### YamlMime:ManagedReference
items:
- uid: TinyLife.Actions.Action
commentId: T:TinyLife.Actions.Action
id: Action
parent: TinyLife.Actions
children:
- TinyLife.Actions.Action.#ctor(TinyLife.Actions.ActionInfo)
- TinyLife.Actions.Action.#ctor(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo)
- TinyLife.Actions.Action.CanCancel(TinyLife.Actions.Action)
- TinyLife.Actions.Action.CancelIfEmotional(TinyLife.Emotions.EmotionType[])
- TinyLife.Actions.Action.CanEnqueueConversation(TinyLife.Objects.Person,TinyLife.Actions.ActionType)
- TinyLife.Actions.Action.CanMultitask(TinyLife.Actions.Action)
- TinyLife.Actions.Action.CanMultitask(TinyLife.Actions.Action,TinyLife.Actions.Action)
- TinyLife.Actions.Action.CausesExtremelyFastSpeed
- TinyLife.Actions.Action.CompleteIfNeedFull(TinyLife.NeedType)
- TinyLife.Actions.Action.CompleteIfTimeUp(System.TimeSpan,System.Boolean,TinyLife.Skills.SkillType,System.Single,System.Boolean)
- TinyLife.Actions.Action.ElapsedTime
- TinyLife.Actions.Action.FacePartner(TinyLife.Objects.Person)
- TinyLife.Actions.Action.FindAllActionObjects(TinyLife.Objects.Person,TinyLife.Actions.ActionType,System.Nullable{Microsoft.Xna.Framework.Vector2})
- TinyLife.Actions.Action.FindAllFreeFurniture(TinyLife.Objects.Person,TinyLife.Objects.ObjectCategory,TinyLife.Objects.FurnitureType,System.Boolean,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Boolean,System.Boolean)
- TinyLife.Actions.Action.FindAllFreeGround(TinyLife.Objects.Person,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Boolean)
- TinyLife.Actions.Action.FindAllFreePeople(TinyLife.Objects.Person,TinyLife.Actions.ActionType,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Boolean)
- TinyLife.Actions.Action.FindAllFreeWalls(TinyLife.Objects.Person,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Boolean)
- TinyLife.Actions.Action.FindFreeFurniture(TinyLife.Objects.Person,TinyLife.Objects.ObjectCategory,TinyLife.Objects.FurnitureType,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Boolean,System.Boolean)
- TinyLife.Actions.Action.FindValidActionObjects(TinyLife.Objects.Person,TinyLife.Actions.ActionType,System.Boolean,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Boolean,System.Boolean)
- TinyLife.Actions.Action.ForceResult
- TinyLife.Actions.Action.FullyInProgress
- TinyLife.Actions.Action.GetDisplayName
- TinyLife.Actions.Action.GetFreeChair(TinyLife.Objects.Person,TinyLife.Objects.Furniture)
- TinyLife.Actions.Action.GetFreeChairs(TinyLife.Objects.Person,TinyLife.Objects.Furniture,System.Func{MLEM.Misc.Direction2,System.Boolean})
- TinyLife.Actions.Action.GetIconObject
- TinyLife.Actions.Action.GetNextAction(TinyLife.Actions.CompletionType)
- TinyLife.Actions.Action.GetRandomVariety(System.Collections.Generic.IEnumerable{TinyLife.Actions.ActionVariety},TinyLife.Actions.ActionInfo)
- TinyLife.Actions.Action.GetTableSpot(TinyLife.Objects.Furniture,TinyLife.Objects.ActionSpot)
- TinyLife.Actions.Action.Info
- TinyLife.Actions.Action.Initialize
- TinyLife.Actions.Action.InProgressTime
- TinyLife.Actions.Action.InvokeForBoth(TinyLife.Objects.Person,TinyLife.Objects.Person,System.Action{TinyLife.Objects.Person,TinyLife.Objects.Person})
- TinyLife.Actions.Action.IsCompleted
- TinyLife.Actions.Action.Map
- TinyLife.Actions.Action.OnCompleted(TinyLife.Actions.CompletionType)
- TinyLife.Actions.Action.OpenChoicePrompt(TinyLife.ChoicePromptInfo)
- TinyLife.Actions.Action.OpenPlayerPrompt(System.String,System.Predicate{MLEM.Ui.Elements.Panel},System.Action{MLEM.Ui.Elements.Panel},System.Boolean,System.Func{TinyLife.Uis.CoveringGroup,System.Collections.Generic.IEnumerable{MLEM.Ui.Elements.Element}},MLEM.Textures.TextureRegion)
- TinyLife.Actions.Action.OpenTextPrompt(System.String,System.Action{System.String},System.Predicate{System.String},MLEM.Ui.Elements.TextField.Rule,System.String,MLEM.Textures.TextureRegion)
- TinyLife.Actions.Action.OpenYesNoPrompt(System.String,System.Action,System.Action,MLEM.Textures.TextureRegion)
- TinyLife.Actions.Action.Parent
- TinyLife.Actions.Action.Person
- TinyLife.Actions.Action.PickUpAndGoTo(TinyLife.Actions.ActionInfo,System.Func{TinyLife.Objects.Furniture,System.Boolean},System.Func{TinyLife.Objects.Furniture,System.Boolean},System.Boolean)
- TinyLife.Actions.Action.PickUpAndGoTo(TinyLife.Actions.ActionInfo,TinyLife.Objects.ObjectCategory,TinyLife.Objects.ObjectCategory,System.Boolean)
- TinyLife.Actions.Action.PlayerPromptOpen
- TinyLife.Actions.Action.Random
- TinyLife.Actions.Action.Sit(TinyLife.Objects.Furniture,System.Single,TinyLife.Objects.ActionSpot)
- TinyLife.Actions.Action.SpeakAlone(Microsoft.Xna.Framework.GameTime,System.Single,TinyLife.Actions.EmoteCategory,TinyLife.Objects.SpeakStyle,System.Int32)
- TinyLife.Actions.Action.SpeakInConversation(TinyLife.Objects.Person,Microsoft.Xna.Framework.GameTime,System.Single,TinyLife.Actions.EmoteCategory,TinyLife.Objects.SpeakStyle,System.Nullable{TinyLife.Actions.EmoteCategory},System.Nullable{TinyLife.Objects.SpeakStyle},System.Int32)
- TinyLife.Actions.Action.StartedAutomatically
- TinyLife.Actions.Action.TryForceResult(TinyLife.Actions.CompletionType,System.Nullable{TinyLife.Actions.CanExecuteResult},TinyLife.Objects.MapObject)
- TinyLife.Actions.Action.Type
- TinyLife.Actions.Action.Update(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single)
- TinyLife.Actions.Action.Validate(TinyLife.Objects.Person)
langs:
- csharp
- vb
name: Action
nameWithType: Action
fullName: TinyLife.Actions.Action
type: Class
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Action
path: ../TinyLife/Actions/Action.cs
startLine: 30
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nAn action is something that a does.\nAn action is always derived from an underlying that contains various action settings.\nActions can be queued up for a person () or currently active ().\nTo create a more complex action, it is best to extend .\nYou can find a multitude of action-related events in , like .\n"
