### YamlMime:ManagedReference
items:
- uid: TinyLife.World.Map
commentId: T:TinyLife.World.Map
id: Map
parent: TinyLife.World
children:
- TinyLife.World.Map.#ctor(Microsoft.Xna.Framework.Point)
- TinyLife.World.Map.AddHousehold(TinyLife.World.Lot,System.Boolean)
- TinyLife.World.Map.AddLight(TinyLife.Objects.Light)
- TinyLife.World.Map.AddLot(Microsoft.Xna.Framework.Rectangle)
- TinyLife.World.Map.AddLot(TinyLife.World.Lot)
- TinyLife.World.Map.AddObject(TinyLife.Objects.MapObject)
- TinyLife.World.Map.AddRoad(Microsoft.Xna.Framework.Point)
- TinyLife.World.Map.AddRoof(TinyLife.World.Roof)
- TinyLife.World.Map.AddStairs(TinyLife.World.Stairs)
- TinyLife.World.Map.AddWall(TinyLife.Objects.WallLike)
- TinyLife.World.Map.AdoptableChildren
- TinyLife.World.Map.ApplyCameraRotation(Microsoft.Xna.Framework.Vector2,System.Boolean,System.Nullable{MLEM.Maths.Direction2})
- TinyLife.World.Map.ApplyInverseCameraRotation(Microsoft.Xna.Framework.Vector2,System.Nullable{MLEM.Maths.Direction2})
- TinyLife.World.Map.CanWalkBetween(TinyLife.Objects.PersonLike,Microsoft.Xna.Framework.Point,System.Int32,Microsoft.Xna.Framework.Point,System.Int32)
- TinyLife.World.Map.Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch,System.Boolean,System.Nullable{MLEM.Maths.RectangleF},System.Nullable{Microsoft.Xna.Framework.Matrix},Microsoft.Xna.Framework.Graphics.RenderTarget2D,System.Boolean)
- TinyLife.World.Map.GetAllLotEmployments
- TinyLife.World.Map.GetAllPeople
- TinyLife.World.Map.GetClosestEmptyTile(Microsoft.Xna.Framework.Vector2,System.Single,System.Int32,System.Boolean,System.Boolean,System.Boolean,System.Boolean,System.Predicate{Microsoft.Xna.Framework.Point})
- TinyLife.World.Map.GetClosestFreeExitPoint(Microsoft.Xna.Framework.Vector2)
- TinyLife.World.Map.GetClosestRoads(Microsoft.Xna.Framework.Point,System.Int32)
- TinyLife.World.Map.GetClosestRoadsidePosition(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Vector2)
- TinyLife.World.Map.GetDepth(Microsoft.Xna.Framework.Vector2,System.Single,System.Single,System.Boolean,System.Boolean,System.Boolean)
- TinyLife.World.Map.GetExitPoints
- TinyLife.World.Map.GetHousehold(TinyLife.Objects.PersonLike)
- TinyLife.World.Map.GetHousehold(TinyLife.World.Lot)
- TinyLife.World.Map.GetHouseholds
- TinyLife.World.Map.GetLot(Microsoft.Xna.Framework.Point)
- TinyLife.World.Map.GetLot(System.Guid)
- TinyLife.World.Map.GetLots
- TinyLife.World.Map.GetMapSampler
- TinyLife.World.Map.GetObject``1(System.Guid)
- TinyLife.World.Map.GetObjects``1(MLEM.Maths.RectangleF)
- TinyLife.World.Map.GetPathCost(TinyLife.Objects.MapObject,Microsoft.Xna.Framework.Point,System.Int32,Microsoft.Xna.Framework.Point,System.Int32)
- TinyLife.World.Map.GetPeople
- TinyLife.World.Map.GetRandomTile(System.Random,Microsoft.Xna.Framework.Vector2,System.Int32,System.Int32,System.Boolean,System.Boolean,System.Boolean,System.Predicate{Microsoft.Xna.Framework.Point})
- TinyLife.World.Map.GetRegularVisitors
- TinyLife.World.Map.GetRoads
- TinyLife.World.Map.GetRoof(Microsoft.Xna.Framework.Point,System.Int32)
