.Objects.PersonLike.GetAction``1(System.Guid,System.Boolean)
commentId: M:TinyLife.Objects.PersonLike.GetAction``1(System.Guid,System.Boolean)
id: GetAction``1(System.Guid,System.Boolean)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetAction(Guid, bool)
nameWithType: PersonLike.GetAction(Guid, bool)
fullName: TinyLife.Objects.PersonLike.GetAction(System.Guid, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Returns the action in this person's set whose matches the given id
and the given type T
.
example: []
syntax:
content: 'public T GetAction(Guid id, bool regardChildren = false) where T : Action'
parameters:
- id: id
type: System.Guid
description: The id of the action to query.
- id: regardChildren
type: System.Boolean
description: Whether child actions should be queried. If this is true, is used.
typeParameters:
- id: T
description: The type of action to find and return.
return:
type: '{T}'
description: The action with the given id
and type T
, or null if none are found.
content.vb: Public Function GetAction(Of T As Action)(id As Guid, regardChildren As Boolean = False) As T
overload: TinyLife.Objects.PersonLike.GetAction*
nameWithType.vb: PersonLike.GetAction(Of T)(Guid, Boolean)
fullName.vb: TinyLife.Objects.PersonLike.GetAction(Of T)(System.Guid, Boolean)
name.vb: GetAction(Of T)(Guid, Boolean)
- uid: TinyLife.Objects.PersonLike.SetPregnancyStatus(System.Int32,System.Guid,System.Boolean)
commentId: M:TinyLife.Objects.PersonLike.SetPregnancyStatus(System.Int32,System.Guid,System.Boolean)
id: SetPregnancyStatus(System.Int32,System.Guid,System.Boolean)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: SetPregnancyStatus(int, Guid, bool)
nameWithType: PersonLike.SetPregnancyStatus(int, Guid, bool)
fullName: TinyLife.Objects.PersonLike.SetPregnancyStatus(int, System.Guid, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Sets this person's pregnancy status to the given parameters. This person's , as well as their will be set. If memories
is true, the memory will be removed, and the memory will be added if hours
is greater than 0.
example: []
syntax:
content: public virtual void SetPregnancyStatus(int hours, Guid partner, bool memories = true)
parameters:
- id: hours
type: System.Int32
description: The amount of hours this person should be pregnant for at the minimum.
- id: partner
type: System.Guid
description: The of this person's pregnancy partner.
- id: memories
type: System.Boolean
description: Whether the appropriate instances should be added to this person.
content.vb: Public Overridable Sub SetPregnancyStatus(hours As Integer, partner As Guid, memories As Boolean = True)
overload: TinyLife.Objects.PersonLike.SetPregnancyStatus*
nameWithType.vb: PersonLike.SetPregnancyStatus(Integer, Guid, Boolean)
fullName.vb: TinyLife.Objects.PersonLike.SetPregnancyStatus(Integer, System.Guid, Boolean)
name.vb: SetPregnancyStatus(Integer, Guid, Boolean)
- uid: TinyLife.Objects.PersonLike.SetAnimationsPortraitDirty
commentId: M:TinyLife.Objects.PersonLike.SetAnimationsPortraitDirty
id: SetAnimationsPortraitDirty
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: SetAnimationsPortraitDirty()
nameWithType: PersonLike.SetAnimationsPortraitDirty()
fullName: TinyLife.Objects.PersonLike.SetAnimationsPortraitDirty()
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Causes this person's and to be marked dirty, which will cause them to be regenerated when next accessed.
example: []
syntax:
content: public virtual void SetAnimationsPortraitDirty()
content.vb: Public Overridable Sub SetAnimationsPortraitDirty()
overload: TinyLife.Objects.PersonLike.SetAnimationsPortraitDirty*
- uid: TinyLife.Objects.PersonLike.ImportAtExitRoad(TinyLife.World.Map,TinyLife.Utilities.AppliedMigrations)
commentId: M:TinyLife.Objects.PersonLike.ImportAtExitRoad(TinyLife.World.Map,TinyLife.Utilities.AppliedMigrations)
id: ImportAtExitRoad(TinyLife.World.Map,TinyLife.Utilities.AppliedMigrations)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: ImportAtExitRoad(Map, AppliedMigrations)
nameWithType: PersonLike.ImportAtExitRoad(Map, AppliedMigrations)
fullName: TinyLife.Objects.PersonLike.ImportAtExitRoad(TinyLife.World.Map, TinyLife.Utilities.AppliedMigrations)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Imports this person at a nearby exit road, additionally validating them, setting a new for them and adding them to the given map
.
example: []
syntax:
content: public virtual void ImportAtExitRoad(Map map, AppliedMigrations appliedMigrations)
parameters:
- id: map
type: TinyLife.World.Map
description: The map to import on.
- id: appliedMigrations
type: TinyLife.Utilities.AppliedMigrations
description: The set of migrations that have already been applied for this object.
content.vb: Public Overridable Sub ImportAtExitRoad(map As Map, appliedMigrations As AppliedMigrations)
overload: TinyLife.Objects.PersonLike.ImportAtExitRoad*
- uid: TinyLife.Objects.PersonLike.GoToRandomHomeLocation
commentId: M:TinyLife.Objects.PersonLike.GoToRandomHomeLocation
id: GoToRandomHomeLocation
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GoToRandomHomeLocation()
nameWithType: PersonLike.GoToRandomHomeLocation()
fullName: TinyLife.Objects.PersonLike.GoToRandomHomeLocation()
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Causes this person to teleport to a random location close to their 's home location ().
Note that this method expects this person's to be the same as the 's .
example: []
syntax:
content: public virtual void GoToRandomHomeLocation()
content.vb: Public Overridable Sub GoToRandomHomeLocation()
overload: TinyLife.Objects.PersonLike.GoToRandomHomeLocation*
- uid: TinyLife.Objects.PersonLike.ShouldDrawHeldItem
commentId: M:TinyLife.Objects.PersonLike.ShouldDrawHeldItem
id: ShouldDrawHeldItem
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: ShouldDrawHeldItem()
nameWithType: PersonLike.ShouldDrawHeldItem()
fullName: TinyLife.Objects.PersonLike.ShouldDrawHeldItem()
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Returns whether or not to draw this person's held object at the given time, whicih is used by for drawing.
example: []
syntax:
content: public virtual bool ShouldDrawHeldItem()
return:
type: System.Boolean
description: Whether or not to draw this person's held object.
content.vb: Public Overridable Function ShouldDrawHeldItem() As Boolean
overload: TinyLife.Objects.PersonLike.ShouldDrawHeldItem*
- uid: TinyLife.Objects.PersonLike.GetHeldItemDrawOffset(System.Boolean)
commentId: M:TinyLife.Objects.PersonLike.GetHeldItemDrawOffset(System.Boolean)
id: GetHeldItemDrawOffset(System.Boolean)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetHeldItemDrawOffset(bool)
nameWithType: PersonLike.GetHeldItemDrawOffset(bool)
fullName: TinyLife.Objects.PersonLike.GetHeldItemDrawOffset(bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Returns this person's held item's draw offset, which is used by for drawing.
example: []
syntax:
content: public virtual Vector2 GetHeldItemDrawOffset(bool includeItemOffsets)
parameters:
- id: includeItemOffsets
type: System.Boolean
return:
type: Microsoft.Xna.Framework.Vector2
description: This person's held item's draw offset.
content.vb: Public Overridable Function GetHeldItemDrawOffset(includeItemOffsets As Boolean) As Vector2
overload: TinyLife.Objects.PersonLike.GetHeldItemDrawOffset*
nameWithType.vb: PersonLike.GetHeldItemDrawOffset(Boolean)
fullName.vb: TinyLife.Objects.PersonLike.GetHeldItemDrawOffset(Boolean)
name.vb: GetHeldItemDrawOffset(Boolean)
- uid: TinyLife.Objects.PersonLike.GetHeldItemDepthOffset
commentId: M:TinyLife.Objects.PersonLike.GetHeldItemDepthOffset
id: GetHeldItemDepthOffset
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetHeldItemDepthOffset()
nameWithType: PersonLike.GetHeldItemDepthOffset()
fullName: TinyLife.Objects.PersonLike.GetHeldItemDepthOffset()
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Returns this person's held item's depth offset, which is used by for drawing.