example: []
syntax:
content: >-
[DataContract]
public abstract class Action : JsonTypeSafeGenericDataHolder, IGenericDataHolder
content.vb: >-
Public MustInherit Class Action
Inherits JsonTypeSafeGenericDataHolder
Implements IGenericDataHolder
inheritance:
- System.Object
- MLEM.Data.Json.JsonTypeSafeGenericDataHolder
derivedClasses:
- TinyLife.Actions.DieAction
- TinyLife.Actions.MultiAction
- TinyLife.Actions.PathfindAction
- TinyLife.Actions.SocialAction.StartPartnerAction
- TinyLife.Actions.Typeless.DeferredAction
- TinyLife.Actions.Typeless.PathfindToPersonAction
- TinyLife.Actions.Typeless.TellPeopleToLeaveRoomAction
- TinyLife.Actions.Typeless.TryGoHereAction
- TinyLife.CleanOutFridgeAction
implements:
- MLEM.Misc.IGenericDataHolder
inheritedMembers:
- MLEM.Data.Json.JsonTypeSafeGenericDataHolder.SetData(System.String,System.Object)
- 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.Actions.Action.TinyLife.Utilities.Extensions.JsonCopy``1
attributes:
- type: System.Runtime.Serialization.DataContractAttribute
ctor: System.Runtime.Serialization.DataContractAttribute.#ctor
arguments: []
modifiers.csharp:
- public
- abstract
- class
modifiers.vb:
- Public
- MustInherit
- Class
- uid: TinyLife.Actions.Action.Random
commentId: F:TinyLife.Actions.Action.Random
id: Random
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: Random
nameWithType: Action.Random
fullName: TinyLife.Actions.Action.Random
type: Field
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Random
path: ../TinyLife/Actions/Action.cs
startLine: 37
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nA instance that can be used by actions.\nThis value has the default seed.\n"
example: []
syntax:
content: public static readonly Random Random
return:
type: System.Random
content.vb: Public Shared ReadOnly Random As Random
modifiers.csharp:
- public
- static
- readonly
modifiers.vb:
- Public
- Shared
- ReadOnly
- uid: TinyLife.Actions.Action.InProgressTime
commentId: P:TinyLife.Actions.Action.InProgressTime
id: InProgressTime
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: InProgressTime
nameWithType: Action.InProgressTime
fullName: TinyLife.Actions.Action.InProgressTime
type: Property
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: InProgressTime
path: ../TinyLife/Actions/Action.cs
startLine: 45
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nRepresents the amount of time that this action has "properly" been in progress for.\nThis is used by and and returns true only once the first actions are completed or the conversation has started, respectively.\nBy default, is returned.\n"
example: []
syntax:
content: public virtual TimeSpan InProgressTime { get; }
parameters: []
return:
type: System.TimeSpan
description: The amount of time that this action has properly been in progress for
content.vb: Public Overridable ReadOnly Property InProgressTime As TimeSpan
overload: TinyLife.Actions.Action.InProgressTime*
modifiers.csharp:
- public
- virtual
- get
modifiers.vb:
- Public
- Overridable
- ReadOnly
- uid: TinyLife.Actions.Action.FullyInProgress
commentId: P:TinyLife.Actions.Action.FullyInProgress
id: FullyInProgress
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: FullyInProgress
nameWithType: Action.FullyInProgress
fullName: TinyLife.Actions.Action.FullyInProgress
type: Property
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: FullyInProgress
path: ../TinyLife/Actions/Action.cs
startLine: 52
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nReturns whether this action is currently "properly" in progress.\nThis is used by and and returns true only once the first actions are completed or the conversation has started, respectively.\nBy default, this property is true if is greater than .\n"
example: []
syntax:
content: public virtual bool FullyInProgress { get; }
parameters: []
return:
type: System.Boolean
description: Whether this action is fully in progress
content.vb: Public Overridable ReadOnly Property FullyInProgress As Boolean
overload: TinyLife.Actions.Action.FullyInProgress*
modifiers.csharp:
- public
- virtual
- get
modifiers.vb:
- Public
- Overridable
- ReadOnly
- uid: TinyLife.Actions.Action.Type
commentId: F:TinyLife.Actions.Action.Type
id: Type
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: Type
nameWithType: Action.Type
fullName: TinyLife.Actions.Action.Type
type: Field
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Type
path: ../TinyLife/Actions/Action.cs
startLine: 58
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nThe that this action instance derives from\n"
example: []
syntax:
content: >-
[DataMember]
public readonly ActionType Type
return:
type: TinyLife.Actions.ActionType
content.vb: >-
Public ReadOnly Type As ActionType
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
modifiers.csharp:
- public
- readonly
modifiers.vb:
- Public
- ReadOnly
- uid: TinyLife.Actions.Action.Info
commentId: F:TinyLife.Actions.Action.Info
id: Info
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: Info
nameWithType: Action.Info
fullName: TinyLife.Actions.Action.Info
type: Field
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Info
path: ../TinyLife/Actions/Action.cs
startLine: 63
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nThe for this action that contains the clicked (or otherwise targeted) objects and more\n"
example: []
syntax:
content: >-
[DataMember]
public readonly ActionInfo Info
return:
type: TinyLife.Actions.ActionInfo
content.vb: >-
Public ReadOnly Info As ActionInfo
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
modifiers.csharp:
- public
- readonly
modifiers.vb:
- Public
- ReadOnly
- uid: TinyLife.Actions.Action.StartedAutomatically