- TinyLife.World.Map.GetRoofs(MLEM.Maths.RectangleF)
- TinyLife.World.Map.GetRoom(Microsoft.Xna.Framework.Point,System.Int32)
- TinyLife.World.Map.GetRooms(MLEM.Maths.RectangleF)
- TinyLife.World.Map.GetSection(Microsoft.Xna.Framework.Point,System.Boolean)
- TinyLife.World.Map.GetSections(MLEM.Maths.RectangleF,System.Int32)
- TinyLife.World.Map.GetSections(Microsoft.Xna.Framework.Point,System.Int32)
- TinyLife.World.Map.GetStairs(MLEM.Maths.RectangleF,System.Boolean)
- TinyLife.World.Map.GetStoredDeadPeople
- TinyLife.World.Map.GetTile(Microsoft.Xna.Framework.Point,System.Int32)
- TinyLife.World.Map.GetTilesAround(Microsoft.Xna.Framework.Vector2,System.Single,System.Int32,System.Boolean,System.Boolean,System.Boolean,System.Predicate{Microsoft.Xna.Framework.Point})
- TinyLife.World.Map.GetVisibleWorldArea(MLEM.Maths.RectangleF)
- TinyLife.World.Map.GetWallBetween``1(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point,System.Int32)
- TinyLife.World.Map.GetWalls``1(MLEM.Maths.RectangleF)
- TinyLife.World.Map.Info
- TinyLife.World.Map.IsActive
- TinyLife.World.Map.IsCurrent
- TinyLife.World.Map.IsFreeSpot(Microsoft.Xna.Framework.Point,System.Int32)
- TinyLife.World.Map.IsInBounds(Microsoft.Xna.Framework.Point)
- TinyLife.World.Map.IsLotHidden(TinyLife.World.Lot)
- TinyLife.World.Map.IsRoad(Microsoft.Xna.Framework.Point)
- TinyLife.World.Map.LoadStaticMap(TinyLife.PerSaveOptions.MapInfo)
- TinyLife.World.Map.MailToSend
- TinyLife.World.Map.MarkDirtyForPathfinding(Microsoft.Xna.Framework.Point,System.Int32)
- TinyLife.World.Map.MarkGroundTileDirtyForDrawing(Microsoft.Xna.Framework.Point)
- TinyLife.World.Map.MarkObjectDirtyForDrawing(TinyLife.Objects.MapObject,TinyLife.World.MapSection,System.Boolean)
- TinyLife.World.Map.MaxFloor
- TinyLife.World.Map.MinFloor
- TinyLife.World.Map.MinorUpdateMinutes
- TinyLife.World.Map.MoveEverything(Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Rectangle,System.Boolean,TinyLife.World.Tile)
- TinyLife.World.Map.Neighborhood
- TinyLife.World.Map.OnCameraRotationChanged(MLEM.Maths.Direction2,MLEM.Maths.Direction2)
- TinyLife.World.Map.OnCurrentGameMapChanged(TinyLife.World.Map,TinyLife.World.Map)
- TinyLife.World.Map.OnEventsAttachable
- TinyLife.World.Map.OnObjectAdded
- TinyLife.World.Map.OnObjectRemoved
- TinyLife.World.Map.OnPathfindingNodeConstruct
- TinyLife.World.Map.OnUpdate
- TinyLife.World.Map.PassiveUpdateMinutes
- TinyLife.World.Map.PathfindingDirtyNeighbors
- TinyLife.World.Map.PlaySound(Microsoft.Xna.Framework.Audio.SoundEffect,Microsoft.Xna.Framework.Vector2,System.Single,System.Single,System.Single,System.Boolean,System.Boolean)
- TinyLife.World.Map.PlaySound(Microsoft.Xna.Framework.Audio.SoundEffect,TinyLife.World.MapAudioEmitter,System.Single,System.Single,System.Boolean,System.Boolean)
- TinyLife.World.Map.PopulateLots
- TinyLife.World.Map.PostValidate(System.Action{System.String},System.Action{System.Single})
- TinyLife.World.Map.PrepareForPermanentRemoval
- TinyLife.World.Map.RemoveHousehold(TinyLife.World.Household)