example: []
syntax:
content: public virtual float GetHeldItemDepthOffset()
return:
type: System.Single
description: This person's held item's depth offset.
content.vb: Public Overridable Function GetHeldItemDepthOffset() As Single
overload: TinyLife.Objects.PersonLike.GetHeldItemDepthOffset*
- uid: TinyLife.Objects.PersonLike.GetPivot
commentId: M:TinyLife.Objects.PersonLike.GetPivot
id: GetPivot
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetPivot()
nameWithType: PersonLike.GetPivot()
fullName: TinyLife.Objects.PersonLike.GetPivot()
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Returns this person's screen-space pivot position, based on the current animation frame.
example: []
syntax:
content: public virtual Vector2 GetPivot()
return:
type: Microsoft.Xna.Framework.Vector2
description: This person's screen-space pivot position.
content.vb: Public Overridable Function GetPivot() As Vector2
overload: TinyLife.Objects.PersonLike.GetPivot*
- uid: TinyLife.Objects.PersonLike.CanExecuteAction(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean)
commentId: M:TinyLife.Objects.PersonLike.CanExecuteAction(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean)
id: CanExecuteAction(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: CanExecuteAction(ActionType, ActionInfo, bool)
nameWithType: PersonLike.CanExecuteAction(ActionType, ActionInfo, bool)
fullName: TinyLife.Objects.PersonLike.CanExecuteAction(TinyLife.Actions.ActionType, TinyLife.Actions.ActionInfo, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns the given action type
's delegate's result and also checks additional conditions like , , and .
This method additionally catches and handles any exceptions by printing them out as a notification to the player.
example: []
syntax:
content: public virtual CanExecuteResult CanExecuteAction(ActionType type, ActionInfo info, bool automatic)
parameters:
- id: type
type: TinyLife.Actions.ActionType
description: The action to execute.
- id: info
type: TinyLife.Actions.ActionInfo
description: The action info
- id: automatic
type: System.Boolean
description: Whether the action is automatically executed
return:
type: TinyLife.Actions.CanExecuteResult
description: A that represents whether the action can be executed right now
content.vb: Public Overridable Function CanExecuteAction(type As ActionType, info As ActionInfo, automatic As Boolean) As CanExecuteResult
overload: TinyLife.Objects.PersonLike.CanExecuteAction*
nameWithType.vb: PersonLike.CanExecuteAction(ActionType, ActionInfo, Boolean)
fullName.vb: TinyLife.Objects.PersonLike.CanExecuteAction(TinyLife.Actions.ActionType, TinyLife.Actions.ActionInfo, Boolean)
name.vb: CanExecuteAction(ActionType, ActionInfo, Boolean)
- uid: TinyLife.Objects.PersonLike.GetValidClothes(TinyLife.Objects.ClothesLayer)
commentId: M:TinyLife.Objects.PersonLike.GetValidClothes(TinyLife.Objects.ClothesLayer)
id: GetValidClothes(TinyLife.Objects.ClothesLayer)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetValidClothes(ClothesLayer)
nameWithType: PersonLike.GetValidClothes(ClothesLayer)
fullName: TinyLife.Objects.PersonLike.GetValidClothes(TinyLife.Objects.ClothesLayer)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Returns the clothes from the registry that match the given that this person can wear, based on their and other factors.
example: []
syntax:
content: public virtual IEnumerable GetValidClothes(ClothesLayer layer)
parameters:
- id: layer
type: TinyLife.Objects.ClothesLayer
description: The layer
return:
type: System.Collections.Generic.IEnumerable{TinyLife.Objects.Clothes}
description: The clothes that match
content.vb: Public Overridable Function GetValidClothes(layer As ClothesLayer) As IEnumerable(Of Clothes)
overload: TinyLife.Objects.PersonLike.GetValidClothes*
- uid: TinyLife.Objects.PersonLike.CanApplyPersonality(TinyLife.PersonalityType)
commentId: M:TinyLife.Objects.PersonLike.CanApplyPersonality(TinyLife.PersonalityType)
id: CanApplyPersonality(TinyLife.PersonalityType)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: CanApplyPersonality(PersonalityType)
nameWithType: PersonLike.CanApplyPersonality(PersonalityType)
fullName: TinyLife.Objects.PersonLike.CanApplyPersonality(TinyLife.PersonalityType)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns whether the given personality type
can be applied to this person.
The return value is determined by this person's existing and the personality type's and value.
example: []
syntax:
content: public virtual bool CanApplyPersonality(PersonalityType type)
parameters:
- id: type
type: TinyLife.PersonalityType
return:
type: System.Boolean
description: Whether the personality type can apply to this person.
content.vb: Public Overridable Function CanApplyPersonality(type As PersonalityType) As Boolean
overload: TinyLife.Objects.PersonLike.CanApplyPersonality*
- uid: TinyLife.Objects.PersonLike.HasRecentlyFailed(TinyLife.Actions.ActionType,System.Single)
commentId: M:TinyLife.Objects.PersonLike.HasRecentlyFailed(TinyLife.Actions.ActionType,System.Single)
id: HasRecentlyFailed(TinyLife.Actions.ActionType,System.Single)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: HasRecentlyFailed(ActionType, float)
nameWithType: PersonLike.HasRecentlyFailed(ActionType, float)
fullName: TinyLife.Objects.PersonLike.HasRecentlyFailed(TinyLife.Actions.ActionType, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns whether an action of the given type
has recently failed for this person.
A failed action is one that has returned the completion type in its method.
example: []
syntax:
content: public virtual bool HasRecentlyFailed(ActionType type, float hours = 1)
parameters:
- id: type
type: TinyLife.Actions.ActionType
description: The action type to query.
- id: hours
type: System.Single
description: The amount of hours that have to have passed since the last failure (if there is one) for this method to return false. Defaults to 1.
return:
type: System.Boolean
description: Whether the given action type
has recently failed.
content.vb: Public Overridable Function HasRecentlyFailed(type As ActionType, hours As Single = 1) As Boolean
overload: TinyLife.Objects.PersonLike.HasRecentlyFailed*
nameWithType.vb: PersonLike.HasRecentlyFailed(ActionType, Single)
fullName.vb: TinyLife.Objects.PersonLike.HasRecentlyFailed(TinyLife.Actions.ActionType, Single)
name.vb: HasRecentlyFailed(ActionType, Single)
- uid: TinyLife.Objects.PersonLike.CanTakeOff(TinyLife.Objects.ClothesLayer)
commentId: M:TinyLife.Objects.PersonLike.CanTakeOff(TinyLife.Objects.ClothesLayer)
id: CanTakeOff(TinyLife.Objects.ClothesLayer)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: CanTakeOff(ClothesLayer)
nameWithType: PersonLike.CanTakeOff(ClothesLayer)
fullName: TinyLife.Objects.PersonLike.CanTakeOff(TinyLife.Objects.ClothesLayer)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Returns whether the given can be taken off in the character creator.
example: []
syntax:
content: public virtual bool CanTakeOff(ClothesLayer layer)
parameters:
- id: layer
type: TinyLife.Objects.ClothesLayer
description: The clothes layer
return:
type: System.Boolean
description: Whether the clothes layer can be taken off
content.vb: Public Overridable Function CanTakeOff(layer As ClothesLayer) As Boolean
overload: TinyLife.Objects.PersonLike.CanTakeOff*
- uid: TinyLife.Objects.PersonLike.MoveToMapExitRoad(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2)
commentId: M:TinyLife.Objects.PersonLike.MoveToMapExitRoad(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2)
id: MoveToMapExitRoad(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: MoveToMapExitRoad(Map, Vector2)
nameWithType: PersonLike.MoveToMapExitRoad(Map, Vector2)
fullName: TinyLife.Objects.PersonLike.MoveToMapExitRoad(TinyLife.World.Map, Microsoft.Xna.Framework.Vector2)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Causes this person to move to the given map
and sets their position to a free exit road closest to the closestPosition
.
example: []
syntax:
content: public virtual bool MoveToMapExitRoad(Map map, Vector2 closestPosition)
parameters:
- id: map
type: TinyLife.World.Map
description: The map to move to.