commentId: P:TinyLife.Actions.Action.StartedAutomatically
id: StartedAutomatically
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: StartedAutomatically
nameWithType: Action.StartedAutomatically
fullName: TinyLife.Actions.Action.StartedAutomatically
type: Property
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: StartedAutomatically
path: ../TinyLife/Actions/Action.cs
startLine: 68
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nIf this value is true, this action was started using or through another action rather than by the player\n"
example: []
syntax:
content: >-
[DataMember]
public bool StartedAutomatically { get; }
parameters: []
return:
type: System.Boolean
content.vb: >-
Public ReadOnly Property StartedAutomatically As Boolean
overload: TinyLife.Actions.Action.StartedAutomatically*
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
modifiers.csharp:
- public
- get
modifiers.vb:
- Public
- ReadOnly
- uid: TinyLife.Actions.Action.Parent
commentId: P:TinyLife.Actions.Action.Parent
id: Parent
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: Parent
nameWithType: Action.Parent
fullName: TinyLife.Actions.Action.Parent
type: Property
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Parent
path: ../TinyLife/Actions/Action.cs
startLine: 74
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nThe that created or otherwise owns this action.\nThis is nonnull if this action is part of a or .\n"
example: []
syntax:
content: public Action Parent { get; }
parameters: []
return:
type: TinyLife.Actions.Action
content.vb: Public ReadOnly Property Parent As Action
overload: TinyLife.Actions.Action.Parent*
modifiers.csharp:
- public
- get
modifiers.vb:
- Public
- ReadOnly
- uid: TinyLife.Actions.Action.Map
commentId: P:TinyLife.Actions.Action.Map
id: Map
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: Map
nameWithType: Action.Map
fullName: TinyLife.Actions.Action.Map
type: Property
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Map
path: ../TinyLife/Actions/Action.cs
startLine: 78
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nThe that this action occurs on\n"
example: []
syntax:
content: public Map Map { get; }
parameters: []
return:
type: TinyLife.World.Map
content.vb: Public ReadOnly Property Map As Map
overload: TinyLife.Actions.Action.Map*
modifiers.csharp:
- public
- get
modifiers.vb:
- Public
- ReadOnly
- uid: TinyLife.Actions.Action.Person
commentId: P:TinyLife.Actions.Action.Person
id: Person
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: Person
nameWithType: Action.Person
fullName: TinyLife.Actions.Action.Person
type: Property
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Person
path: ../TinyLife/Actions/Action.cs
startLine: 82
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nThe that this action is being executed by\n"
example: []
syntax:
content: public Person Person { get; }
parameters: []
return:
type: TinyLife.Objects.Person
content.vb: Public ReadOnly Property Person As Person
overload: TinyLife.Actions.Action.Person*
modifiers.csharp:
- public
- get
modifiers.vb:
- Public
- ReadOnly
- uid: TinyLife.Actions.Action.ElapsedTime
commentId: P:TinyLife.Actions.Action.ElapsedTime
id: ElapsedTime
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: ElapsedTime
nameWithType: Action.ElapsedTime
fullName: TinyLife.Actions.Action.ElapsedTime
type: Property
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: ElapsedTime
path: ../TinyLife/Actions/Action.cs
startLine: 86
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nThe amount of in-game time that has elapsed since this action has started\n"
example: []
syntax:
content: >-
[DataMember]
public TimeSpan ElapsedTime { get; protected set; }
parameters: []
return:
type: System.TimeSpan
content.vb: >-
Public Property ElapsedTime As TimeSpan
overload: TinyLife.Actions.Action.ElapsedTime*
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
modifiers.csharp:
- public
- get
- protected set
modifiers.vb:
- Public
- Get
- Protected Set
- uid: TinyLife.Actions.Action.PlayerPromptOpen
commentId: P:TinyLife.Actions.Action.PlayerPromptOpen
id: PlayerPromptOpen
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: PlayerPromptOpen
nameWithType: Action.PlayerPromptOpen
fullName: TinyLife.Actions.Action.PlayerPromptOpen
type: Property
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: PlayerPromptOpen
path: ../TinyLife/Actions/Action.cs
startLine: 92
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nA property that stores whether a player prompt is currently open. A prompt can be opened using .\nThis property can be used to ensure that an action is not paused or canceled while a player prompt is open, as, based on the implementation of the action, there might be certain update frames that still occur while the prompt is open.\n"
example: []
syntax:
content: public bool PlayerPromptOpen { get; }
parameters: []
return:
type: System.Boolean
content.vb: Public ReadOnly Property PlayerPromptOpen As Boolean
overload: TinyLife.Actions.Action.PlayerPromptOpen*
modifiers.csharp:
- public
- get
modifiers.vb:
- Public
- ReadOnly
- uid: TinyLife.Actions.Action.ForceResult
commentId: F:TinyLife.Actions.Action.ForceResult
id: ForceResult
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: ForceResult
nameWithType: Action.ForceResult
fullName: TinyLife.Actions.Action.ForceResult
type: Field
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: ForceResult
path: ../TinyLife/Actions/Action.cs
startLine: 98
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nThis value can be set to a to force to return it.\nThis is useful if there is an erroring calculation in your code, for example.\n"
example: []
syntax:
content: protected CompletionType? ForceResult
return:
type: System.Nullable{TinyLife.Actions.CompletionType}
content.vb: Protected ForceResult As CompletionType?
