### YamlMime:ManagedReference items: - uid: TinyLife.Objects.MapObject commentId: T:TinyLife.Objects.MapObject id: MapObject parent: TinyLife.Objects children: - TinyLife.Objects.MapObject.#ctor(System.Guid,TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Single) - TinyLife.Objects.MapObject.ActionUpdate(TinyLife.Actions.Action,Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single,System.Boolean) - TinyLife.Objects.MapObject.CanExecuteAction(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean,System.Boolean) - TinyLife.Objects.MapObject.CurrentLot - TinyLife.Objects.MapObject.CurrentRoom - 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.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.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.DrawIcon(MLEM.Ui.Elements.Element,Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch) - TinyLife.Objects.MapObject.Floor - TinyLife.Objects.MapObject.GetAiPriority(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory) - TinyLife.Objects.MapObject.GetCategories(TinyLife.Objects.PersonLike) - TinyLife.Objects.MapObject.GetDebugLines(TinyLife.GameImpl,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.GetFreeActionSpotInfo(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory) - TinyLife.Objects.MapObject.GetFreeActionSpotInfos(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory) - TinyLife.Objects.MapObject.GetHoverInfo(MLEM.Ui.Elements.Tooltip) - TinyLife.Objects.MapObject.GetModCategory(System.String) - TinyLife.Objects.MapObject.GetPathCostModifier(Microsoft.Xna.Framework.Point) - TinyLife.Objects.MapObject.GetRestoreNeedModifier(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionInfo,System.Boolean,TinyLife.NeedType) - TinyLife.Objects.MapObject.HasCategory(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory) - TinyLife.Objects.MapObject.HoldingPerson - TinyLife.Objects.MapObject.Id - TinyLife.Objects.MapObject.Intersects(MLEM.Maths.RectangleF) - TinyLife.Objects.MapObject.IsFreeSpot(Microsoft.Xna.Framework.Point) - TinyLife.Objects.MapObject.IsInWorld - TinyLife.Objects.MapObject.Map - TinyLife.Objects.MapObject.ModifyActionCategories(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean,System.Collections.Generic.List{System.String}) - TinyLife.Objects.MapObject.MoveToMap(TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single}) - TinyLife.Objects.MapObject.OnActionCompleted(TinyLife.Actions.Action,TinyLife.Actions.CompletionType,System.Boolean) - TinyLife.Objects.MapObject.OnAdded - TinyLife.Objects.MapObject.OnCameraRotationChanged(MLEM.Maths.Direction2,MLEM.Maths.Direction2) - TinyLife.Objects.MapObject.OnCreated - TinyLife.Objects.MapObject.OnCurrentGameMapChanged(TinyLife.World.Map,TinyLife.World.Map) - TinyLife.Objects.MapObject.OnDraw - TinyLife.Objects.MapObject.OnEventsAttachable - TinyLife.Objects.MapObject.OnGetDebugLines - TinyLife.Objects.MapObject.OnGetHoverInfo - TinyLife.Objects.MapObject.OnPositionChanged(Microsoft.Xna.Framework.Vector2,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.OnRemoved - TinyLife.Objects.MapObject.OnUpdate - TinyLife.Objects.MapObject.OnValidated - TinyLife.Objects.MapObject.OnValidatedEarly - TinyLife.Objects.MapObject.ParentInfo - TinyLife.Objects.MapObject.PersonRotationOrder - TinyLife.Objects.MapObject.PersonRotationOrderIndices - TinyLife.Objects.MapObject.Position - TinyLife.Objects.MapObject.ResetToStatic(System.Boolean,System.Boolean) - TinyLife.Objects.MapObject.SetMapAndValidate(TinyLife.World.Map,TinyLife.Utilities.AppliedMigrations) - TinyLife.Objects.MapObject.Validate(TinyLife.Utilities.AppliedMigrations) - TinyLife.Objects.MapObject.ValidateEarly - TinyLife.Objects.MapObject.Visibility langs: - csharp - vb name: MapObject nameWithType: MapObject fullName: TinyLife.Objects.MapObject type: Class assemblies: - Tiny Life namespace: TinyLife.Objects summary: An instance of this class represents an object that can be, or is, part of a . example: [] syntax: content: >- [DataContract] public class MapObject : JsonTypeSafeGenericDataHolder, IGenericDataHolder content.vb: >- Public Class MapObject Inherits JsonTypeSafeGenericDataHolder Implements IGenericDataHolder inheritance: - System.Object - MLEM.Data.Json.JsonTypeSafeGenericDataHolder derivedClasses: - TinyLife.Objects.Furniture - TinyLife.Objects.PersonLike - TinyLife.Objects.Vehicle 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.Objects.MapObject.TinyLife.Utilities.Extensions.JsonCopy``1 attributes: - type: System.Runtime.Serialization.DataContractAttribute ctor: System.Runtime.Serialization.DataContractAttribute.#ctor arguments: [] - uid: TinyLife.Objects.MapObject.PersonRotationOrder commentId: F:TinyLife.Objects.MapObject.PersonRotationOrder id: PersonRotationOrder parent: TinyLife.Objects.MapObject langs: - csharp - vb name: PersonRotationOrder nameWithType: MapObject.PersonRotationOrder fullName: TinyLife.Objects.MapObject.PersonRotationOrder type: Field assemblies: - Tiny Life namespace: TinyLife.Objects summary: The order of that the texture atlas for has for its textures, from left to right example: [] syntax: content: public static readonly Direction2[] PersonRotationOrder return: type: MLEM.Maths.Direction2[] content.vb: Public Shared ReadOnly PersonRotationOrder As Direction2() - uid: TinyLife.Objects.MapObject.PersonRotationOrderIndices commentId: F:TinyLife.Objects.MapObject.PersonRotationOrderIndices id: PersonRotationOrderIndices parent: TinyLife.Objects.MapObject langs: - csharp - vb name: PersonRotationOrderIndices nameWithType: MapObject.PersonRotationOrderIndices fullName: TinyLife.Objects.MapObject.PersonRotationOrderIndices type: Field assemblies: - Tiny Life namespace: TinyLife.Objects syntax: content: public static readonly Dictionary PersonRotationOrderIndices return: type: System.Collections.Generic.Dictionary{MLEM.Maths.Direction2,System.Int32} content.vb: Public Shared ReadOnly PersonRotationOrderIndices As Dictionary(Of Direction2, Integer) - uid: TinyLife.Objects.MapObject.OnCreated commentId: E:TinyLife.Objects.MapObject.OnCreated id: OnCreated parent: TinyLife.Objects.MapObject langs: - csharp - vb name: OnCreated nameWithType: MapObject.OnCreated fullName: TinyLife.Objects.MapObject.OnCreated type: Event assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- An event that is invoked when a map object is created. This event is invoked in the constructor. example: [] syntax: content: public static event Action OnCreated return: type: System.Action{TinyLife.Objects.MapObject} content.vb: Public Shared Event OnCreated As Action(Of MapObject) - uid: TinyLife.Objects.MapObject.OnValidated commentId: E:TinyLife.Objects.MapObject.OnValidated id: OnValidated parent: TinyLife.Objects.MapObject langs: - csharp - vb name: OnValidated nameWithType: MapObject.OnValidated fullName: TinyLife.Objects.MapObject.OnValidated type: Event assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- An event that is invoked when a map object is validated. This event is invoked in , which is usually called after subclass validation. example: [] syntax: content: public static event Action OnValidated return: type: System.Action{TinyLife.Objects.MapObject} content.vb: Public Shared Event OnValidated As Action(Of MapObject) - uid: TinyLife.Objects.MapObject.OnValidatedEarly commentId: E:TinyLife.Objects.MapObject.OnValidatedEarly id: OnValidatedEarly parent: TinyLife.Objects.MapObject langs: - csharp - vb name: OnValidatedEarly nameWithType: MapObject.OnValidatedEarly fullName: TinyLife.Objects.MapObject.OnValidatedEarly type: Event assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- An event that is invoked when a map object is validated early. This event is invoked in . example: [] syntax: content: public static event Action OnValidatedEarly return: type: System.Action{TinyLife.Objects.MapObject} content.vb: Public Shared Event OnValidatedEarly As Action(Of MapObject) - uid: TinyLife.Objects.MapObject.OnEventsAttachable commentId: E:TinyLife.Objects.MapObject.OnEventsAttachable id: OnEventsAttachable parent: TinyLife.Objects.MapObject langs: - csharp - vb name: OnEventsAttachable nameWithType: MapObject.OnEventsAttachable fullName: TinyLife.Objects.MapObject.OnEventsAttachable type: Event assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- An event that is invoked when non-static events for an object are ready to be attached to. This event is invoked in the constructor, and in the method. example: [] syntax: content: public