- id: closestPosition
type: Microsoft.Xna.Framework.Vector2
description: The position that the exit road should be closest to.
return:
type: System.Boolean
description: Whether moving this person was successful. Returns the return value of .
content.vb: Public Overridable Function MoveToMapExitRoad(map As Map, closestPosition As Vector2) As Boolean
overload: TinyLife.Objects.PersonLike.MoveToMapExitRoad*
- uid: TinyLife.Objects.PersonLike.DrawLooks(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single,TinyLife.Objects.ParentInfo,System.Nullable{Microsoft.Xna.Framework.Color},System.Single)
commentId: M:TinyLife.Objects.PersonLike.DrawLooks(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single,TinyLife.Objects.ParentInfo,System.Nullable{Microsoft.Xna.Framework.Color},System.Single)
id: DrawLooks(Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single,TinyLife.Objects.ParentInfo,System.Nullable{Microsoft.Xna.Framework.Color},System.Single)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: DrawLooks(SpriteBatch, Vector2, Vector2, float, ParentInfo, Color?, float)
nameWithType: PersonLike.DrawLooks(SpriteBatch, Vector2, Vector2, float, ParentInfo, Color?, float)
fullName: TinyLife.Objects.PersonLike.DrawLooks(Microsoft.Xna.Framework.Graphics.SpriteBatch, Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Vector2, float, TinyLife.Objects.ParentInfo, Microsoft.Xna.Framework.Color?, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Draws this person's looks in the world, which includes their clothes and shadow by default.
example: []
syntax:
content: protected virtual void DrawLooks(SpriteBatch batch, Vector2 drawPos, Vector2 depthPos, float floor, ParentInfo parent, Color? overrideColor = null, float scale = 1)
parameters:
- id: batch
type: Microsoft.Xna.Framework.Graphics.SpriteBatch
description: The sprite batch to use for drawing.
- id: drawPos
type: Microsoft.Xna.Framework.Vector2
description: The draw position in screen space.
- id: depthPos
type: Microsoft.Xna.Framework.Vector2
description: The position to use for calculating depth.
- id: floor
type: System.Single
description: The floor to draw on.
- id: parent
type: TinyLife.Objects.ParentInfo
description: This person's parent info.
- id: overrideColor
type: System.Nullable{Microsoft.Xna.Framework.Color}
description: An override color to use instead of this person's default colors.
- id: scale
type: System.Single
description: The scale to draw with.
content.vb: Protected Overridable Sub DrawLooks(batch As SpriteBatch, drawPos As Vector2, depthPos As Vector2, floor As Single, parent As ParentInfo, overrideColor As Color? = Nothing, scale As Single = 1)
overload: TinyLife.Objects.PersonLike.DrawLooks*
nameWithType.vb: PersonLike.DrawLooks(SpriteBatch, Vector2, Vector2, Single, ParentInfo, Color?, Single)
fullName.vb: TinyLife.Objects.PersonLike.DrawLooks(Microsoft.Xna.Framework.Graphics.SpriteBatch, Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Vector2, Single, TinyLife.Objects.ParentInfo, Microsoft.Xna.Framework.Color?, Single)
name.vb: DrawLooks(SpriteBatch, Vector2, Vector2, Single, ParentInfo, Color?, Single)
- uid: TinyLife.Objects.PersonLike.DrawLooksLayer(Microsoft.Xna.Framework.Graphics.SpriteBatch,MLEM.Animations.SpriteAnimation,MLEM.Textures.TextureRegion,TinyLife.Objects.WornClothes,System.Int32,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single,TinyLife.Objects.ParentInfo,Microsoft.Xna.Framework.Color,System.Single,System.Single)
commentId: M:TinyLife.Objects.PersonLike.DrawLooksLayer(Microsoft.Xna.Framework.Graphics.SpriteBatch,MLEM.Animations.SpriteAnimation,MLEM.Textures.TextureRegion,TinyLife.Objects.WornClothes,System.Int32,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single,TinyLife.Objects.ParentInfo,Microsoft.Xna.Framework.Color,System.Single,System.Single)
id: DrawLooksLayer(Microsoft.Xna.Framework.Graphics.SpriteBatch,MLEM.Animations.SpriteAnimation,MLEM.Textures.TextureRegion,TinyLife.Objects.WornClothes,System.Int32,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Vector2,System.Single,TinyLife.Objects.ParentInfo,Microsoft.Xna.Framework.Color,System.Single,System.Single)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: DrawLooksLayer(SpriteBatch, SpriteAnimation, TextureRegion, WornClothes, int, Vector2, Vector2, float, ParentInfo, Color, float, float)
nameWithType: PersonLike.DrawLooksLayer(SpriteBatch, SpriteAnimation, TextureRegion, WornClothes, int, Vector2, Vector2, float, ParentInfo, Color, float, float)
fullName: TinyLife.Objects.PersonLike.DrawLooksLayer(Microsoft.Xna.Framework.Graphics.SpriteBatch, MLEM.Animations.SpriteAnimation, MLEM.Textures.TextureRegion, TinyLife.Objects.WornClothes, int, Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Vector2, float, TinyLife.Objects.ParentInfo, Microsoft.Xna.Framework.Color, float, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Draws the given layer of this person's looks in the world.
This method is invoked several times in .
example: []
syntax:
content: protected virtual void DrawLooksLayer(SpriteBatch batch, SpriteAnimation animation, TextureRegion region, WornClothes clothes, int layerIndex, Vector2 drawPos, Vector2 depthPos, float floor, ParentInfo parent, Color color, float scale, float depthOffset)
parameters:
- id: batch
type: Microsoft.Xna.Framework.Graphics.SpriteBatch
description: The sprite batch to use for drawing.
- id: animation
type: MLEM.Animations.SpriteAnimation
description: The animation to draw.
- id: region
type: MLEM.Textures.TextureRegion
description: The texture region of the animation
to draw.
- id: clothes
type: TinyLife.Objects.WornClothes
description: The clothes to draw.
- id: layerIndex
type: System.Int32
description: The index that this layer is on.
- id: drawPos
type: Microsoft.Xna.Framework.Vector2
description: The draw position in screen space.
- id: depthPos
type: Microsoft.Xna.Framework.Vector2
description: The position to use for calculating depth.
- id: floor
type: System.Single
description: The floor to draw on.
- id: parent
type: TinyLife.Objects.ParentInfo
description: This person's parent info.
- id: color
type: Microsoft.Xna.Framework.Color
description: The color to draw with.
- id: scale
type: System.Single
description: The scale to draw with.
- id: depthOffset
type: System.Single
description: The depth offset to draw with.
content.vb: Protected Overridable Sub DrawLooksLayer(batch As SpriteBatch, animation As SpriteAnimation, region As TextureRegion, clothes As WornClothes, layerIndex As Integer, drawPos As Vector2, depthPos As Vector2, floor As Single, parent As ParentInfo, color As Color, scale As Single, depthOffset As Single)
overload: TinyLife.Objects.PersonLike.DrawLooksLayer*
nameWithType.vb: PersonLike.DrawLooksLayer(SpriteBatch, SpriteAnimation, TextureRegion, WornClothes, Integer, Vector2, Vector2, Single, ParentInfo, Color, Single, Single)
fullName.vb: TinyLife.Objects.PersonLike.DrawLooksLayer(Microsoft.Xna.Framework.Graphics.SpriteBatch, MLEM.Animations.SpriteAnimation, MLEM.Textures.TextureRegion, TinyLife.Objects.WornClothes, Integer, Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Vector2, Single, TinyLife.Objects.ParentInfo, Microsoft.Xna.Framework.Color, Single, Single)
name.vb: DrawLooksLayer(SpriteBatch, SpriteAnimation, TextureRegion, WornClothes, Integer, Vector2, Vector2, Single, ParentInfo, Color, Single, Single)
- uid: TinyLife.Objects.PersonLike.OnRoomCheck
commentId: M:TinyLife.Objects.PersonLike.OnRoomCheck
id: OnRoomCheck
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnRoomCheck()
nameWithType: PersonLike.OnRoomCheck()
fullName: TinyLife.Objects.PersonLike.OnRoomCheck()
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
A method that is invoked in when the timer to check information about the has elapsed in .