modifiers.csharp:
- protected
modifiers.vb:
- Protected
- uid: TinyLife.Actions.Action.#ctor(TinyLife.Actions.ActionInfo)
commentId: M:TinyLife.Actions.Action.#ctor(TinyLife.Actions.ActionInfo)
id: '#ctor(TinyLife.Actions.ActionInfo)'
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: Action(ActionInfo)
nameWithType: Action.Action(ActionInfo)
fullName: TinyLife.Actions.Action.Action(TinyLife.Actions.ActionInfo)
type: Constructor
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: .ctor
path: ../TinyLife/Actions/Action.cs
startLine: 109
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nCreates a new typeless action with the given action information.\n"
example: []
syntax:
content: protected Action(ActionInfo info)
parameters:
- id: info
type: TinyLife.Actions.ActionInfo
description: The information for this action.
content.vb: Protected Sub New(info As ActionInfo)
overload: TinyLife.Actions.Action.#ctor*
modifiers.csharp:
- protected
modifiers.vb:
- Protected
- uid: TinyLife.Actions.Action.#ctor(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo)
commentId: M:TinyLife.Actions.Action.#ctor(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo)
id: '#ctor(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo)'
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: Action(ActionType, ActionInfo)
nameWithType: Action.Action(ActionType, ActionInfo)
fullName: TinyLife.Actions.Action.Action(TinyLife.Actions.ActionType, TinyLife.Actions.ActionInfo)
type: Constructor
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: .ctor
path: ../TinyLife/Actions/Action.cs
startLine: 118
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nCreates a new action with the given action information.\n"
example: []
syntax:
content: protected Action(ActionType type, ActionInfo info)
parameters:
- id: type
type: TinyLife.Actions.ActionType
description: The type for this action.
- id: info
type: TinyLife.Actions.ActionInfo
description: The information for this action.
content.vb: Protected Sub New(type As ActionType, info As ActionInfo)
overload: TinyLife.Actions.Action.#ctor*
modifiers.csharp:
- protected
modifiers.vb:
- Protected
- uid: TinyLife.Actions.Action.Initialize
commentId: M:TinyLife.Actions.Action.Initialize
id: Initialize
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: Initialize()
nameWithType: Action.Initialize()
fullName: TinyLife.Actions.Action.Initialize()
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Initialize
path: ../TinyLife/Actions/Action.cs
startLine: 128
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nThis method is called when the action is first started by a .\nNote that it is not called when the action gets added to the , but when it is moved to .\n"
example: []
syntax:
content: public virtual void Initialize()
content.vb: Public Overridable Sub Initialize
overload: TinyLife.Actions.Action.Initialize*
modifiers.csharp:
- public
- virtual
modifiers.vb:
- Public
- Overridable
- uid: TinyLife.Actions.Action.Update(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single)
commentId: M:TinyLife.Actions.Action.Update(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single)
id: Update(Microsoft.Xna.Framework.GameTime,System.TimeSpan,System.Single)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: Update(GameTime, TimeSpan, Single)
nameWithType: Action.Update(GameTime, TimeSpan, Single)
fullName: TinyLife.Actions.Action.Update(Microsoft.Xna.Framework.GameTime, System.TimeSpan, System.Single)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Update
path: ../TinyLife/Actions/Action.cs
startLine: 137
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nThis method is called every update frame if this action is currently active.\nBy default, only the is modified in this method and is called.\n"
example: []
syntax:
content: public virtual void Update(GameTime time, TimeSpan passedInGame, float speedMultiplier)
parameters:
- 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
content.vb: Public Overridable Sub Update(time As GameTime, passedInGame As TimeSpan, speedMultiplier As Single)
overload: TinyLife.Actions.Action.Update*
modifiers.csharp:
- public
- virtual
modifiers.vb:
- Public
- Overridable
- uid: TinyLife.Actions.Action.IsCompleted
commentId: M:TinyLife.Actions.Action.IsCompleted
id: IsCompleted
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: IsCompleted()
nameWithType: Action.IsCompleted()
fullName: TinyLife.Actions.Action.IsCompleted()
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: IsCompleted
path: ../TinyLife/Actions/Action.cs
startLine: 155