static event Action OnEventsAttachable return: type: System.Action{TinyLife.Objects.MapObject} content.vb: Public Shared Event OnEventsAttachable As Action(Of MapObject) - uid: TinyLife.Objects.MapObject.OnDraw commentId: E:TinyLife.Objects.MapObject.OnDraw id: OnDraw parent: TinyLife.Objects.MapObject langs: - csharp - vb name: OnDraw nameWithType: MapObject.OnDraw fullName: TinyLife.Objects.MapObject.OnDraw type: Event assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- An event that is invoked when this object is drawn, right after is called. This event can be subscribed to using . example: [] syntax: content: public event DrawDelegate OnDraw return: type: TinyLife.World.DrawDelegate content.vb: Public Event OnDraw As DrawDelegate - uid: TinyLife.Objects.MapObject.OnUpdate commentId: E:TinyLife.Objects.MapObject.OnUpdate id: OnUpdate parent: TinyLife.Objects.MapObject langs: - csharp - vb name: OnUpdate nameWithType: MapObject.OnUpdate fullName: TinyLife.Objects.MapObject.OnUpdate type: Event assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- An event that is invoked when this object is updated, right after is called. Note that, if this object does not extend , this event is not invoked. This event can be subscribed to using . example: [] syntax: content: public event UpdateDelegate OnUpdate return: type: TinyLife.World.UpdateDelegate content.vb: Public Event OnUpdate As UpdateDelegate - uid: TinyLife.Objects.MapObject.OnGetHoverInfo commentId: E:TinyLife.Objects.MapObject.OnGetHoverInfo id: OnGetHoverInfo parent: TinyLife.Objects.MapObject langs: - csharp - vb name: OnGetHoverInfo nameWithType: MapObject.OnGetHoverInfo fullName: TinyLife.Objects.MapObject.OnGetHoverInfo type: Event assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- An event that is invoked when this object's method is called. This event can be subscribed to using . example: [] syntax: content: public event Action OnGetHoverInfo return: type: System.Action{MLEM.Ui.Elements.Tooltip} content.vb: Public Event OnGetHoverInfo As Action(Of Tooltip) - uid: TinyLife.Objects.MapObject.OnGetDebugLines commentId: E:TinyLife.Objects.MapObject.OnGetDebugLines id: OnGetDebugLines parent: TinyLife.Objects.MapObject langs: - csharp - vb name: OnGetDebugLines nameWithType: MapObject.OnGetDebugLines fullName: TinyLife.Objects.MapObject.OnGetDebugLines type: Event assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- An event that is invoked when debug lines for this object are being gathered as part of . This event can be subscribed to using . example: [] syntax: content: public event Action> OnGetDebugLines return: type: System.Action{System.Collections.Generic.List{System.String}} content.vb: Public Event OnGetDebugLines As Action(Of List(Of String)) - uid: TinyLife.Objects.MapObject.Position commentId: P:TinyLife.Objects.MapObject.Position id: Position parent: TinyLife.Objects.MapObject langs: - csharp - vb name: Position nameWithType: MapObject.Position fullName: TinyLife.Objects.MapObject.Position type: Property assemblies: - Tiny Life namespace: TinyLife.Objects summary: The position on the of this object. example: [] syntax: content: >- [DataMember] public Vector2 Position { get; set; } parameters: [] return: type: Microsoft.Xna.Framework.Vector2 content.vb: >- Public Property Position As Vector2 overload: TinyLife.Objects.MapObject.Position* attributes: - type: System.Runtime.Serialization.DataMemberAttribute ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor arguments: [] - uid: TinyLife.Objects.MapObject.Floor commentId: P:TinyLife.Objects.MapObject.Floor id: Floor parent: TinyLife.Objects.MapObject langs: - csharp - vb name: Floor nameWithType: MapObject.Floor fullName: TinyLife.Objects.MapObject.Floor type: Property assemblies: - Tiny Life namespace: TinyLife.Objects summary: The floor that this map object is on. example: [] syntax: content: >- [DataMember] public float Floor { get; set; } parameters: [] return: type: System.Single content.vb: >- Public Property Floor As Single overload: TinyLife.Objects.MapObject.Floor* attributes: - type: System.Runtime.Serialization.DataMemberAttribute ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor arguments: [] - uid: TinyLife.Objects.MapObject.ParentInfo commentId: P:TinyLife.Objects.MapObject.ParentInfo id: ParentInfo parent: TinyLife.Objects.MapObject langs: - csharp - vb name: ParentInfo nameWithType: MapObject.ParentInfo fullName: TinyLife.Objects.MapObject.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 virtual ParentInfo ParentInfo { get; } parameters: [] return: type: TinyLife.Objects.ParentInfo content.vb: Public Overridable ReadOnly Property ParentInfo As ParentInfo overload: TinyLife.Objects.MapObject.ParentInfo* - uid: TinyLife.Objects.MapObject.Visibility commentId: P:TinyLife.Objects.MapObject.Visibility id: Visibility parent: TinyLife.Objects.MapObject langs: - csharp - vb name: Visibility nameWithType: MapObject.Visibility fullName: TinyLife.Objects.MapObject.Visibility type: Property assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- Returns the visibility settings of this object. By default, is returned. For , its is returned instead. example: [] syntax: content: public virtual Visibility Visibility { get; } parameters: [] return: type: TinyLife.Objects.Visibility description: This object's visibility settings content.vb: Public Overridable ReadOnly Property Visibility As Visibility overload: TinyLife.Objects.MapObject.Visibility* - uid: TinyLife.Objects.MapObject.Id commentId: P:TinyLife.Objects.MapObject.Id id: Id parent: TinyLife.Objects.MapObject langs: - csharp - vb name: Id nameWithType: MapObject.Id fullName: TinyLife.Objects.MapObject.Id type: Property assemblies: - Tiny Life namespace: TinyLife.Objects summary: The of this object instance example: [] syntax: content: >- [DataMember] public Guid Id { get; protected set; } parameters: [] return: type: System.Guid content.vb: >- Public Property Id As Guid overload: TinyLife.Objects.MapObject.Id* attributes: - type: System.Runtime.Serialization.DataMemberAttribute ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor arguments: [] - uid: TinyLife.Objects.MapObject.Map commentId: P:TinyLife.Objects.MapObject.Map id: Map parent: TinyLife.Objects.MapObject langs: - csharp - vb name: Map nameWithType: MapObject.Map fullName: TinyLife.Objects.MapObject.Map type: Property assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- The map that this object is currently on. If this is null, the object is not currently on a map. example: [] syntax: content: public Map Map { get; } parameters: [] return: type: TinyLife.World.Map content.vb: Public Property Map As Map overload: TinyLife.Objects.MapObject.Map* - uid: TinyLife.Objects.MapObject.CurrentLot commentId: P:TinyLife.Objects.MapObject.CurrentLot id: CurrentLot parent: TinyLife.Objects.MapObject langs: - csharp - vb name: CurrentLot nameWithType: MapObject.CurrentLot fullName: TinyLife.Objects.MapObject.CurrentLot type: Property assemblies: - Tiny Life namespace: TinyLife.Objects summary: A property that returns the that this object is currently on, or null if there is none. example: [] syntax: content: public Lot CurrentLot { get; } parameters: [] return: type: TinyLife.World.Lot content.vb: Public ReadOnly Property CurrentLot As Lot overload: TinyLife.Objects.MapObject.CurrentLot* - uid: TinyLife.Objects.MapObject.CurrentRoom commentId: P:TinyLife.Objects.MapObject.CurrentRoom id: CurrentRoom parent: TinyLife.Objects.MapObject langs: - csharp - vb name: CurrentRoom nameWithType: MapObject.CurrentRoom fullName: TinyLife.Objects.MapObject.CurrentRoom type: Property assemblies: - Tiny Life namespace: TinyLife.Objects summary: A property that returns the that this object is currently in, or null if there is none. example: [] syntax: content: public Room CurrentRoom { get; } parameters: [] return: type: TinyLife.World.Room content.vb: Public ReadOnly Property CurrentRoom As Room overload: TinyLife.Objects.MapObject.CurrentRoom* - uid: TinyLife.Objects.MapObject.IsInWorld commentId: P:TinyLife.Objects.MapObject.IsInWorld id: IsInWorld parent: TinyLife.Objects.MapObject langs: - csharp - vb name: IsInWorld nameWithType: MapObject.IsInWorld fullName: TinyLife.Objects.MapObject.IsInWorld type: Property assemblies: - Tiny Life namespace: TinyLife.Objects summary: A property that returns true if this object is currently present on a example: [] syntax: content: public bool IsInWorld { get; } parameters: [] return: type: System.Boolean content.vb: Public ReadOnly Property IsInWorld As Boolean overload: TinyLife.Objects.MapObject.IsInWorld* - uid: TinyLife.Objects.MapObject.HoldingPerson commentId: P:TinyLife.Objects.MapObject.HoldingPerson id: HoldingPerson parent: TinyLife.Objects.MapObject langs: - csharp - vb name: HoldingPerson nameWithType: MapObject.HoldingPerson fullName: TinyLife.Objects.MapObject.HoldingPerson type: Property assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- The person that is currently holding this object. If no person is currently holding this object, this property returns null. example: [] syntax: content: public PersonLike HoldingPerson { get; } parameters: [] return: type: TinyLife.Objects.PersonLike content.vb: Public ReadOnly Property HoldingPerson As PersonLike overload: TinyLife.Objects.MapObject.HoldingPerson* - uid: TinyLife.Objects.MapObject.