By default, various emotion modifiers are applied based on various conditions.
example: []
syntax:
content: protected virtual void OnRoomCheck()
content.vb: Protected Overridable Sub OnRoomCheck()
overload: TinyLife.Objects.PersonLike.OnRoomCheck*
- uid: TinyLife.Objects.PersonLike.UpdateAnimations(System.TimeSpan,System.Single)
commentId: M:TinyLife.Objects.PersonLike.UpdateAnimations(System.TimeSpan,System.Single)
id: UpdateAnimations(System.TimeSpan,System.Single)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: UpdateAnimations(TimeSpan, float)
nameWithType: PersonLike.UpdateAnimations(TimeSpan, float)
fullName: TinyLife.Objects.PersonLike.UpdateAnimations(System.TimeSpan, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: A method called in , as well as when this person's rotation changes in to update this person's animation data to the proper state for the current update frame.
example: []
syntax:
content: protected virtual void UpdateAnimations(TimeSpan elapsedGameTime, float speedMultiplier)
parameters:
- id: elapsedGameTime
type: System.TimeSpan
description: The amount of time elapsed since the last animation update.
- id: speedMultiplier
type: System.Single
description: The speed multiplier.
content.vb: Protected Overridable Sub UpdateAnimations(elapsedGameTime As TimeSpan, speedMultiplier As Single)
overload: TinyLife.Objects.PersonLike.UpdateAnimations*
nameWithType.vb: PersonLike.UpdateAnimations(TimeSpan, Single)
fullName.vb: TinyLife.Objects.PersonLike.UpdateAnimations(System.TimeSpan, Single)
name.vb: UpdateAnimations(TimeSpan, Single)
- uid: TinyLife.Objects.PersonLike.UpdateSpeech(Microsoft.Xna.Framework.GameTime,System.Single)
commentId: M:TinyLife.Objects.PersonLike.UpdateSpeech(Microsoft.Xna.Framework.GameTime,System.Single)
id: UpdateSpeech(Microsoft.Xna.Framework.GameTime,System.Single)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: UpdateSpeech(GameTime, float)
nameWithType: PersonLike.UpdateSpeech(GameTime, float)
fullName: TinyLife.Objects.PersonLike.UpdateSpeech(Microsoft.Xna.Framework.GameTime, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: A method invoked in that updates this person's speech based on their .
example: []
syntax:
content: protected virtual void UpdateSpeech(GameTime time, float speedMultiplier)
parameters:
- id: time
type: Microsoft.Xna.Framework.GameTime
description: The game time.
- id: speedMultiplier
type: System.Single
description: The game's speed multiplier.
content.vb: Protected Overridable Sub UpdateSpeech(time As GameTime, speedMultiplier As Single)
overload: TinyLife.Objects.PersonLike.UpdateSpeech*
nameWithType.vb: PersonLike.UpdateSpeech(GameTime, Single)
fullName.vb: TinyLife.Objects.PersonLike.UpdateSpeech(Microsoft.Xna.Framework.GameTime, Single)
name.vb: UpdateSpeech(GameTime, Single)
- uid: TinyLife.Objects.PersonLike.UpdateEmotes(Microsoft.Xna.Framework.GameTime,System.Single)
commentId: M:TinyLife.Objects.PersonLike.UpdateEmotes(Microsoft.Xna.Framework.GameTime,System.Single)
id: UpdateEmotes(Microsoft.Xna.Framework.GameTime,System.Single)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: UpdateEmotes(GameTime, float)
nameWithType: PersonLike.UpdateEmotes(GameTime, float)
fullName: TinyLife.Objects.PersonLike.UpdateEmotes(Microsoft.Xna.Framework.GameTime, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: A method invoked in that updates this person's emotes based on their .
example: []
syntax:
content: protected virtual void UpdateEmotes(GameTime time, float speedMultiplier)
parameters:
- id: time
type: Microsoft.Xna.Framework.GameTime
description: The game time.
- id: speedMultiplier
type: System.Single
description: The game's speed multiplier.
content.vb: Protected Overridable Sub UpdateEmotes(time As GameTime, speedMultiplier As Single)
overload: TinyLife.Objects.PersonLike.UpdateEmotes*
nameWithType.vb: PersonLike.UpdateEmotes(GameTime, Single)
fullName.vb: TinyLife.Objects.PersonLike.UpdateEmotes(Microsoft.Xna.Framework.GameTime, Single)
name.vb: UpdateEmotes(GameTime, Single)
- uid: TinyLife.Objects.PersonLike.UpdatePose
commentId: M:TinyLife.Objects.PersonLike.UpdatePose
id: UpdatePose
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: UpdatePose()
nameWithType: PersonLike.UpdatePose()
fullName: TinyLife.Objects.PersonLike.UpdatePose()
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: A method invoked in that updates this person's based on their held object or person.
example: []
syntax:
content: protected virtual void UpdatePose()
content.vb: Protected Overridable Sub UpdatePose()
overload: TinyLife.Objects.PersonLike.UpdatePose*
- uid: TinyLife.Objects.PersonLike.UpdateRelationships(System.Single)
commentId: M:TinyLife.Objects.PersonLike.UpdateRelationships(System.Single)
id: UpdateRelationships(System.Single)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: UpdateRelationships(float)
nameWithType: PersonLike.UpdateRelationships(float)
fullName: TinyLife.Objects.PersonLike.UpdateRelationships(float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: A method invoked in that updates this person's relationships, like applying passive reduction.
example: []
syntax:
content: protected virtual void UpdateRelationships(float speedMultiplier)
parameters:
- id: speedMultiplier
type: System.Single
description: The game's speed multiplier.
content.vb: Protected Overridable Sub UpdateRelationships(speedMultiplier As Single)
overload: TinyLife.Objects.PersonLike.UpdateRelationships*
nameWithType.vb: PersonLike.UpdateRelationships(Single)
fullName.vb: TinyLife.Objects.PersonLike.UpdateRelationships(Single)
name.vb: UpdateRelationships(Single)
- uid: TinyLife.Objects.PersonLike.UpdateEmotions(Microsoft.Xna.Framework.GameTime,System.TimeSpan)
commentId: M:TinyLife.Objects.PersonLike.UpdateEmotions(Microsoft.Xna.Framework.GameTime,System.TimeSpan)
id: UpdateEmotions(Microsoft.Xna.Framework.GameTime,System.TimeSpan)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: UpdateEmotions(GameTime, TimeSpan)
nameWithType: PersonLike.UpdateEmotions(GameTime, TimeSpan)
fullName: TinyLife.Objects.PersonLike.UpdateEmotions(Microsoft.Xna.Framework.GameTime, System.TimeSpan)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: A method invoked in that updates this person's and resulting .
example: []
syntax:
content: protected virtual void UpdateEmotions(GameTime time, TimeSpan passedInGame)
parameters:
- id: time
type: Microsoft.Xna.Framework.GameTime
description: The game's time
- id: passedInGame
type: System.TimeSpan
description: The amount of time that has passed since the last call
content.vb: Protected Overridable Sub UpdateEmotions(time As GameTime, passedInGame As TimeSpan)
overload: TinyLife.Objects.PersonLike.UpdateEmotions*
- uid: TinyLife.Objects.PersonLike.UpdatePregnancy(System.TimeSpan)
commentId: M:TinyLife.Objects.PersonLike.UpdatePregnancy(System.TimeSpan)
id: UpdatePregnancy(System.TimeSpan)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: UpdatePregnancy(TimeSpan)
nameWithType: PersonLike.UpdatePregnancy(TimeSpan)
fullName: TinyLife.Objects.PersonLike.UpdatePregnancy(System.TimeSpan)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: A method invoked in to update this person's current pregnancy status.
example: []
syntax:
content: protected virtual void UpdatePregnancy(TimeSpan passedInGame)
parameters:
- id: passedInGame
type: System.TimeSpan
description: The amount of time that has passed since the last call
content.vb: Protected Overridable Sub UpdatePregnancy(passedInGame As TimeSpan)
overload: TinyLife.Objects.PersonLike.UpdatePregnancy*
- uid: TinyLife.Objects.PersonLike.OnNewDay
commentId: M:TinyLife.Objects.PersonLike.OnNewDay
id: OnNewDay
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnNewDay()
nameWithType: PersonLike.OnNewDay()
fullName: TinyLife.Objects.PersonLike.OnNewDay()
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: A method invoked in when a new day has just started, specifically, in the first update that occurs after midnight of this person's 's .