- TinyLife.World.Map.RemoveLight(TinyLife.Objects.Light)
- TinyLife.World.Map.RemoveLot(TinyLife.World.Lot)
- TinyLife.World.Map.RemoveObject(TinyLife.Objects.MapObject)
- TinyLife.World.Map.RemoveRoof(TinyLife.World.Roof)
- TinyLife.World.Map.RemoveStairs(TinyLife.World.Stairs)
- TinyLife.World.Map.RemoveWall(TinyLife.Objects.WallLike)
- TinyLife.World.Map.RoadRadius
- TinyLife.World.Map.SetTile(Microsoft.Xna.Framework.Point,System.Int32,TinyLife.World.Tile)
- TinyLife.World.Map.Size
- TinyLife.World.Map.SizeInSections
- TinyLife.World.Map.StaticVersion
- TinyLife.World.Map.Time
- TinyLife.World.Map.Update(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single)
- TinyLife.World.Map.UpdateExternalPeople(System.Collections.Generic.ICollection{TinyLife.World.Map},System.Action{System.String},System.Action{System.Single})
- TinyLife.World.Map.Validate(System.Boolean,System.Action{System.String},System.Action{System.Single})
- TinyLife.World.Map.ValidateEarly(TinyLife.PerSaveOptions.MapInfo,System.Collections.Generic.Dictionary{System.String,TinyLife.World.Map},System.Action{System.String},System.Action{System.Single})
- TinyLife.World.Map.ValidateRooms(Microsoft.Xna.Framework.Point,System.Int32)
langs:
- csharp
- vb
name: Map
nameWithType: Map
fullName: TinyLife.World.Map
type: Class
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
A map holds all of the data about a city, like its tiles, its objects and its roads.
A map is split into objects which allows faster retrieval of objects in an area.
example: []
syntax:
content: >-
[DataContract]
public class Map : JsonTypeSafeGenericDataHolder, IGenericDataHolder
content.vb: >-
Public Class Map Inherits JsonTypeSafeGenericDataHolder Implements IGenericDataHolder
inheritance:
- System.Object
- MLEM.Data.Json.JsonTypeSafeGenericDataHolder
implements:
- MLEM.Misc.IGenericDataHolder
inheritedMembers:
- 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.World.Map.TinyLife.Utilities.Extensions.JsonCopy``1
attributes:
- type: System.Runtime.Serialization.DataContractAttribute
ctor: System.Runtime.Serialization.DataContractAttribute.#ctor
arguments: []
- uid: TinyLife.World.Map.RoadRadius
commentId: F:TinyLife.World.Map.RoadRadius
id: RoadRadius
parent: TinyLife.World.Map
langs:
- csharp
- vb
name: RoadRadius
nameWithType: Map.RoadRadius
fullName: TinyLife.World.Map.RoadRadius
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
This field holds the radius that roads are required to have (in road tiles) excluding the center dotted line tiles.
It is set to 2.
example: []
syntax:
content: public const int RoadRadius = 2
return:
type: System.Int32
content.vb: Public Const RoadRadius As Integer = 2
- uid: TinyLife.World.Map.MaxFloor
commentId: F:TinyLife.World.Map.MaxFloor
id: MaxFloor
parent: TinyLife.World.Map
langs:
- csharp
- vb
name: MaxFloor
nameWithType: Map.MaxFloor
fullName: TinyLife.World.Map.MaxFloor
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
The maximum floor, above the ground floor, that objects can be placed on in build mode.