#ctor(System.Guid,TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Single) commentId: M:TinyLife.Objects.MapObject.#ctor(System.Guid,TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Single) id: '#ctor(System.Guid,TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Single)' parent: TinyLife.Objects.MapObject langs: - csharp - vb name: MapObject(Guid, Map, Vector2, float) nameWithType: MapObject.MapObject(Guid, Map, Vector2, float) fullName: TinyLife.Objects.MapObject.MapObject(System.Guid, TinyLife.World.Map, Microsoft.Xna.Framework.Vector2, float) type: Constructor assemblies: - Tiny Life namespace: TinyLife.Objects summary: Creates a new map object with the given settings example: [] syntax: content: public MapObject(Guid id, Map map, Vector2 position, float floor) parameters: - id: id type: System.Guid description: The object's id - id: map type: TinyLife.World.Map description: The map the object should be on - id: position type: Microsoft.Xna.Framework.Vector2 description: The position that the object should have - id: floor type: System.Single description: The floor that this map object is on. content.vb: Public Sub New(id As Guid, map As Map, position As Vector2, floor As Single) overload: TinyLife.Objects.MapObject.#ctor* nameWithType.vb: MapObject.New(Guid, Map, Vector2, Single) fullName.vb: TinyLife.Objects.MapObject.New(System.Guid, TinyLife.World.Map, Microsoft.Xna.Framework.Vector2, Single) name.vb: New(Guid, Map, Vector2, Single) - uid: 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}) commentId: M: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}) 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.MapObject langs: - csharp - vb name: Draw(GameTime, object, Vector2, Color?, List) nameWithType: MapObject.Draw(GameTime, object, Vector2, Color?, List) fullName: TinyLife.Objects.MapObject.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 virtual void Draw(GameTime time, object batch, Vector2 drawPos, 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: drawPos type: Microsoft.Xna.Framework.Vector2 description: The position, in draw space, to draw this furniture at - 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 Overridable Sub Draw(time As GameTime, batch As Object, drawPos As Vector2, overrideColor As Color?, items As List(Of StaticSpriteBatch.Item)) overload: TinyLife.Objects.MapObject.Draw* nameWithType.vb: MapObject.Draw(GameTime, Object, Vector2, Color?, List(Of StaticSpriteBatch.Item)) fullName.vb: TinyLife.Objects.MapObject.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.MapObject.Intersects(MLEM.Maths.RectangleF) commentId: M:TinyLife.Objects.MapObject.Intersects(MLEM.Maths.RectangleF) id: Intersects(MLEM.Maths.RectangleF) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: Intersects(RectangleF) nameWithType: MapObject.Intersects(RectangleF) fullName: TinyLife.Objects.MapObject.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 virtual 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 Overridable Function Intersects(rectangle As RectangleF) As Boolean overload: TinyLife.Objects.MapObject.Intersects* - uid: TinyLife.Objects.MapObject.ValidateEarly commentId: M:TinyLife.Objects.MapObject.ValidateEarly id: ValidateEarly parent: TinyLife.Objects.MapObject langs: - csharp - vb name: ValidateEarly() nameWithType: MapObject.ValidateEarly() fullName: TinyLife.Objects.MapObject.ValidateEarly() type: Method assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- This method is called right after this object is loaded from disk, before is called on this object and all others. By default, this method invokes . example: [] syntax: content: public virtual void ValidateEarly() content.vb: Public Overridable Sub ValidateEarly() overload: TinyLife.Objects.MapObject.ValidateEarly* - uid: TinyLife.Objects.MapObject.Validate(TinyLife.Utilities.AppliedMigrations) commentId: M:TinyLife.Objects.MapObject.Validate(TinyLife.Utilities.AppliedMigrations) id: Validate(TinyLife.Utilities.AppliedMigrations) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: Validate(AppliedMigrations) nameWithType: MapObject.Validate(AppliedMigrations) fullName: TinyLife.Objects.MapObject.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 virtual 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 Overridable Function Validate(appliedMigrations As AppliedMigrations) As Boolean overload: TinyLife.Objects.MapObject.Validate* - uid: TinyLife.Objects.MapObject.GetCategories(TinyLife.Objects.PersonLike) commentId: M:TinyLife.Objects.MapObject.GetCategories(TinyLife.Objects.PersonLike) id: GetCategories(TinyLife.Objects.PersonLike) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: GetCategories(PersonLike) nameWithType: MapObject.GetCategories(PersonLike) fullName: TinyLife.Objects.MapObject.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 virtual 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 Overridable Function GetCategories(person As PersonLike) As ObjectCategory overload: TinyLife.Objects.MapObject.GetCategories* - uid: TinyLife.Objects.MapObject.OnAdded commentId: M:TinyLife.Objects.MapObject.OnAdded id: OnAdded parent: TinyLife.Objects.MapObject langs: - csharp - vb name: OnAdded() nameWithType: MapObject.OnAdded() fullName: TinyLife.Objects.MapObject.OnAdded() type: Method assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- This method is called when this object is added to a . By default, it does nothing. example: [] syntax: content: public virtual void OnAdded() content.vb: Public Overridable Sub OnAdded() overload: TinyLife.Objects.MapObject.OnAdded* - uid: TinyLife.Objects.MapObject.OnRemoved commentId: M:TinyLife.Objects.MapObject.OnRemoved id: OnRemoved parent: TinyLife.Objects.MapObject langs: - csharp - vb name: OnRemoved() nameWithType: MapObject.OnRemoved() fullName: TinyLife.Objects.MapObject.OnRemoved() type: Method assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- This method is called when this object is removed from a . By default, it does nothing. example: [] syntax: content: public virtual void OnRemoved() content.vb: Public Overridable Sub OnRemoved() overload: TinyLife.Objects.MapObject.OnRemoved* - uid: TinyLife.Objects.MapObject.GetHoverInfo(MLEM.Ui.Elements.Tooltip) commentId: M:TinyLife.Objects.MapObject.GetHoverInfo(MLEM.Ui.Elements.Tooltip) id: GetHoverInfo(MLEM.Ui.Elements.Tooltip) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: GetHoverInfo(Tooltip) nameWithType: MapObject.GetHoverInfo(Tooltip) fullName: TinyLife.Objects.MapObject.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 virtual void GetHoverInfo(Tooltip tooltip) parameters: - id: tooltip type: MLEM.Ui.Elements.Tooltip description: The tooltip that will be displayed. content.vb: Public Overridable Sub GetHoverInfo(tooltip As Tooltip) overload: TinyLife.Objects.MapObject.GetHoverInfo* - uid: TinyLife.Objects.MapObject.GetDebugLines(TinyLife.GameImpl,System.Collections.Generic.List{System.String}) commentId: M:TinyLife.Objects.MapObject.GetDebugLines(TinyLife.GameImpl,System.Collections.Generic.List{System.String}) id: GetDebugLines(TinyLife.GameImpl,System.Collections.Generic.List{System.String}) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: GetDebugLines(GameImpl, List) nameWithType: MapObject.GetDebugLines(GameImpl, List) fullName: TinyLife.Objects.MapObject.