example: []
syntax:
content: protected virtual void OnNewDay()
content.vb: Protected Overridable Sub OnNewDay()
overload: TinyLife.Objects.PersonLike.OnNewDay*
- uid: TinyLife.Objects.PersonLike.UpdateMemories(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single)
commentId: M:TinyLife.Objects.PersonLike.UpdateMemories(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single)
id: UpdateMemories(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: UpdateMemories(GameTime, TimeSpan, float)
nameWithType: PersonLike.UpdateMemories(GameTime, TimeSpan, float)
fullName: TinyLife.Objects.PersonLike.UpdateMemories(Microsoft.Xna.Framework.GameTime, System.TimeSpan, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: A method invoked in to update this person's updating memories.
example: []
syntax:
content: protected virtual void UpdateMemories(GameTime time, TimeSpan passedInGame, float speedMultiplier)
parameters:
- id: time
type: Microsoft.Xna.Framework.GameTime
description: The game's time
- id: passedInGame
type: System.TimeSpan
description: The amount of time that has passed since the last call
- id: speedMultiplier
type: System.Single
description: The game speed multiplier, which represents how fast things should happen, which is usually determined by
content.vb: Protected Overridable Sub UpdateMemories(time As GameTime, passedInGame As TimeSpan, speedMultiplier As Single)
overload: TinyLife.Objects.PersonLike.UpdateMemories*
nameWithType.vb: PersonLike.UpdateMemories(GameTime, TimeSpan, Single)
fullName.vb: TinyLife.Objects.PersonLike.UpdateMemories(Microsoft.Xna.Framework.GameTime, System.TimeSpan, Single)
name.vb: UpdateMemories(GameTime, TimeSpan, Single)
- uid: TinyLife.Objects.PersonLike.UpdateNeeds(System.TimeSpan,System.Single)
commentId: M:TinyLife.Objects.PersonLike.UpdateNeeds(System.TimeSpan,System.Single)
id: UpdateNeeds(System.TimeSpan,System.Single)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: UpdateNeeds(TimeSpan, float)
nameWithType: PersonLike.UpdateNeeds(TimeSpan, float)
fullName: TinyLife.Objects.PersonLike.UpdateNeeds(System.TimeSpan, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: A method invoked in that updates this person's needs.
example: []
syntax:
content: protected virtual void UpdateNeeds(TimeSpan passedInGame, float speedMultiplier)
parameters:
- id: passedInGame
type: System.TimeSpan
description: The amount of time that has passed since the last call
- id: speedMultiplier
type: System.Single
description: The game speed multiplier, which represents how fast things should happen, which is usually determined by
content.vb: Protected Overridable Sub UpdateNeeds(passedInGame As TimeSpan, speedMultiplier As Single)
overload: TinyLife.Objects.PersonLike.UpdateNeeds*
nameWithType.vb: PersonLike.UpdateNeeds(TimeSpan, Single)
fullName.vb: TinyLife.Objects.PersonLike.UpdateNeeds(System.TimeSpan, Single)
name.vb: UpdateNeeds(TimeSpan, Single)
- uid: TinyLife.Objects.PersonLike.UpdateActions(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single)
commentId: M:TinyLife.Objects.PersonLike.UpdateActions(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single)
id: UpdateActions(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: UpdateActions(GameTime, TimeSpan, float)
nameWithType: PersonLike.UpdateActions(GameTime, TimeSpan, float)
fullName: TinyLife.Objects.PersonLike.UpdateActions(Microsoft.Xna.Framework.GameTime, System.TimeSpan, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: A method invoked in that updates this person's current actions, as well as their action queue.
example: []
syntax:
content: protected virtual void UpdateActions(GameTime time, TimeSpan passedInGame, float speedMultiplier)
parameters:
- id: time
type: Microsoft.Xna.Framework.GameTime
description: The game's time
- id: passedInGame
type: System.TimeSpan
description: The amount of time that has passed since the last call
- id: speedMultiplier
type: System.Single
description: The game speed multiplier, which represents how fast things should happen, which is usually determined by
content.vb: Protected Overridable Sub UpdateActions(time As GameTime, passedInGame As TimeSpan, speedMultiplier As Single)
overload: TinyLife.Objects.PersonLike.UpdateActions*
nameWithType.vb: PersonLike.UpdateActions(GameTime, TimeSpan, Single)
fullName.vb: TinyLife.Objects.PersonLike.UpdateActions(Microsoft.Xna.Framework.GameTime, System.TimeSpan, Single)
name.vb: UpdateActions(GameTime, TimeSpan, Single)
- uid: TinyLife.Objects.PersonLike.ResetVisuals
commentId: M:TinyLife.Objects.PersonLike.ResetVisuals
id: ResetVisuals
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: ResetVisuals()
nameWithType: PersonLike.ResetVisuals()
fullName: TinyLife.Objects.PersonLike.ResetVisuals()
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: A method invoked at the very start of that resets this person's non-persistent visuals, like their and , to their default state.
example: []
syntax:
content: protected virtual void ResetVisuals()
content.vb: Protected Overridable Sub ResetVisuals()
overload: TinyLife.Objects.PersonLike.ResetVisuals*
- uid: TinyLife.Objects.PersonLike.OnActionCompleted(TinyLife.Actions.Action,TinyLife.Actions.CompletionType)
commentId: M:TinyLife.Objects.PersonLike.OnActionCompleted(TinyLife.Actions.Action,TinyLife.Actions.CompletionType)
id: OnActionCompleted(TinyLife.Actions.Action,TinyLife.Actions.CompletionType)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnActionCompleted(Action, CompletionType)
nameWithType: PersonLike.OnActionCompleted(Action, CompletionType)
fullName: TinyLife.Objects.PersonLike.OnActionCompleted(TinyLife.Actions.Action, TinyLife.Actions.CompletionType)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
A method that is called in this person's when an completes.
By default, this method does multiple things, including raising the event and calling , as well as multiple things related to specific action results, like adding -based emotions.
example: []
syntax:
content: protected virtual void OnActionCompleted(Action action, CompletionType completion)
parameters:
- id: action
type: TinyLife.Actions.Action
description: ''
- id: completion
type: TinyLife.Actions.CompletionType
description: ''
content.vb: Protected Overridable Sub OnActionCompleted(action As Action, completion As CompletionType)
overload: TinyLife.Objects.PersonLike.OnActionCompleted*
- uid: TinyLife.Objects.PersonLike.UpdateAction(TinyLife.Actions.Action,Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single,System.Collections.Generic.IEnumerable{TinyLife.Goals.IGoalTriggerable})
commentId: M:TinyLife.Objects.PersonLike.UpdateAction(TinyLife.Actions.Action,Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single,System.Collections.Generic.IEnumerable{TinyLife.Goals.IGoalTriggerable})
id: UpdateAction(TinyLife.Actions.Action,Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single,System.Collections.Generic.IEnumerable{TinyLife.Goals.IGoalTriggerable})
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: UpdateAction(Action, GameTime, TimeSpan, float, IEnumerable)
nameWithType: PersonLike.UpdateAction(Action, GameTime, TimeSpan, float, IEnumerable)
fullName: TinyLife.Objects.PersonLike.UpdateAction(TinyLife.Actions.Action, Microsoft.Xna.Framework.GameTime, System.TimeSpan, float, System.Collections.Generic.IEnumerable)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: A method that is called by this person's method when an is to be updated. By default, this method does multiple things including raising the event and calling .
example: []
syntax:
content: protected virtual void UpdateAction(Action action, GameTime time, TimeSpan passedInGame, float speedMultiplier, IEnumerable goals)
parameters:
- id: action
type: TinyLife.Actions.Action
description: The action to update.
- id: time
type: Microsoft.Xna.Framework.GameTime
description: The game's time.
- id: passedInGame
type: System.TimeSpan
description: The amount of time that has passed in-game since the last update.
- id: speedMultiplier
type: System.Single
description: The current speed multiplier.