It is set to 1 in the demo and 4 in the full version of the game.
example: []
syntax:
content: public const int MaxFloor = 4
return:
type: System.Int32
content.vb: Public Const MaxFloor As Integer = 4
- uid: TinyLife.World.Map.MinFloor
commentId: F:TinyLife.World.Map.MinFloor
id: MinFloor
parent: TinyLife.World.Map
langs:
- csharp
- vb
name: MinFloor
nameWithType: Map.MinFloor
fullName: TinyLife.World.Map.MinFloor
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
The minimum floor, below the ground floor, that objects can be placed on in build mode.
It is set to 0, but will likely change in the future, when basements are added to the game.
example: []
syntax:
content: public const int MinFloor = 0
return:
type: System.Int32
content.vb: Public Const MinFloor As Integer = 0
- uid: TinyLife.World.Map.MinorUpdateMinutes
commentId: F:TinyLife.World.Map.MinorUpdateMinutes
id: MinorUpdateMinutes
parent: TinyLife.World.Map
langs:
- csharp
- vb
name: MinorUpdateMinutes
nameWithType: Map.MinorUpdateMinutes
fullName: TinyLife.World.Map.MinorUpdateMinutes
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: The amount of minutes of in-game time that have to pass before an with the is updated.
example: []
syntax:
content: public const float MinorUpdateMinutes = 15
return:
type: System.Single
content.vb: Public Const MinorUpdateMinutes As Single = 15
- uid: TinyLife.World.Map.PassiveUpdateMinutes
commentId: F:TinyLife.World.Map.PassiveUpdateMinutes
id: PassiveUpdateMinutes
parent: TinyLife.World.Map
langs:
- csharp
- vb
name: PassiveUpdateMinutes
nameWithType: Map.PassiveUpdateMinutes
fullName: TinyLife.World.Map.PassiveUpdateMinutes
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: The amount of minutes of in-game time that have to pass before an with the is updated while this map isn't .
example: []
syntax:
content: public const float PassiveUpdateMinutes = 5
return:
type: System.Single
content.vb: Public Const PassiveUpdateMinutes As Single = 5
- uid: TinyLife.World.Map.PathfindingDirtyNeighbors
commentId: F:TinyLife.World.Map.PathfindingDirtyNeighbors
id: PathfindingDirtyNeighbors
parent: TinyLife.World.Map
langs:
- csharp
- vb
name: PathfindingDirtyNeighbors
nameWithType: Map.PathfindingDirtyNeighbors
fullName: TinyLife.World.Map.PathfindingDirtyNeighbors
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
A collection that is used in which determines the set of "neighbor" positions that should additionally be marked dirty when a given position is marked as dirty.
By default, this collection contains all neighboring positions (), as well as positions two tiles, and one floor, offset in adjacent directions for the purpose of pathfinding.
example: []
syntax:
content: public static readonly List<(Point Offset, int FloorOffset)> PathfindingDirtyNeighbors
return:
type: System.Collections.Generic.List{System.ValueTuple{Microsoft.Xna.Framework.Point,System.Int32}}
content.vb: Public Shared ReadOnly PathfindingDirtyNeighbors As List(Of (Offset As Point, FloorOffset As Integer))
- uid: TinyLife.World.Map.OnEventsAttachable
commentId: E:TinyLife.World.Map.OnEventsAttachable
id: OnEventsAttachable
parent: TinyLife.World.Map
langs:
- csharp
- vb
name: OnEventsAttachable
nameWithType: Map.OnEventsAttachable
fullName: TinyLife.World.Map.OnEventsAttachable
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
An event that is invoked when non-static events for a are ready to be attached to.
This event is invoked in .
example: []
syntax:
content: public static event Action