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 virtual 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 Overridable Sub GetDebugLines(game As GameImpl, lines As List(Of String)) overload: TinyLife.Objects.MapObject.GetDebugLines* nameWithType.vb: MapObject.GetDebugLines(GameImpl, List(Of String)) fullName.vb: TinyLife.Objects.MapObject.GetDebugLines(TinyLife.GameImpl, System.Collections.Generic.List(Of String)) name.vb: GetDebugLines(GameImpl, List(Of String)) - uid: TinyLife.Objects.MapObject.GetAiPriority(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory) commentId: M:TinyLife.Objects.MapObject.GetAiPriority(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory) id: GetAiPriority(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: GetAiPriority(PersonLike, ObjectCategory) nameWithType: MapObject.GetAiPriority(PersonLike, ObjectCategory) fullName: TinyLife.Objects.MapObject.GetAiPriority(TinyLife.Objects.PersonLike, TinyLife.Objects.ObjectCategory) type: Method assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- Returns an integer that represents a priority for the 's interaction with this object. A higher priority means that this object will be picked over other objects (with lower priority). The default return value is 0, meaning that no special priority is assigned to this object. For any with the or category that is the person's , 10 is returned. This is invoked by a person in with additional events being invoked. example: [] syntax: content: public virtual float GetAiPriority(PersonLike person, ObjectCategory categories) parameters: - id: person type: TinyLife.Objects.PersonLike description: The person whose AI is attempting to interact with this object - id: categories type: TinyLife.Objects.ObjectCategory description: The categories that are relevant for the ai interaction return: type: System.Single description: This object's priority content.vb: Public Overridable Function GetAiPriority(person As PersonLike, categories As ObjectCategory) As Single overload: TinyLife.Objects.MapObject.GetAiPriority* - 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) id: CanExecuteAction(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean,System.Boolean) parent: TinyLife.Objects.MapObject langs: - csharp - vb 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) type: Method assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- Returns whether the given action can be executed at this map object. By default, this method returns for all actions, but additionally returns custom results based on whether the furniture is or based on . example: [] syntax: content: public virtual CanExecuteResult CanExecuteAction(ActionType action, ActionInfo info, bool automatic, bool isAuxiliary) parameters: - id: action type: TinyLife.Actions.ActionType description: The action that is querying whether it can be executed. - id: info type: TinyLife.Actions.ActionInfo description: The action info. - id: automatic type: System.Boolean description: Whether the action was started automatically. - id: isAuxiliary type: System.Boolean description: Whether this object is auxiliary (or the main action object). return: type: TinyLife.Actions.CanExecuteResult description: Whether this object allows the action to be executed at it. content.vb: Public Overridable Function CanExecuteAction(action As ActionType, info As ActionInfo, automatic As Boolean, isAuxiliary As Boolean) As CanExecuteResult overload: TinyLife.Objects.MapObject.CanExecuteAction* 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) - 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) id: OnActionCompleted(TinyLife.Actions.Action,TinyLife.Actions.CompletionType,System.Boolean) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: OnActionCompleted(Action, CompletionType, bool) nameWithType: MapObject.OnActionCompleted(Action, CompletionType, bool) fullName: TinyLife.Objects.MapObject.OnActionCompleted(TinyLife.Actions.Action, TinyLife.Actions.CompletionType, bool) type: Method assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- This method is called when an that this object is involved in is completed. Note that this includes actions that are underlying (see ). This object counts as involved in the action if its 's includes this object. In general, the base method should be called for objects, since it sets . example: [] syntax: content: public virtual void OnActionCompleted(Action action, CompletionType type, bool isAuxiliary) parameters: - id: action type: TinyLife.Actions.Action description: The action - id: type type: TinyLife.Actions.CompletionType description: The type of the action's completion - id: isAuxiliary type: System.Boolean description: Whether this object counts as an auxiliary object. If this value is false, the object is th e content.vb: Public Overridable Sub OnActionCompleted(action As Action, type As CompletionType, isAuxiliary As Boolean) overload: TinyLife.Objects.MapObject.OnActionCompleted* 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) - uid: TinyLife.Objects.MapObject.ActionUpdate(TinyLife.Actions.Action,Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single,System.Boolean) commentId: M:TinyLife.Objects.MapObject.ActionUpdate(TinyLife.Actions.Action,Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single,System.Boolean) id: ActionUpdate(TinyLife.Actions.Action,Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single,System.Boolean) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: ActionUpdate(Action, GameTime, TimeSpan, float, bool) nameWithType: MapObject.ActionUpdate(Action, GameTime, TimeSpan, float, bool) fullName: TinyLife.Objects.MapObject.ActionUpdate(TinyLife.Actions.Action, Microsoft.Xna.Framework.GameTime, System.TimeSpan, float, bool) type: Method assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- This method is called when an that this object is involved in updates, which is every frame. Note that this includes actions that are underlying (see ) and actions that aren't fully in progress yet (). This object counts as involved in the action if its 's includes this object. In general, the base method should be called for objects, since it sets deals with objects. example: [] syntax: content: public virtual void ActionUpdate(Action action, GameTime time, TimeSpan passedInGame, float speedMultiplier, bool isAuxiliary) parameters: - id: action type: TinyLife.Actions.Action description: The action - id: time type: Microsoft.Xna.Framework.GameTime description: The current game time - id: passedInGame type: System.TimeSpan description: The amount of time that has passed, in game time - id: speedMultiplier type: System.Single description: The game speed multiplier, which represents how fast things should happen, which is usually determined by - id: isAuxiliary type: System.Boolean description: Whether this object counts as an auxiliary object. If this value is false, the object is th e content.vb: Public Overridable Sub ActionUpdate(action As Action, time As GameTime, passedInGame As TimeSpan, speedMultiplier As Single, isAuxiliary As Boolean) overload: TinyLife.Objects.MapObject.ActionUpdate* nameWithType.vb: MapObject.ActionUpdate(Action, GameTime, TimeSpan, Single, Boolean) fullName.vb: TinyLife.Objects.MapObject.ActionUpdate(TinyLife.Actions.Action, Microsoft.Xna.Framework.GameTime, System.TimeSpan, Single, Boolean) name.vb: ActionUpdate(Action, GameTime, TimeSpan, Single, Boolean) - uid: TinyLife.Objects.MapObject.GetFreeActionSpotInfos(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory) commentId: M:TinyLife.Objects.MapObject.GetFreeActionSpotInfos(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory) id: GetFreeActionSpotInfos(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: GetFreeActionSpotInfos(PersonLike, ObjectCategory) nameWithType: MapObject.GetFreeActionSpotInfos(PersonLike, ObjectCategory) fullName: TinyLife.Objects.MapObject.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 virtual 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 Overridable Function GetFreeActionSpotInfos(person As PersonLike, context As ObjectCategory = Nothing) As IEnumerable(Of ActionInfo) overload: TinyLife.Objects.MapObject.GetFreeActionSpotInfos* - uid: TinyLife.Objects.MapObject.OnCameraRotationChanged(MLEM.Maths.Direction2,MLEM.Maths.Direction2) commentId: M:TinyLife.Objects.MapObject.OnCameraRotationChanged(MLEM.Maths.Direction2,MLEM.Maths.Direction2) id: OnCameraRotationChanged(MLEM.Maths.Direction2,MLEM.Maths.Direction2) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: OnCameraRotationChanged(Direction2, Direction2) nameWithType: MapObject.OnCameraRotationChanged(Direction2, Direction2) fullName: TinyLife.Objects.MapObject.