- id: goals
type: System.Collections.Generic.IEnumerable{TinyLife.Goals.IGoalTriggerable}
description: This person's goals, which is always equal to .
content.vb: Protected Overridable Sub UpdateAction(action As Action, time As GameTime, passedInGame As TimeSpan, speedMultiplier As Single, goals As IEnumerable(Of IGoalTriggerable))
overload: TinyLife.Objects.PersonLike.UpdateAction*
nameWithType.vb: PersonLike.UpdateAction(Action, GameTime, TimeSpan, Single, IEnumerable(Of IGoalTriggerable))
fullName.vb: TinyLife.Objects.PersonLike.UpdateAction(TinyLife.Actions.Action, Microsoft.Xna.Framework.GameTime, System.TimeSpan, Single, System.Collections.Generic.IEnumerable(Of TinyLife.Goals.IGoalTriggerable))
name.vb: UpdateAction(Action, GameTime, TimeSpan, Single, IEnumerable(Of IGoalTriggerable))
- uid: TinyLife.Objects.PersonLike.InitializeAction(TinyLife.Actions.Action)
commentId: M:TinyLife.Objects.PersonLike.InitializeAction(TinyLife.Actions.Action)
id: InitializeAction(TinyLife.Actions.Action)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: InitializeAction(Action)
nameWithType: PersonLike.InitializeAction(Action)
fullName: TinyLife.Objects.PersonLike.InitializeAction(TinyLife.Actions.Action)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: A method that is called by this person's method when an action from the is moved to . By default, this method raises the event and calls .
example: []
syntax:
content: protected virtual void InitializeAction(Action action)
parameters:
- id: action
type: TinyLife.Actions.Action
description: The action.
content.vb: Protected Overridable Sub InitializeAction(action As Action)
overload: TinyLife.Objects.PersonLike.InitializeAction*
- uid: TinyLife.Objects.PersonLike.OnAgeChanged(TinyLife.Objects.AgeGroup)
commentId: M:TinyLife.Objects.PersonLike.OnAgeChanged(TinyLife.Objects.AgeGroup)
id: OnAgeChanged(TinyLife.Objects.AgeGroup)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: OnAgeChanged(AgeGroup)
nameWithType: PersonLike.OnAgeChanged(AgeGroup)
fullName: TinyLife.Objects.PersonLike.OnAgeChanged(TinyLife.Objects.AgeGroup)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: A method that is called by when this person's has just changed. Their previous age is stored in lastAge
.
example: []
syntax:
content: protected virtual void OnAgeChanged(AgeGroup lastAge)
parameters:
- id: lastAge
type: TinyLife.Objects.AgeGroup
description: This person's previous age.
content.vb: Protected Overridable Sub OnAgeChanged(lastAge As AgeGroup)
overload: TinyLife.Objects.PersonLike.OnAgeChanged*
- uid: TinyLife.Objects.PersonLike.GetPassiveNeedReduction(TinyLife.NeedType)
commentId: M:TinyLife.Objects.PersonLike.GetPassiveNeedReduction(TinyLife.NeedType)
id: GetPassiveNeedReduction(TinyLife.NeedType)
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetPassiveNeedReduction(NeedType)
nameWithType: PersonLike.GetPassiveNeedReduction(NeedType)
fullName: TinyLife.Objects.PersonLike.GetPassiveNeedReduction(TinyLife.NeedType)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
Returns the given need's current passive reduction for this person.
The return value is a combination of and the event, as well as modifiers and the like.
example: []
syntax:
content: public virtual float GetPassiveNeedReduction(NeedType need)
parameters:
- id: need
type: TinyLife.NeedType
description: The need.
return:
type: System.Single
description: The passive need reduction.
content.vb: Public Overridable Function GetPassiveNeedReduction(need As NeedType) As Single
overload: TinyLife.Objects.PersonLike.GetPassiveNeedReduction*
- uid: TinyLife.Objects.PersonLike.GetRandomSpeakSound(TinyLife.Objects.VoiceStyle,TinyLife.Objects.SpeakStyle,System.Collections.Generic.List{Microsoft.Xna.Framework.Audio.SoundEffect},System.Nullable{System.TimeSpan})
commentId: M:TinyLife.Objects.PersonLike.GetRandomSpeakSound(TinyLife.Objects.VoiceStyle,TinyLife.Objects.SpeakStyle,System.Collections.Generic.List{Microsoft.Xna.Framework.Audio.SoundEffect},System.Nullable{System.TimeSpan})
id: GetRandomSpeakSound(TinyLife.Objects.VoiceStyle,TinyLife.Objects.SpeakStyle,System.Collections.Generic.List{Microsoft.Xna.Framework.Audio.SoundEffect},System.Nullable{System.TimeSpan})
parent: TinyLife.Objects.PersonLike
langs:
- csharp
- vb
name: GetRandomSpeakSound(VoiceStyle, SpeakStyle, List, TimeSpan?)
nameWithType: PersonLike.GetRandomSpeakSound(VoiceStyle, SpeakStyle, List, TimeSpan?)
fullName: TinyLife.Objects.PersonLike.GetRandomSpeakSound(TinyLife.Objects.VoiceStyle, TinyLife.Objects.SpeakStyle, System.Collections.Generic.List, System.TimeSpan?)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Returns a random sound effect which is a speak sound that matches any of the given flag values
example: []
syntax:
content: public static SoundEffect GetRandomSpeakSound(VoiceStyle voice, SpeakStyle style, List avoid = null, TimeSpan? maxLength = null)
parameters:
- id: voice
type: TinyLife.Objects.VoiceStyle
description: The to use.
- id: style
type: TinyLife.Objects.SpeakStyle
description: The styles to chooose sounds from, can be a combined flag
- id: avoid
type: System.Collections.Generic.List{Microsoft.Xna.Framework.Audio.SoundEffect}
description: A list of sounds that will not be chosen from, even if they match the passed styles
- id: maxLength
type: System.Nullable{System.TimeSpan}
description: The maximum length for the returned sound effect to have, or null to return sounds of any length
return:
type: Microsoft.Xna.Framework.Audio.SoundEffect
description: A random sound effect that matches the given properties
content.vb: Public Shared Function GetRandomSpeakSound(voice As VoiceStyle, style As SpeakStyle, avoid As List(Of SoundEffect) = Nothing, maxLength As TimeSpan? = Nothing) As SoundEffect
overload: TinyLife.Objects.PersonLike.GetRandomSpeakSound*
nameWithType.vb: PersonLike.GetRandomSpeakSound(VoiceStyle, SpeakStyle, List(Of SoundEffect), TimeSpan?)
fullName.vb: TinyLife.Objects.PersonLike.GetRandomSpeakSound(TinyLife.Objects.VoiceStyle, TinyLife.Objects.SpeakStyle, System.Collections.Generic.List(Of Microsoft.Xna.Framework.Audio.SoundEffect), System.TimeSpan?)
name.vb: GetRandomSpeakSound(VoiceStyle, SpeakStyle, List(Of SoundEffect), TimeSpan?)
references:
- uid: TinyLife.Objects.Person
commentId: T:TinyLife.Objects.Person
parent: TinyLife.Objects
href: TinyLife.Objects.Person.html
name: Person
nameWithType: Person
fullName: TinyLife.Objects.Person
- uid: TinyLife.Objects
commentId: N:TinyLife.Objects
href: TinyLife.html
name: TinyLife.Objects
nameWithType: TinyLife.Objects
fullName: TinyLife.Objects
spec.csharp:
- uid: TinyLife
name: TinyLife
href: TinyLife.html
- name: .
- uid: TinyLife.Objects
name: Objects
href: TinyLife.Objects.html
spec.vb:
- uid: TinyLife
name: TinyLife
href: TinyLife.html
- name: .