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nThis method is called every update frame by a if this action is currently active to check if it should be stopped.\nIf this returns a result other than , will be called and the action is stopped.\nBy default, only modifies the completion type, otherwise is returned.\n"
example: []
syntax:
content: public virtual CompletionType IsCompleted()
return:
type: TinyLife.Actions.CompletionType
description: The current completion type of this action
content.vb: Public Overridable Function IsCompleted As CompletionType
overload: TinyLife.Actions.Action.IsCompleted*
modifiers.csharp:
- public
- virtual
modifiers.vb:
- Public
- Overridable
- uid: TinyLife.Actions.Action.OnCompleted(TinyLife.Actions.CompletionType)
commentId: M:TinyLife.Actions.Action.OnCompleted(TinyLife.Actions.CompletionType)
id: OnCompleted(TinyLife.Actions.CompletionType)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: OnCompleted(CompletionType)
nameWithType: Action.OnCompleted(CompletionType)
fullName: TinyLife.Actions.Action.OnCompleted(TinyLife.Actions.CompletionType)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: OnCompleted
path: ../TinyLife/Actions/Action.cs
startLine: 165
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nThis method is called when this action , or if it is canceled from an outside source.\nNote that, if this method is called as a result of , the passed will be the same.\nBy default, only is called.\n"
example: []
syntax:
content: public virtual void OnCompleted(CompletionType type)
parameters:
- id: type
type: TinyLife.Actions.CompletionType
description: The type that this action completed with
content.vb: Public Overridable Sub OnCompleted(type As CompletionType)
overload: TinyLife.Actions.Action.OnCompleted*
modifiers.csharp:
- public
- virtual
modifiers.vb:
- Public
- Overridable
- uid: TinyLife.Actions.Action.Validate(TinyLife.Objects.Person)
commentId: M:TinyLife.Actions.Action.Validate(TinyLife.Objects.Person)
id: Validate(TinyLife.Objects.Person)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: Validate(Person)
nameWithType: Action.Validate(Person)
fullName: TinyLife.Actions.Action.Validate(TinyLife.Objects.Person)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Validate
path: ../TinyLife/Actions/Action.cs
startLine: 183
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nValidates this action's data.\nThis is called when a map is loaded from disk.\nWhen returning false on this method, the action is removed from the .\n"
example: []
syntax:
content: public virtual bool Validate(Person person)
parameters:
- id: person
type: TinyLife.Objects.Person
description: The person that this action belongs to
return:
type: System.Boolean
description: Whether or not the action is still valid (or if it has invalid data)
content.vb: Public Overridable Function Validate(person As Person) As Boolean
overload: TinyLife.Actions.Action.Validate*
modifiers.csharp:
- public
- virtual
modifiers.vb:
- Public
- Overridable
- uid: TinyLife.Actions.Action.TryForceResult(TinyLife.Actions.CompletionType,System.Nullable{TinyLife.Actions.CanExecuteResult},TinyLife.Objects.MapObject)
commentId: M:TinyLife.Actions.Action.TryForceResult(TinyLife.Actions.CompletionType,System.Nullable{TinyLife.Actions.CanExecuteResult},TinyLife.Objects.MapObject)
id: TryForceResult(TinyLife.Actions.CompletionType,System.Nullable{TinyLife.Actions.CanExecuteResult},TinyLife.Objects.MapObject)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: TryForceResult(CompletionType, Nullable, MapObject)
nameWithType: Action.TryForceResult(CompletionType, Nullable, MapObject)
fullName: TinyLife.Actions.Action.TryForceResult(TinyLife.Actions.CompletionType, System.Nullable, TinyLife.Objects.MapObject)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: TryForceResult
path: ../TinyLife/Actions/Action.cs
startLine: 196
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nThis is an external version of which can be called from outside sources, like a object.\nA reason is provided that can be used to decide whether the external object can cause this action to fail.\nBy default, this action sets to true and returns true if doesn't return true.\n"
example: []
syntax:
content: public virtual bool TryForceResult(CompletionType result, CanExecuteResult? reason = null, MapObject source = null)
parameters:
- id: result
type: TinyLife.Actions.CompletionType
description: The result to force.
- id: reason
type: System.Nullable{TinyLife.Actions.CanExecuteResult}
description: The reason for this action to fail. Can be null.
- id: source
type: TinyLife.Objects.MapObject
description: The object that is trying to force this action to fail. Can be null.
return:
type: System.Boolean
description: Whether this action was successfully forced to fail (if returning true, should also be set to true).