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 virtual 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 Overridable Sub OnCameraRotationChanged(oldRotation As Direction2, newRotation As Direction2) overload: TinyLife.Objects.MapObject.OnCameraRotationChanged* - uid: TinyLife.Objects.MapObject.OnCurrentGameMapChanged(TinyLife.World.Map,TinyLife.World.Map) commentId: M:TinyLife.Objects.MapObject.OnCurrentGameMapChanged(TinyLife.World.Map,TinyLife.World.Map) id: OnCurrentGameMapChanged(TinyLife.World.Map,TinyLife.World.Map) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: OnCurrentGameMapChanged(Map, Map) nameWithType: MapObject.OnCurrentGameMapChanged(Map, Map) fullName: TinyLife.Objects.MapObject.OnCurrentGameMapChanged(TinyLife.World.Map, TinyLife.World.Map) type: Method assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- This method is invoked when the game's is changed, ie when the camera is moved to a different map. For a method that is invoked when this object's is changed, see . example: [] syntax: content: public virtual void OnCurrentGameMapChanged(Map oldMap, Map newMap) parameters: - id: oldMap type: TinyLife.World.Map description: The previous map. - id: newMap type: TinyLife.World.Map description: The new map. content.vb: Public Overridable Sub OnCurrentGameMapChanged(oldMap As Map, newMap As Map) overload: TinyLife.Objects.MapObject.OnCurrentGameMapChanged* - uid: TinyLife.Objects.MapObject.ModifyActionCategories(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean,System.Collections.Generic.List{System.String}) commentId: M:TinyLife.Objects.MapObject.ModifyActionCategories(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean,System.Collections.Generic.List{System.String}) id: ModifyActionCategories(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean,System.Collections.Generic.List{System.String}) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: ModifyActionCategories(ActionType, ActionInfo, bool, List) nameWithType: MapObject.ModifyActionCategories(ActionType, ActionInfo, bool, List) fullName: TinyLife.Objects.MapObject.ModifyActionCategories(TinyLife.Actions.ActionType, TinyLife.Actions.ActionInfo, bool, System.Collections.Generic.List) type: Method assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- A method that allows changing the of an action when displaying it in the ring menu. This is used by objects like the to remove the "Phone..." category if the action is not invoked on . example: [] syntax: content: public virtual void ModifyActionCategories(ActionType type, ActionInfo info, bool isAuxiliary, List categories) parameters: - id: type type: TinyLife.Actions.ActionType description: The action type. - id: info type: TinyLife.Actions.ActionInfo description: The action info. - id: isAuxiliary type: System.Boolean description: Whether this object is auxiliary. - id: categories type: System.Collections.Generic.List{System.String} description: The categories. content.vb: Public Overridable Sub ModifyActionCategories(type As ActionType, info As ActionInfo, isAuxiliary As Boolean, categories As List(Of String)) overload: TinyLife.Objects.MapObject.ModifyActionCategories* nameWithType.vb: MapObject.ModifyActionCategories(ActionType, ActionInfo, Boolean, List(Of String)) fullName.vb: TinyLife.Objects.MapObject.ModifyActionCategories(TinyLife.Actions.ActionType, TinyLife.Actions.ActionInfo, Boolean, System.Collections.Generic.List(Of String)) name.vb: ModifyActionCategories(ActionType, ActionInfo, Boolean, List(Of String)) - uid: TinyLife.Objects.MapObject.GetEfficiencyModifier(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionInfo,System.Boolean,TinyLife.Skills.SkillType,System.Single) commentId: M:TinyLife.Objects.MapObject.GetEfficiencyModifier(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionInfo,System.Boolean,TinyLife.Skills.SkillType,System.Single) id: GetEfficiencyModifier(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionInfo,System.Boolean,TinyLife.Skills.SkillType,System.Single) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: GetEfficiencyModifier(PersonLike, ActionInfo, bool, SkillType, float) nameWithType: MapObject.GetEfficiencyModifier(PersonLike, ActionInfo, bool, SkillType, float) fullName: TinyLife.Objects.MapObject.GetEfficiencyModifier(TinyLife.Objects.PersonLike, TinyLife.Actions.ActionInfo, bool, TinyLife.Skills.SkillType, float) type: Method assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- Returns the efficiency modifier that this object multiplies the person's productivity with. This method is automatically called in . This action is invoked for all of the passed . By default, this method returns 1, meaning the person's efficiency will not be influenced. example: [] syntax: content: public virtual float GetEfficiencyModifier(PersonLike person, ActionInfo info, bool isAuxiliary, SkillType skill, float levelModifier) parameters: - id: person type: TinyLife.Objects.PersonLike description: The person whose efficiency should be influenced - id: info type: TinyLife.Actions.ActionInfo description: The action info - id: isAuxiliary type: System.Boolean description: Whether this object is auxiliary (or the main action object) - id: skill type: TinyLife.Skills.SkillType description: The skill that should influence the efficiency - id: levelModifier type: System.Single description: The level modifier for the skill return: type: System.Single description: The efficiency modifier for this object content.vb: Public Overridable Function GetEfficiencyModifier(person As PersonLike, info As ActionInfo, isAuxiliary As Boolean, skill As SkillType, levelModifier As Single) As Single overload: TinyLife.Objects.MapObject.GetEfficiencyModifier* nameWithType.vb: MapObject.GetEfficiencyModifier(PersonLike, ActionInfo, Boolean, SkillType, Single) fullName.vb: TinyLife.Objects.MapObject.GetEfficiencyModifier(TinyLife.Objects.PersonLike, TinyLife.Actions.ActionInfo, Boolean, TinyLife.Skills.SkillType, Single) name.vb: GetEfficiencyModifier(PersonLike, ActionInfo, Boolean, SkillType, Single) - uid: 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}) commentId: M: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}) id: 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}) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: OnRandomQuality(PersonLike, ActionInfo, bool, SkillType, Random, bool, Dictionary) nameWithType: MapObject.OnRandomQuality(PersonLike, ActionInfo, bool, SkillType, Random, bool, Dictionary) fullName: TinyLife.Objects.MapObject.OnRandomQuality(TinyLife.Objects.PersonLike, TinyLife.Actions.ActionInfo, bool, TinyLife.Skills.SkillType, System.Random, bool, System.Collections.Generic.Dictionary) type: Method assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- A method that is invoked when a random quality is determined based on an action and skill in . This method is invoked for all of the passed . example: [] syntax: content: public virtual void OnRandomQuality(PersonLike person, ActionInfo info, bool isAuxiliary, SkillType skill, Random random, bool alwaysAllowAverage, Dictionary weights) parameters: - id: person type: TinyLife.Objects.PersonLike description: The person. - id: info type: TinyLife.Actions.ActionInfo description: The action info. - id: isAuxiliary type: System.Boolean description: Whether this object is auxiliary (or the main action object). - id: skill type: TinyLife.Skills.SkillType description: The skill. - id: random type: System.Random description: The instance used for determining the quality. - id: alwaysAllowAverage type: System.Boolean description: Whether the quality should always be available as an option. - id: weights type: System.Collections.Generic.Dictionary{TinyLife.Skills.Quality,System.Single} description: The weights for each quality. This collection contains keys for all values, and entries should not be removed, only modified. content.vb: Public Overridable Sub OnRandomQuality(person As PersonLike, info As ActionInfo, isAuxiliary As Boolean, skill As SkillType, random As Random, alwaysAllowAverage As Boolean, weights As Dictionary(Of Quality, Single)) overload: TinyLife.Objects.MapObject.OnRandomQuality* nameWithType.vb: MapObject.OnRandomQuality(PersonLike, ActionInfo, Boolean, SkillType, Random, Boolean, Dictionary(Of Quality, Single)) fullName.vb: TinyLife.Objects.MapObject.OnRandomQuality(TinyLife.Objects.PersonLike, TinyLife.Actions.ActionInfo, Boolean, TinyLife.Skills.SkillType, System.Random, Boolean, System.Collections.Generic.Dictionary(Of