- uid: TinyLife.Objects
name: Objects
href: TinyLife.Objects.html
- 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: MLEM.Data.Json.JsonTypeSafeGenericDataHolder
commentId: T:MLEM.Data.Json.JsonTypeSafeGenericDataHolder
parent: MLEM.Data.Json
isExternal: true
name: JsonTypeSafeGenericDataHolder
nameWithType: JsonTypeSafeGenericDataHolder
fullName: MLEM.Data.Json.JsonTypeSafeGenericDataHolder
- uid: TinyLife.Objects.MapObject
commentId: T:TinyLife.Objects.MapObject
parent: TinyLife.Objects
href: TinyLife.Objects.MapObject.html
name: MapObject
nameWithType: MapObject
fullName: TinyLife.Objects.MapObject
- uid: MLEM.Misc.IGenericDataHolder
commentId: T:MLEM.Misc.IGenericDataHolder
parent: MLEM.Misc
isExternal: true
name: IGenericDataHolder
nameWithType: IGenericDataHolder
fullName: MLEM.Misc.IGenericDataHolder
- uid: TinyLife.Objects.IUpdatingObject
commentId: T:TinyLife.Objects.IUpdatingObject
parent: TinyLife.Objects
href: TinyLife.Objects.IUpdatingObject.html
name: IUpdatingObject
nameWithType: IUpdatingObject
fullName: TinyLife.Objects.IUpdatingObject
- uid: TinyLife.Objects.MapObject.PersonRotationOrder
commentId: F:TinyLife.Objects.MapObject.PersonRotationOrder
parent: TinyLife.Objects.MapObject
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_PersonRotationOrder
name: PersonRotationOrder
nameWithType: MapObject.PersonRotationOrder
fullName: TinyLife.Objects.MapObject.PersonRotationOrder
- uid: TinyLife.Objects.MapObject.OnCreated
commentId: E:TinyLife.Objects.MapObject.OnCreated
parent: TinyLife.Objects.MapObject
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_OnCreated
name: OnCreated
nameWithType: MapObject.OnCreated
fullName: TinyLife.Objects.MapObject.OnCreated
- uid: TinyLife.Objects.MapObject.OnValidated
commentId: E:TinyLife.Objects.MapObject.OnValidated
parent: TinyLife.Objects.MapObject
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_OnValidated
name: OnValidated
nameWithType: MapObject.OnValidated
fullName: TinyLife.Objects.MapObject.OnValidated
- uid: TinyLife.Objects.MapObject.OnValidatedEarly
commentId: E:TinyLife.Objects.MapObject.OnValidatedEarly
parent: TinyLife.Objects.MapObject
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_OnValidatedEarly
name: OnValidatedEarly
nameWithType: MapObject.OnValidatedEarly
fullName: TinyLife.Objects.MapObject.OnValidatedEarly
- uid: TinyLife.Objects.MapObject.OnEventsAttachable
commentId: E:TinyLife.Objects.MapObject.OnEventsAttachable
parent: TinyLife.Objects.MapObject
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_OnEventsAttachable
name: OnEventsAttachable
nameWithType: MapObject.OnEventsAttachable
fullName: TinyLife.Objects.MapObject.OnEventsAttachable
- uid: TinyLife.Objects.MapObject.OnDraw
commentId: E:TinyLife.Objects.MapObject.OnDraw
parent: TinyLife.Objects.MapObject
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_OnDraw
name: OnDraw
nameWithType: MapObject.OnDraw
fullName: TinyLife.Objects.MapObject.OnDraw
- uid: TinyLife.Objects.MapObject.OnUpdate
commentId: E:TinyLife.Objects.MapObject.OnUpdate
parent: TinyLife.Objects.MapObject
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_OnUpdate
name: OnUpdate
nameWithType: MapObject.OnUpdate
fullName: TinyLife.Objects.MapObject.OnUpdate
- uid: TinyLife.Objects.MapObject.OnGetHoverInfo
commentId: E:TinyLife.Objects.MapObject.OnGetHoverInfo
parent: TinyLife.Objects.MapObject
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_OnGetHoverInfo
name: OnGetHoverInfo
nameWithType: MapObject.OnGetHoverInfo
fullName: TinyLife.Objects.MapObject.OnGetHoverInfo
- uid: TinyLife.Objects.MapObject.OnGetDebugLines
commentId: E:TinyLife.Objects.MapObject.OnGetDebugLines
parent: TinyLife.Objects.MapObject
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_OnGetDebugLines
name: OnGetDebugLines
nameWithType: MapObject.OnGetDebugLines
fullName: TinyLife.Objects.MapObject.OnGetDebugLines
- uid: TinyLife.Objects.MapObject.Position
commentId: P:TinyLife.Objects.MapObject.Position
parent: TinyLife.Objects.MapObject
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_Position
name: Position
nameWithType: MapObject.Position
fullName: TinyLife.Objects.MapObject.Position
- uid: TinyLife.Objects.MapObject.Floor
commentId: P:TinyLife.Objects.MapObject.Floor
parent: TinyLife.Objects.MapObject
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_Floor
name: Floor
nameWithType: MapObject.Floor
fullName: TinyLife.Objects.MapObject.Floor
- uid: TinyLife.Objects.MapObject.Visibility
commentId: P:TinyLife.Objects.MapObject.Visibility
parent: TinyLife.Objects.MapObject
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_Visibility
name: Visibility
nameWithType: MapObject.Visibility
fullName: TinyLife.Objects.MapObject.Visibility
- uid: TinyLife.Objects.MapObject.Id
commentId: P:TinyLife.Objects.MapObject.Id
parent: TinyLife.Objects.MapObject
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_Id
name: Id
nameWithType: MapObject.Id
fullName: TinyLife.Objects.MapObject.Id
- uid: TinyLife.Objects.MapObject.Map
commentId: P:TinyLife.Objects.MapObject.Map
parent: TinyLife.Objects.MapObject
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_Map
name: Map
nameWithType: MapObject.Map
fullName: TinyLife.Objects.MapObject.Map
- uid: TinyLife.Objects.MapObject.CurrentLot
commentId: P:TinyLife.Objects.MapObject.CurrentLot
parent: TinyLife.Objects.MapObject
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_CurrentLot
name: CurrentLot
nameWithType: MapObject.CurrentLot
fullName: TinyLife.Objects.MapObject.CurrentLot
- uid: TinyLife.Objects.MapObject.CurrentRoom
commentId: P:TinyLife.Objects.MapObject.CurrentRoom
parent: TinyLife.Objects.MapObject
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_CurrentRoom
name: CurrentRoom
nameWithType: MapObject.CurrentRoom
fullName: TinyLife.Objects.MapObject.CurrentRoom
- uid: TinyLife.Objects.MapObject.IsInWorld
commentId: P:TinyLife.Objects.MapObject.IsInWorld
parent: TinyLife.Objects.MapObject
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_IsInWorld
name: IsInWorld
nameWithType: MapObject.IsInWorld
fullName: TinyLife.Objects.MapObject.IsInWorld
- uid: TinyLife.Objects.MapObject.HoldingPerson
commentId: P:TinyLife.Objects.MapObject.HoldingPerson
parent: TinyLife.Objects.MapObject
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_HoldingPerson
name: HoldingPerson
nameWithType: MapObject.HoldingPerson
fullName: TinyLife.Objects.MapObject.HoldingPerson
- uid: TinyLife.Objects.MapObject.ValidateEarly
commentId: M:TinyLife.Objects.MapObject.ValidateEarly
parent: TinyLife.Objects.MapObject
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_ValidateEarly
name: ValidateEarly()
nameWithType: MapObject.ValidateEarly()
fullName: TinyLife.Objects.MapObject.ValidateEarly()
spec.csharp:
- uid: TinyLife.Objects.MapObject.ValidateEarly
name: ValidateEarly
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_ValidateEarly
- name: (
- name: )
spec.vb:
- uid: TinyLife.Objects.MapObject.ValidateEarly
name: ValidateEarly
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_ValidateEarly
- name: (
- name: )
- uid: TinyLife.Objects.MapObject.OnAdded
commentId: M:TinyLife.Objects.MapObject.OnAdded
parent: TinyLife.Objects.MapObject
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_OnAdded
name: OnAdded()
nameWithType: MapObject.OnAdded()
fullName: TinyLife.Objects.MapObject.OnAdded()
spec.csharp:
- uid: TinyLife.Objects.MapObject.OnAdded
name: OnAdded
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_OnAdded
- name: (
- name: )
spec.vb:
- uid: TinyLife.Objects.MapObject.OnAdded
name: OnAdded
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_OnAdded
- name: (
- name: )
- uid: TinyLife.Objects.MapObject.OnRemoved
commentId: M:TinyLife.Objects.MapObject.OnRemoved
parent: TinyLife.Objects.MapObject
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_OnRemoved
name: OnRemoved()
nameWithType: MapObject.OnRemoved()
fullName: TinyLife.Objects.MapObject.OnRemoved()
spec.csharp:
- uid: TinyLife.Objects.MapObject.OnRemoved