content.vb: Public Overridable Function TryForceResult(result As CompletionType, reason As CanExecuteResult? = Nothing, source As MapObject = Nothing) As Boolean
overload: TinyLife.Actions.Action.TryForceResult*
nameWithType.vb: Action.TryForceResult(CompletionType, Nullable(Of CanExecuteResult), MapObject)
modifiers.csharp:
- public
- virtual
modifiers.vb:
- Public
- Overridable
fullName.vb: TinyLife.Actions.Action.TryForceResult(TinyLife.Actions.CompletionType, System.Nullable(Of TinyLife.Actions.CanExecuteResult), TinyLife.Objects.MapObject)
name.vb: TryForceResult(CompletionType, Nullable(Of CanExecuteResult), MapObject)
- uid: TinyLife.Actions.Action.CanMultitask(TinyLife.Actions.Action)
commentId: M:TinyLife.Actions.Action.CanMultitask(TinyLife.Actions.Action)
id: CanMultitask(TinyLife.Actions.Action)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: CanMultitask(Action)
nameWithType: Action.CanMultitask(Action)
fullName: TinyLife.Actions.Action.CanMultitask(TinyLife.Actions.Action)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: CanMultitask
path: ../TinyLife/Actions/Action.cs
startLine: 214
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nReturn true on this method if this action can be multi-tasked along with the passed .\nTo actually check this property, should be used as it compares both objects.\nA multi-tasking is an action that is currently active along with another action.\nBy default, multi-tasking is disallowed for any action.\n"
example: []
syntax:
content: public virtual bool CanMultitask(Action other)
parameters:
- id: other
type: TinyLife.Actions.Action
description: The action to multi-task with
return:
type: System.Boolean
description: Whether this action can be multi-tasked
content.vb: Public Overridable Function CanMultitask(other As Action) As Boolean
overload: TinyLife.Actions.Action.CanMultitask*
modifiers.csharp:
- public
- virtual
modifiers.vb:
- Public
- Overridable
- uid: TinyLife.Actions.Action.CanCancel(TinyLife.Actions.Action)
commentId: M:TinyLife.Actions.Action.CanCancel(TinyLife.Actions.Action)
id: CanCancel(TinyLife.Actions.Action)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: CanCancel(Action)
nameWithType: Action.CanCancel(Action)
fullName: TinyLife.Actions.Action.CanCancel(TinyLife.Actions.Action)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: CanCancel
path: ../TinyLife/Actions/Action.cs
startLine: 225
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nReturns whether or not this action can be canceled by the given outside source.\nNote that the outside source can be null, and if it is, it means that the player canceled the action manually.\nBy default, actions can only be canceled if the cancelSource
is null.\n"
example: []
syntax:
content: public virtual bool CanCancel(Action cancelSource)
parameters:
- id: cancelSource
type: TinyLife.Actions.Action
description: The source of the cancelation, or null if the player canceled it
return:
type: System.Boolean
description: true if the action can be canceled
content.vb: Public Overridable Function CanCancel(cancelSource As Action) As Boolean
overload: TinyLife.Actions.Action.CanCancel*
modifiers.csharp:
- public
- virtual
modifiers.vb:
- Public
- Overridable
- uid: TinyLife.Actions.Action.GetNextAction(TinyLife.Actions.CompletionType)
commentId: M:TinyLife.Actions.Action.GetNextAction(TinyLife.Actions.CompletionType)
id: GetNextAction(TinyLife.Actions.CompletionType)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: GetNextAction(CompletionType)
nameWithType: Action.GetNextAction(CompletionType)
fullName: TinyLife.Actions.Action.GetNextAction(TinyLife.Actions.CompletionType)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: GetNextAction
path: ../TinyLife/Actions/Action.cs
startLine: 236
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nReturns an action that should be queued up immediately after this action completes.\nThe queued up action is immediately started in the slot that this action occupied.\nCan be null, and is null by default.\n"
example: []
syntax:
content: public virtual Action GetNextAction(CompletionType completion)
parameters:
- id: completion
type: TinyLife.Actions.CompletionType
description: The type that this action completed with
return:
type: TinyLife.Actions.Action
description: The follow-up action
content.vb: Public Overridable Function GetNextAction(completion As CompletionType) As Action
overload: TinyLife.Actions.Action.GetNextAction*
modifiers.csharp:
- public
- virtual
modifiers.vb:
- Public
- Overridable
- uid: TinyLife.Actions.Action.GetIconObject
commentId: M:TinyLife.Actions.Action.GetIconObject
id: GetIconObject
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: GetIconObject()
nameWithType: Action.GetIconObject()
fullName: TinyLife.Actions.Action.GetIconObject()
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: GetIconObject
path: ../TinyLife/Actions/Action.cs
startLine: 246
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nReturns the map object that is displayed in the action queue in the top left of the screen.\nNote that this value is ignored if this action's type has a .\nBy default, the is returned.\n"
example: []
syntax:
content: public virtual MapObject GetIconObject()
return:
type: TinyLife.Objects.MapObject
description: The icon object
content.vb: Public Overridable Function GetIconObject As MapObject
overload: TinyLife.Actions.Action.GetIconObject*
modifiers.csharp:
- public
- virtual
modifiers.vb:
- Public
- Overridable
- uid: TinyLife.Actions.Action.CausesExtremelyFastSpeed
commentId: M:TinyLife.Actions.Action.CausesExtremelyFastSpeed
id: CausesExtremelyFastSpeed
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: CausesExtremelyFastSpeed()