TinyLife.Skills.Quality, Single)) name.vb: OnRandomQuality(PersonLike, ActionInfo, Boolean, SkillType, Random, Boolean, Dictionary(Of Quality, Single)) - uid: TinyLife.Objects.MapObject.GetRestoreNeedModifier(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionInfo,System.Boolean,TinyLife.NeedType) commentId: M:TinyLife.Objects.MapObject.GetRestoreNeedModifier(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionInfo,System.Boolean,TinyLife.NeedType) id: GetRestoreNeedModifier(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionInfo,System.Boolean,TinyLife.NeedType) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: GetRestoreNeedModifier(PersonLike, ActionInfo, bool, NeedType) nameWithType: MapObject.GetRestoreNeedModifier(PersonLike, ActionInfo, bool, NeedType) fullName: TinyLife.Objects.MapObject.GetRestoreNeedModifier(TinyLife.Objects.PersonLike, TinyLife.Actions.ActionInfo, bool, TinyLife.NeedType) type: Method assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- Returns the modifier that this object multiplies the person's restored need with. This method is automatically called in . This action is invoked for all of the passed . By default, this method returns 1, meaning the need restoration modifier will not be influenced. example: [] syntax: content: public virtual float GetRestoreNeedModifier(PersonLike person, ActionInfo info, bool isAuxiliary, NeedType type) parameters: - id: person type: TinyLife.Objects.PersonLike description: The person whose need restoration should be influenced. - id: info type: TinyLife.Actions.ActionInfo description: The action info. - id: isAuxiliary type: System.Boolean description: Whether this object is auxiliary (or the main action object). - id: type type: TinyLife.NeedType description: The type of need that is being restored. return: type: System.Single description: The need restoration modifier for this object. content.vb: Public Overridable Function GetRestoreNeedModifier(person As PersonLike, info As ActionInfo, isAuxiliary As Boolean, type As NeedType) As Single overload: TinyLife.Objects.MapObject.GetRestoreNeedModifier* nameWithType.vb: MapObject.GetRestoreNeedModifier(PersonLike, ActionInfo, Boolean, NeedType) fullName.vb: TinyLife.Objects.MapObject.GetRestoreNeedModifier(TinyLife.Objects.PersonLike, TinyLife.Actions.ActionInfo, Boolean, TinyLife.NeedType) name.vb: GetRestoreNeedModifier(PersonLike, ActionInfo, Boolean, NeedType) - uid: TinyLife.Objects.MapObject.IsFreeSpot(Microsoft.Xna.Framework.Point) commentId: M:TinyLife.Objects.MapObject.IsFreeSpot(Microsoft.Xna.Framework.Point) id: IsFreeSpot(Microsoft.Xna.Framework.Point) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: IsFreeSpot(Point) nameWithType: MapObject.IsFreeSpot(Point) fullName: TinyLife.Objects.MapObject.IsFreeSpot(Microsoft.Xna.Framework.Point) type: Method assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- Returns whether a should be allowed to occupy or pass the given position, which is contained in this object's intersection area (). By default, objects return whether they have the category, and all other objects return true. Note that, if this object moves, should be invoked for its previous and resulting . example: [] syntax: content: public virtual bool IsFreeSpot(Point position) parameters: - id: position type: Microsoft.Xna.Framework.Point description: The position whose path cost modifier is being calculated. return: type: System.Boolean description: Whether a can occupy the given position. content.vb: Public Overridable Function IsFreeSpot(position As Point) As Boolean overload: TinyLife.Objects.MapObject.IsFreeSpot* - uid: TinyLife.Objects.MapObject.GetPathCostModifier(Microsoft.Xna.Framework.Point) commentId: M:TinyLife.Objects.MapObject.GetPathCostModifier(Microsoft.Xna.Framework.Point) id: GetPathCostModifier(Microsoft.Xna.Framework.Point) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: GetPathCostModifier(Point) nameWithType: MapObject.GetPathCostModifier(Point) fullName: TinyLife.Objects.MapObject.GetPathCostModifier(Microsoft.Xna.Framework.Point) type: Method assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- Returns a modifier that indicates the "cost" for pathfinding over this object. If this object is a object, it has to have the category for the returned value to have an effect. Note that, if this object moves, should be invoked for its previous and resulting . By default, this method returns 0, meaning no additional pathfinding cost is added. example: [] syntax: content: public virtual float GetPathCostModifier(Point position) parameters: - id: position type: Microsoft.Xna.Framework.Point description: The position whose path cost modifier is being calculated. return: type: System.Single description: This object's path cost modifier for the given position content.vb: Public Overridable Function GetPathCostModifier(position As Point) As Single overload: TinyLife.Objects.MapObject.GetPathCostModifier* - uid: TinyLife.Objects.MapObject.ResetToStatic(System.Boolean,System.Boolean) commentId: M:TinyLife.Objects.MapObject.ResetToStatic(System.Boolean,System.Boolean) id: ResetToStatic(System.Boolean,System.Boolean) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: ResetToStatic(bool, bool) nameWithType: MapObject.ResetToStatic(bool, bool) fullName: TinyLife.Objects.MapObject.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 virtual 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 Overridable Function ResetToStatic(thorough As Boolean, custom As Boolean) As Boolean overload: TinyLife.Objects.MapObject.ResetToStatic* nameWithType.vb: MapObject.ResetToStatic(Boolean, Boolean) fullName.vb: TinyLife.Objects.MapObject.ResetToStatic(Boolean, Boolean) name.vb: ResetToStatic(Boolean, Boolean) - uid: TinyLife.Objects.MapObject.DrawIcon(MLEM.Ui.Elements.Element,Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch) commentId: M:TinyLife.Objects.MapObject.DrawIcon(MLEM.Ui.Elements.Element,Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch) id: DrawIcon(MLEM.Ui.Elements.Element,Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: DrawIcon(Element, GameTime, SpriteBatch) nameWithType: MapObject.DrawIcon(Element, GameTime, SpriteBatch) fullName: TinyLife.Objects.MapObject.DrawIcon(MLEM.Ui.Elements.Element, Microsoft.Xna.Framework.GameTime, Microsoft.Xna.Framework.Graphics.SpriteBatch) type: Method assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- Draws this object as an icon in UI space. This method is called by the action queue as well as for notifications. By default, people draw their , and draws itself in ui space. example: [] syntax: content: public virtual bool DrawIcon(Element element, GameTime time, SpriteBatch batch) parameters: - id: element type: MLEM.Ui.Elements.Element description: The element to draw the object in. - id: time type: Microsoft.Xna.Framework.GameTime description: The game time. - id: batch type: Microsoft.Xna.Framework.Graphics.SpriteBatch description: The sprite batch to use for drawing. return: type: System.Boolean description: Whether the object was actually drawn as an icon. If false is returned, a replacement icon can be drawn by the caller instead. content.vb: Public Overridable Function DrawIcon(element As Element, time As GameTime, batch As SpriteBatch) As Boolean overload: TinyLife.Objects.MapObject.DrawIcon* - uid: TinyLife.Objects.MapObject.MoveToMap(TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single}) commentId: M:TinyLife.Objects.MapObject.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.MapObject langs: - csharp - vb name: MoveToMap(Map, Vector2?, float?) nameWithType: MapObject.MoveToMap(Map, Vector2?, float?) fullName: TinyLife.Objects.MapObject.