name: OnRemoved
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_OnRemoved
- name: (
- name: )
spec.vb:
- uid: TinyLife.Objects.MapObject.OnRemoved
name: OnRemoved
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_OnRemoved
- name: (
- name: )
- uid: TinyLife.Objects.MapObject.GetAiPriority(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory)
commentId: M:TinyLife.Objects.MapObject.GetAiPriority(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory)
parent: TinyLife.Objects.MapObject
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_GetAiPriority_TinyLife_Objects_PersonLike_TinyLife_Objects_ObjectCategory_
name: GetAiPriority(PersonLike, ObjectCategory)
nameWithType: MapObject.GetAiPriority(PersonLike, ObjectCategory)
fullName: TinyLife.Objects.MapObject.GetAiPriority(TinyLife.Objects.PersonLike, TinyLife.Objects.ObjectCategory)
spec.csharp:
- uid: TinyLife.Objects.MapObject.GetAiPriority(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory)
name: GetAiPriority
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_GetAiPriority_TinyLife_Objects_PersonLike_TinyLife_Objects_ObjectCategory_
- name: (
- uid: TinyLife.Objects.PersonLike
name: PersonLike
href: TinyLife.Objects.PersonLike.html
- name: ','
- name: " "
- uid: TinyLife.Objects.ObjectCategory
name: ObjectCategory
href: TinyLife.Objects.ObjectCategory.html
- name: )
spec.vb:
- uid: TinyLife.Objects.MapObject.GetAiPriority(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory)
name: GetAiPriority
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_GetAiPriority_TinyLife_Objects_PersonLike_TinyLife_Objects_ObjectCategory_
- name: (
- uid: TinyLife.Objects.PersonLike
name: PersonLike
href: TinyLife.Objects.PersonLike.html
- name: ','
- name: " "
- uid: TinyLife.Objects.ObjectCategory
name: ObjectCategory
href: TinyLife.Objects.ObjectCategory.html
- name: )
- uid: TinyLife.Objects.MapObject.CanExecuteAction(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean,System.Boolean)
commentId: M:TinyLife.Objects.MapObject.CanExecuteAction(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean,System.Boolean)
parent: TinyLife.Objects.MapObject
isExternal: true
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_CanExecuteAction_TinyLife_Actions_ActionType_TinyLife_Actions_ActionInfo_System_Boolean_System_Boolean_
name: CanExecuteAction(ActionType, ActionInfo, bool, bool)
nameWithType: MapObject.CanExecuteAction(ActionType, ActionInfo, bool, bool)
fullName: TinyLife.Objects.MapObject.CanExecuteAction(TinyLife.Actions.ActionType, TinyLife.Actions.ActionInfo, bool, bool)
nameWithType.vb: MapObject.CanExecuteAction(ActionType, ActionInfo, Boolean, Boolean)
fullName.vb: TinyLife.Objects.MapObject.CanExecuteAction(TinyLife.Actions.ActionType, TinyLife.Actions.ActionInfo, Boolean, Boolean)
name.vb: CanExecuteAction(ActionType, ActionInfo, Boolean, Boolean)
spec.csharp:
- uid: TinyLife.Objects.MapObject.CanExecuteAction(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean,System.Boolean)
name: CanExecuteAction
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_CanExecuteAction_TinyLife_Actions_ActionType_TinyLife_Actions_ActionInfo_System_Boolean_System_Boolean_
- name: (
- uid: TinyLife.Actions.ActionType
name: ActionType
href: TinyLife.Actions.ActionType.html
- name: ','
- name: " "
- uid: TinyLife.Actions.ActionInfo
name: ActionInfo
href: TinyLife.Actions.ActionInfo.html
- name: ','
- name: " "
- uid: System.Boolean
name: bool
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.boolean
- name: ','
- name: " "
- uid: System.Boolean
name: bool
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.boolean
- name: )
spec.vb:
- uid: TinyLife.Objects.MapObject.CanExecuteAction(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean,System.Boolean)
name: CanExecuteAction
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_CanExecuteAction_TinyLife_Actions_ActionType_TinyLife_Actions_ActionInfo_System_Boolean_System_Boolean_
- name: (
- uid: TinyLife.Actions.ActionType
name: ActionType
href: TinyLife.Actions.ActionType.html
- name: ','
- name: " "
- uid: TinyLife.Actions.ActionInfo
name: ActionInfo
href: TinyLife.Actions.ActionInfo.html
- name: ','
- name: " "
- uid: System.Boolean
name: Boolean
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.boolean
- name: ','
- name: " "
- uid: System.Boolean
name: Boolean
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.boolean
- name: )
- uid: TinyLife.Objects.MapObject.OnActionCompleted(TinyLife.Actions.Action,TinyLife.Actions.CompletionType,System.Boolean)
commentId: M:TinyLife.Objects.MapObject.OnActionCompleted(TinyLife.Actions.Action,TinyLife.Actions.CompletionType,System.Boolean)
parent: TinyLife.Objects.MapObject
isExternal: true
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_OnActionCompleted_TinyLife_Actions_Action_TinyLife_Actions_CompletionType_System_Boolean_
name: OnActionCompleted(Action, CompletionType, bool)
nameWithType: MapObject.OnActionCompleted(Action, CompletionType, bool)
fullName: TinyLife.Objects.MapObject.OnActionCompleted(TinyLife.Actions.Action, TinyLife.Actions.CompletionType, bool)
nameWithType.vb: MapObject.OnActionCompleted(Action, CompletionType, Boolean)
fullName.vb: TinyLife.Objects.MapObject.OnActionCompleted(TinyLife.Actions.Action, TinyLife.Actions.CompletionType, Boolean)
name.vb: OnActionCompleted(Action, CompletionType, Boolean)
spec.csharp:
- uid: TinyLife.Objects.MapObject.OnActionCompleted(TinyLife.Actions.Action,TinyLife.Actions.CompletionType,System.Boolean)
name: OnActionCompleted
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_OnActionCompleted_TinyLife_Actions_Action_TinyLife_Actions_CompletionType_System_Boolean_
- name: (
- uid: TinyLife.Actions.Action
name: Action
href: TinyLife.Actions.Action.html
- name: ','
- name: " "
- uid: TinyLife.Actions.CompletionType
name: CompletionType
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fullName: TinyLife.Objects.PersonLike.WalkSpeedDelegate
spec.csharp:
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name: PersonLike
href: TinyLife.Objects.PersonLike.html
- name: .
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name: WalkSpeedDelegate
href: TinyLife.Objects.PersonLike.WalkSpeedDelegate.html
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name: GetPassiveActionPriority(ActionType)
nameWithType: PersonLike.GetPassiveActionPriority(ActionType)
fullName: TinyLife.Objects.PersonLike.GetPassiveActionPriority(TinyLife.Actions.ActionType)
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name: GetPassiveActionPriority
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fullName: TinyLife.Objects.PersonLike.PassiveActionPriorityDelegate
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name: PersonLike
href: TinyLife.Objects.PersonLike.html
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href: TinyLife.Objects.PersonLike.PassiveActionPriorityDelegate.html
spec.vb:
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nameWithType: PersonLike.GetAiPriorityForObject(MapObject, ObjectCategory)
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href: TinyLife.Objects.PersonLike.html
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nameWithType: PersonLike.AiPriorityForObjectDelegate
fullName: TinyLife.Objects.PersonLike.AiPriorityForObjectDelegate
spec.csharp:
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name: PersonLike
href: TinyLife.Objects.PersonLike.html
- name: .
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name: AiPriorityForObjectDelegate
href: TinyLife.Objects.PersonLike.AiPriorityForObjectDelegate.html
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name: PersonLike
href: TinyLife.Objects.PersonLike.html
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href: TinyLife.Objects.PersonLike.AiPriorityForObjectDelegate.html
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href: https://learn.microsoft.com/dotnet/api/system.action-3
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