nameWithType: Action.CausesExtremelyFastSpeed()
fullName: TinyLife.Actions.Action.CausesExtremelyFastSpeed()
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: CausesExtremelyFastSpeed
path: ../TinyLife/Actions/Action.cs
startLine: 255
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nReturns true if this action, while it is currently active, should cause the speed to be available.\nBy default, this method returns false.\n"
example: []
syntax:
content: public virtual bool CausesExtremelyFastSpeed()
return:
type: System.Boolean
description: Whether the extremely fast speed should be available
content.vb: Public Overridable Function CausesExtremelyFastSpeed As Boolean
overload: TinyLife.Actions.Action.CausesExtremelyFastSpeed*
modifiers.csharp:
- public
- virtual
modifiers.vb:
- Public
- Overridable
- uid: TinyLife.Actions.Action.GetDisplayName
commentId: M:TinyLife.Actions.Action.GetDisplayName
id: GetDisplayName
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: GetDisplayName()
nameWithType: Action.GetDisplayName()
fullName: TinyLife.Actions.Action.GetDisplayName()
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: GetDisplayName
path: ../TinyLife/Actions/Action.cs
startLine: 264
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nReturns a localized string that explains this action in short.\nBy default, this method returns .\n"
example: []
syntax:
content: public virtual string GetDisplayName()
return:
type: System.String
description: This action's display name
content.vb: Public Overridable Function GetDisplayName As String
overload: TinyLife.Actions.Action.GetDisplayName*
modifiers.csharp:
- public
- virtual
modifiers.vb:
- Public
- Overridable
- uid: TinyLife.Actions.Action.CanEnqueueConversation(TinyLife.Objects.Person,TinyLife.Actions.ActionType)
commentId: M:TinyLife.Actions.Action.CanEnqueueConversation(TinyLife.Objects.Person,TinyLife.Actions.ActionType)
id: CanEnqueueConversation(TinyLife.Objects.Person,TinyLife.Actions.ActionType)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: CanEnqueueConversation(Person, ActionType)
nameWithType: Action.CanEnqueueConversation(Person, ActionType)
fullName: TinyLife.Actions.Action.CanEnqueueConversation(TinyLife.Objects.Person, TinyLife.Actions.ActionType)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: CanEnqueueConversation
path: ../TinyLife/Actions/Action.cs
startLine: 276
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nReturns true if the given person
can (automatically) enqueue a social action with the that is executing this action.\nNote that enqueueing a social action manually is still possible even if this method returns false.\nBy default, only returns false on this method.\n"
example: []
syntax:
content: public virtual bool CanEnqueueConversation(Person person, ActionType type)
parameters:
- id: person
type: TinyLife.Objects.Person
description: The person that wants to converse with us.
- id: type
type: TinyLife.Actions.ActionType
description: The type of action that should be enqueued. Might be null, in which case a generic or unknown action is querying this function.
return:
type: System.Boolean
description: Whether or not enqueueing a social action is possible.
content.vb: Public Overridable Function CanEnqueueConversation(person As Person, type As ActionType) As Boolean
overload: TinyLife.Actions.Action.CanEnqueueConversation*
modifiers.csharp:
- public
- virtual
modifiers.vb:
- Public
- Overridable
- uid: TinyLife.Actions.Action.OpenPlayerPrompt(System.String,System.Predicate{MLEM.Ui.Elements.Panel},System.Action{MLEM.Ui.Elements.Panel},System.Boolean,System.Func{TinyLife.Uis.CoveringGroup,System.Collections.Generic.IEnumerable{MLEM.Ui.Elements.Element}},MLEM.Textures.TextureRegion)
commentId: M:TinyLife.Actions.Action.OpenPlayerPrompt(System.String,System.Predicate{MLEM.Ui.Elements.Panel},System.Action{MLEM.Ui.Elements.Panel},System.Boolean,System.Func{TinyLife.Uis.CoveringGroup,System.Collections.Generic.IEnumerable{MLEM.Ui.Elements.Element}},MLEM.Textures.TextureRegion)
id: OpenPlayerPrompt(System.String,System.Predicate{MLEM.Ui.Elements.Panel},System.Action{MLEM.Ui.Elements.Panel},System.Boolean,System.Func{TinyLife.Uis.CoveringGroup,System.Collections.Generic.IEnumerable{MLEM.Ui.Elements.Element}},MLEM.Textures.TextureRegion)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: OpenPlayerPrompt(String, Predicate, Action, Boolean, Func>, TextureRegion)
nameWithType: Action.OpenPlayerPrompt(String, Predicate, Action, Boolean, Func>, TextureRegion)
fullName: TinyLife.Actions.Action.OpenPlayerPrompt(System.String, System.Predicate, System.Action, System.Boolean, System.Func>, MLEM.Textures.TextureRegion)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: OpenPlayerPrompt
path: ../TinyLife/Actions/Action.cs
startLine: 292
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nOpens a prompt for the player with the given elements, also pausing the game.\nThis behavior is used for things like the action, where a confirmation panel pops up.\nTo check whether a player prompt is currently opened, see .\n"
example: []
syntax:
content: public CoveringGroup OpenPlayerPrompt(string title, Predicate canFinish, Action onFinished, bool canExit, Func> children, TextureRegion portrait = null)
parameters:
- id: title
type: System.String
description: The title that should be displayed in the box, has to be localized if required
- id: canFinish
type: System.Predicate{MLEM.Ui.Elements.Panel}
description: A function that determines whether the Okay button can be pressed. If the function is null, no button is displayed.
- id: onFinished
type: System.Action{MLEM.Ui.Elements.Panel}
description: A function that is called once the Okay button is pressed. Can be null.