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 virtual 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 Overridable Function MoveToMap(map As Map, position As Vector2? = Nothing, floor As Single? = Nothing) As Boolean overload: TinyLife.Objects.MapObject.MoveToMap* nameWithType.vb: MapObject.MoveToMap(Map, Vector2?, Single?) fullName.vb: TinyLife.Objects.MapObject.MoveToMap(TinyLife.World.Map, Microsoft.Xna.Framework.Vector2?, Single?) name.vb: MoveToMap(Map, Vector2?, Single?) - uid: TinyLife.Objects.MapObject.OnPositionChanged(Microsoft.Xna.Framework.Vector2,System.Single) commentId: M:TinyLife.Objects.MapObject.OnPositionChanged(Microsoft.Xna.Framework.Vector2,System.Single) id: OnPositionChanged(Microsoft.Xna.Framework.Vector2,System.Single) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: OnPositionChanged(Vector2, float) nameWithType: MapObject.OnPositionChanged(Vector2, float) fullName: TinyLife.Objects.MapObject.OnPositionChanged(Microsoft.Xna.Framework.Vector2, float) type: Method assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- A method that is automatically called when this object's changes. By default, this method is overriden in to call . Note that this method is also called if this object is not in the world (). example: [] syntax: content: protected virtual void OnPositionChanged(Vector2 lastPosition, float lastFloor) parameters: - id: lastPosition type: Microsoft.Xna.Framework.Vector2 description: This object's previous position. - id: lastFloor type: System.Single description: This object's previous floor. content.vb: Protected Overridable Sub OnPositionChanged(lastPosition As Vector2, lastFloor As Single) overload: TinyLife.Objects.MapObject.OnPositionChanged* nameWithType.vb: MapObject.OnPositionChanged(Vector2, Single) fullName.vb: TinyLife.Objects.MapObject.OnPositionChanged(Microsoft.Xna.Framework.Vector2, Single) name.vb: OnPositionChanged(Vector2, Single) - uid: TinyLife.Objects.MapObject.GetFreeActionSpotInfo(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory) commentId: M:TinyLife.Objects.MapObject.GetFreeActionSpotInfo(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory) id: GetFreeActionSpotInfo(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: GetFreeActionSpotInfo(PersonLike, ObjectCategory) nameWithType: MapObject.GetFreeActionSpotInfo(PersonLike, ObjectCategory) fullName: TinyLife.Objects.MapObject.GetFreeActionSpotInfo(TinyLife.Objects.PersonLike, TinyLife.Objects.ObjectCategory) type: Method assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- Returns the first entry of 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 ActionInfo GetFreeActionSpotInfo(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: TinyLife.Actions.ActionInfo description: The first free action spot, or null if there are none. content.vb: Public Function GetFreeActionSpotInfo(person As PersonLike, context As ObjectCategory = Nothing) As ActionInfo overload: TinyLife.Objects.MapObject.GetFreeActionSpotInfo* - uid: TinyLife.Objects.MapObject.SetMapAndValidate(TinyLife.World.Map,TinyLife.Utilities.AppliedMigrations) commentId: M:TinyLife.Objects.MapObject.SetMapAndValidate(TinyLife.World.Map,TinyLife.Utilities.AppliedMigrations) id: SetMapAndValidate(TinyLife.World.Map,TinyLife.Utilities.AppliedMigrations) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: SetMapAndValidate(Map, AppliedMigrations) nameWithType: MapObject.SetMapAndValidate(Map, AppliedMigrations) fullName: TinyLife.Objects.MapObject.SetMapAndValidate(TinyLife.World.Map, TinyLife.Utilities.AppliedMigrations) type: Method assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- Shorthand method for setting this object's and then calling and . If an exception occurs while validating, the exception is caught and false is returned. If moving an already validated object to a different map is desired, should be used instead. example: [] syntax: content: public bool SetMapAndValidate(Map map, AppliedMigrations appliedMigrations) parameters: - id: map type: TinyLife.World.Map description: The map to set - id: appliedMigrations type: TinyLife.Utilities.AppliedMigrations description: The set of migrations that have already been applied. return: type: System.Boolean description: false if the object is not valid, true otherwise content.vb: Public Function SetMapAndValidate(map As Map, appliedMigrations As AppliedMigrations) As Boolean overload: TinyLife.Objects.MapObject.SetMapAndValidate* - uid: TinyLife.Objects.MapObject.HasCategory(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory) commentId: M:TinyLife.Objects.MapObject.HasCategory(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory) id: HasCategory(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: HasCategory(PersonLike, ObjectCategory) nameWithType: MapObject.HasCategory(PersonLike, ObjectCategory) fullName: TinyLife.Objects.MapObject.HasCategory(TinyLife.Objects.PersonLike, TinyLife.Objects.ObjectCategory) type: Method assemblies: - Tiny Life namespace: TinyLife.Objects summary: A shorthand that checks whether overlaps with the given category flags example: [] syntax: content: public bool HasCategory(PersonLike person, ObjectCategory category) parameters: - id: person type: TinyLife.Objects.PersonLike description: The person to query categories for - id: category type: TinyLife.Objects.ObjectCategory description: A set of categories, one of which this object needs to match return: type: System.Boolean description: Whether this object contains at least one of the given categories content.vb: Public Function HasCategory(person As PersonLike, category As ObjectCategory) As Boolean overload: TinyLife.Objects.MapObject.HasCategory* - uid: 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}) commentId: M: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}) id: DoDraw(Microsoft.Xna.Framework.GameTime,System.Object,System.Nullable{Microsoft.Xna.Framework.Color},System.Boolean,System.Collections.Generic.List{MLEM.Graphics.StaticSpriteBatch.Item}) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: DoDraw(GameTime, object, Color?, bool, List) nameWithType: MapObject.DoDraw(GameTime, object, Color?, bool, List) fullName: TinyLife.Objects.MapObject.DoDraw(Microsoft.Xna.Framework.GameTime, object, Microsoft.Xna.Framework.Color?, bool, System.Collections.Generic.List) type: Method assemblies: - Tiny Life namespace: TinyLife.Objects summary: Draws this map object, additionally invoking all required events and checking the . example: [] syntax: content: public void DoDraw(GameTime time, object batch, Color? color, bool ignoreVisibility, 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: color 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: ignoreVisibility type: System.Boolean description: Whether this object's should be ignored. - 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 Sub DoDraw(time As GameTime, batch As Object, color As Color?, ignoreVisibility As Boolean, items As List(Of StaticSpriteBatch.Item)) overload: TinyLife.Objects.MapObject.DoDraw* nameWithType.vb: MapObject.DoDraw(GameTime, Object, Color?, Boolean, List(Of StaticSpriteBatch.Item)) fullName.vb: TinyLife.Objects.MapObject.DoDraw(Microsoft.Xna.Framework.GameTime, Object, Microsoft.Xna.Framework.Color?, Boolean, System.Collections.Generic.List(Of MLEM.Graphics.StaticSpriteBatch.Item)) name.vb: DoDraw(GameTime, Object, Color?, Boolean, List(Of Item)) - uid: TinyLife.Objects.MapObject.DoUpdate(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single) commentId: M:TinyLife.Objects.MapObject.DoUpdate(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single) id: DoUpdate(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: DoUpdate(GameTime, TimeSpan, float) nameWithType: MapObject.DoUpdate(GameTime, TimeSpan, float) fullName: TinyLife.Objects.MapObject.DoUpdate(Microsoft.Xna.Framework.GameTime, System.TimeSpan, float) type: Method assemblies: - Tiny Life namespace: TinyLife.Objects summary: Updates this map object if it is an , additionally invoking all required events. example: [] syntax: content: public bool DoUpdate(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 return: type: System.Boolean content.vb: Public Function DoUpdate(time As GameTime, passedInGame As TimeSpan, speedMultiplier As Single) As Boolean overload: TinyLife.Objects.MapObject.DoUpdate* nameWithType.vb: MapObject.DoUpdate(GameTime, TimeSpan, Single) fullName.vb: TinyLife.Objects.MapObject.DoUpdate(Microsoft.Xna.Framework.GameTime, System.TimeSpan, Single) name.vb: DoUpdate(GameTime, TimeSpan, Single) - uid: 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) commentId: M: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) id: 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) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: DrawColumns(Map, Vector2, float, object, Vector2, TextureRegion, Color, Vector2, Point, List, bool, ParentInfo, float, SpriteEffects, bool) nameWithType: MapObject.DrawColumns(Map, Vector2, float, object, Vector2, TextureRegion, Color, Vector2, Point, List, bool, ParentInfo, float, SpriteEffects, bool) fullName: TinyLife.Objects.MapObject.DrawColumns(TinyLife.World.Map, Microsoft.Xna.Framework.Vector2, float, object, Microsoft.Xna.Framework.Vector2, MLEM.Textures.TextureRegion, Microsoft.Xna.Framework.Color, Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Point, System.Collections.Generic.List, bool, TinyLife.Objects.ParentInfo, float, Microsoft.Xna.Framework.Graphics.SpriteEffects, bool) type: Method assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- Draws the given texture region in multiple rows and columns based on their parent's , which allows for depth calculation in isometric view to be possible. Bigger objects, including all furniture, are drawn in this matter. When drawing a furniture item, should be used instead, which automatically supplies various values based on . example: [] syntax: content: public static void DrawColumns(Map map, Vector2 position, float floor, object batch, Vector2 drawPos, TextureRegion texture, Color color, Vector2 scale, Point size, List items, bool pivot = true, ParentInfo parent = default, float depthOffset = 0, SpriteEffects effects = SpriteEffects.None, bool editDrawPos = true) parameters: - id: map type: TinyLife.World.Map description: The map that the object is on - id: position type: Microsoft.Xna.Framework.Vector2 description: The position that the object is on, in world space - id: floor type: System.Single description: The floor to draw on. - id: batch type: System.Object description: The sprite batch to draw with, which is either a or . - id: drawPos type: Microsoft.Xna.Framework.Vector2 description: The position to draw at, in draw space - id: texture type: MLEM.Textures.TextureRegion description: The texture region to draw - id: color type: Microsoft.Xna.Framework.Color description: The color to draw with - id: scale type: Microsoft.Xna.Framework.Vector2 description: The scale to draw at - id: size type: Microsoft.Xna.Framework.Point description: The size, in tiles, that this object has - 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 . - id: pivot type: System.Boolean description: The texture's pivot point, in texture-space pixels - id: parent type: TinyLife.Objects.ParentInfo description: The object's parent object - id: depthOffset type: System.Single description: A value that is added to the calculated object's depth - id: effects type: Microsoft.Xna.Framework.Graphics.SpriteEffects description: The sprite effects to use when rendering - id: editDrawPos type: System.Boolean description: Whether this object's drawPos should be changed based on this object's circumstances, especially based on its parent content.vb: Public Shared Sub DrawColumns(map As Map, position As Vector2, floor As Single, batch As Object, drawPos As Vector2, texture As TextureRegion, color As Color, scale As Vector2, size As Point, items As List(Of StaticSpriteBatch.Item), pivot As Boolean = True, parent As ParentInfo = Nothing, depthOffset As Single = 0, effects As SpriteEffects = SpriteEffects.None, editDrawPos As Boolean = True) overload: TinyLife.Objects.MapObject.DrawColumns* nameWithType.vb: MapObject.DrawColumns(Map, Vector2, Single, Object, Vector2, TextureRegion, Color, Vector2, Point, List(Of StaticSpriteBatch.Item), Boolean, ParentInfo, Single, SpriteEffects, Boolean) fullName.vb: TinyLife.Objects.MapObject.DrawColumns(TinyLife.World.Map, Microsoft.Xna.Framework.Vector2, Single, Object, Microsoft.Xna.Framework.Vector2, MLEM.Textures.TextureRegion, Microsoft.Xna.Framework.Color, Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Point, System.Collections.Generic.List(Of MLEM.Graphics.StaticSpriteBatch.Item), Boolean, TinyLife.Objects.ParentInfo, Single, Microsoft.Xna.Framework.Graphics.SpriteEffects, Boolean) name.vb: DrawColumns(Map, Vector2, Single, Object, Vector2, TextureRegion, Color, Vector2, Point, List(Of Item), Boolean, ParentInfo, Single, SpriteEffects, Boolean) - uid: TinyLife.Objects.MapObject.GetModCategory(System.String) commentId: M:TinyLife.Objects.MapObject.GetModCategory(System.String) id: GetModCategory(System.String) parent: TinyLife.Objects.MapObject langs: - csharp - vb name: GetModCategory(string) nameWithType: MapObject.GetModCategory(string) fullName: TinyLife.Objects.MapObject.GetModCategory(string) type: Method assemblies: - Tiny Life namespace: TinyLife.Objects summary: >- Adds and returns a custom with the given name. The returned category is guaranteed to be unique and mapped to the given name. Additionally, it can be used in combined flags, as it is not a combined flag itself. example: [] syntax: content: public static ObjectCategory GetModCategory(string name) parameters: - id: name type: System.String description: The name that the category should have return: type: TinyLife.Objects.ObjectCategory description: A new object category content.vb: Public Shared Function GetModCategory(name As String) As ObjectCategory overload: TinyLife.Objects.MapObject.GetModCategory* nameWithType.vb: MapObject.GetModCategory(String) fullName.vb: TinyLife.Objects.MapObject.GetModCategory(String) name.vb: GetModCategory(String) references: - 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 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: MLEM.Misc.IGenericDataHolder commentId: T:MLEM.Misc.IGenericDataHolder parent: MLEM.Misc isExternal: true name: IGenericDataHolder nameWithType: IGenericDataHolder fullName: MLEM.Misc.IGenericDataHolder - uid: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.SetData``1(System.String,{T}) commentId: M:MLEM.Data.Json.JsonTypeSafeGenericDataHolder.SetData``1(System.String,``0) parent: MLEM.Data.Json.JsonTypeSafeGenericDataHolder definition: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.SetData``1(System.String,``0) href: https://learn.microsoft.com/dotnet/api/system.string name: SetData(string, T) nameWithType: JsonTypeSafeGenericDataHolder.SetData(string, T) fullName: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.SetData(string, T) nameWithType.vb: JsonTypeSafeGenericDataHolder.SetData(Of T)(String, T) fullName.vb: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.SetData(Of T)(String, T) name.vb: SetData(Of T)(String, T) spec.csharp: - uid: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.SetData``1(System.String,``0) name: SetData isExternal: true - name: < - name: T - name: '>' - name: ( - uid: System.String name: string isExternal: true href: https://learn.microsoft.com/dotnet/api/system.string - name: ',' - name: " " - name: T - name: ) spec.vb: - uid: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.SetData``1(System.String,``0) name: SetData isExternal: true - name: ( - name: Of - name: " " - name: T - name: ) - name: ( - uid: System.String name: String isExternal: true href: https://learn.microsoft.com/dotnet/api/system.string - name: ',' - name: " " - name: T - name: ) - uid: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetData``1(System.String) commentId: M:MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetData``1(System.String) parent: MLEM.Data.Json.JsonTypeSafeGenericDataHolder isExternal: true href: https://learn.microsoft.com/dotnet/api/system.string name: GetData(string) nameWithType: JsonTypeSafeGenericDataHolder.GetData(string) fullName: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetData(string) nameWithType.vb: JsonTypeSafeGenericDataHolder.GetData(Of T)(String) fullName.vb: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetData(Of T)(String) name.vb: GetData(Of T)(String) spec.csharp: - uid: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetData``1(System.String) name: GetData isExternal: true - name: < - name: T - name: '>' - name: ( - uid: System.String name: string isExternal: true href: https://learn.microsoft.com/dotnet/api/system.string - name: ) spec.vb: - uid: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetData``1(System.String) name: GetData isExternal: true - name: ( - name: Of - name: " " - name: T - name: ) - name: ( - uid: System.String name: String isExternal: true href: https://learn.microsoft.com/dotnet/api/system.string - name: ) - uid: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetDataKeys commentId: M:MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetDataKeys parent: MLEM.Data.Json.JsonTypeSafeGenericDataHolder isExternal: true name: GetDataKeys() nameWithType: JsonTypeSafeGenericDataHolder.GetDataKeys() fullName: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetDataKeys() spec.csharp: - uid: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetDataKeys name: GetDataKeys isExternal: true - 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