- id: canExit
type: System.Boolean
description: Whether the user can exit the window without making a decision by clicking the background
- id: children
type: System.Func{TinyLife.Uis.CoveringGroup,System.Collections.Generic.IEnumerable{MLEM.Ui.Elements.Element}}
description: The elements that should be displayed in this prompt, along with the title and possibly the Okay button if canFinish
is used
- id: portrait
type: MLEM.Textures.TextureRegion
description: The portrait to display. If this is null, the 's portrait is used.
return:
type: TinyLife.Uis.CoveringGroup
content.vb: Public Function OpenPlayerPrompt(title As String, canFinish As Predicate(Of Panel), onFinished As Action(Of Panel), canExit As Boolean, children As Func(Of CoveringGroup, IEnumerable(Of Element)), portrait As TextureRegion = Nothing) As CoveringGroup
overload: TinyLife.Actions.Action.OpenPlayerPrompt*
exceptions:
- type: System.InvalidOperationException
commentId: T:System.InvalidOperationException
description: Thrown if this action's is not part of the .
nameWithType.vb: Action.OpenPlayerPrompt(String, Predicate(Of Panel), Action(Of Panel), Boolean, Func(Of CoveringGroup, IEnumerable(Of Element)), TextureRegion)
modifiers.csharp:
- public
modifiers.vb:
- Public
fullName.vb: TinyLife.Actions.Action.OpenPlayerPrompt(System.String, System.Predicate(Of MLEM.Ui.Elements.Panel), System.Action(Of MLEM.Ui.Elements.Panel), System.Boolean, System.Func(Of TinyLife.Uis.CoveringGroup, System.Collections.Generic.IEnumerable(Of MLEM.Ui.Elements.Element)), MLEM.Textures.TextureRegion)
name.vb: OpenPlayerPrompt(String, Predicate(Of Panel), Action(Of Panel), Boolean, Func(Of CoveringGroup, IEnumerable(Of Element)), TextureRegion)
- uid: TinyLife.Actions.Action.OpenYesNoPrompt(System.String,System.Action,System.Action,MLEM.Textures.TextureRegion)
commentId: M:TinyLife.Actions.Action.OpenYesNoPrompt(System.String,System.Action,System.Action,MLEM.Textures.TextureRegion)
id: OpenYesNoPrompt(System.String,System.Action,System.Action,MLEM.Textures.TextureRegion)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: OpenYesNoPrompt(String, Action, Action, TextureRegion)
nameWithType: Action.OpenYesNoPrompt(String, Action, Action, TextureRegion)
fullName: TinyLife.Actions.Action.OpenYesNoPrompt(System.String, System.Action, System.Action, MLEM.Textures.TextureRegion)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: OpenYesNoPrompt
path: ../TinyLife/Actions/Action.cs
startLine: 327
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nOpens a prompt for the player that contains a yes and a no button along with some text.\nThis prompt can be used to ensure that a player selected the right option in an important decision.\nTo check whether a player prompt is currently opened, see .\n"
example: []
syntax:
content: public CoveringGroup OpenYesNoPrompt(string title, Action onYes, Action onNo = null, TextureRegion portrait = null)
parameters:
- id: title
type: System.String
description: The text to display in the prompt
- id: onYes
type: System.Action
description: The action that should be executed when the yes button is pressed
- id: onNo
type: System.Action
description: The action that should be executed when the no button is pressed
- id: portrait
type: MLEM.Textures.TextureRegion
description: The portrait to display. If this is null, the 's portrait is used.
return:
type: TinyLife.Uis.CoveringGroup
content.vb: Public Function OpenYesNoPrompt(title As String, onYes As Action, onNo As Action = Nothing, portrait As TextureRegion = Nothing) As CoveringGroup
overload: TinyLife.Actions.Action.OpenYesNoPrompt*
modifiers.csharp:
- public
modifiers.vb:
- Public
- uid: TinyLife.Actions.Action.OpenTextPrompt(System.String,System.Action{System.String},System.Predicate{System.String},MLEM.Ui.Elements.TextField.Rule,System.String,MLEM.Textures.TextureRegion)
commentId: M:TinyLife.Actions.Action.OpenTextPrompt(System.String,System.Action{System.String},System.Predicate{System.String},MLEM.Ui.Elements.TextField.Rule,System.String,MLEM.Textures.TextureRegion)
id: OpenTextPrompt(System.String,System.Action{System.String},System.Predicate{System.String},MLEM.Ui.Elements.TextField.Rule,System.String,MLEM.Textures.TextureRegion)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: OpenTextPrompt(String, Action, Predicate, TextField.Rule, String, TextureRegion)
nameWithType: Action.OpenTextPrompt(String, Action, Predicate, TextField.Rule, String, TextureRegion)
fullName: TinyLife.Actions.Action.OpenTextPrompt(System.String, System.Action, System.Predicate, MLEM.Ui.Elements.TextField.Rule, System.String, MLEM.Textures.TextureRegion)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: OpenTextPrompt
path: ../TinyLife/Actions/Action.cs
startLine: 355
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nOpens a prompt with a text box that allows the player to input a string.\nTo check whether a player prompt is currently opened, see .\n"
example: []
syntax:
content: public CoveringGroup OpenTextPrompt(string title, Action onFinished, Predicate isNameValid = null, TextField.Rule rule = null, string defaultText = null, TextureRegion portrait = null)
parameters:
- id: title
type: System.String
description: The text to display in the prompt
- id: onFinished
type: System.Action{System.String}
description: An action that is executed when the okay button is pressed, which contains the string that was input into the text box
- id: isNameValid
type: System.Predicate{System.String}
description: A function that determines whether the name is valid. If this is null, all text inputs (except an empty string) will be valid.
- id: rule
type: MLEM.Ui.Elements.TextField.Rule
description: A rule to use for the
- id: defaultText
type: System.String
description: The text that should be displayed in the text field by default, or null to display no default text
- id: portrait
type: MLEM.Textures.TextureRegion
description: The portrait to display. If this is null, the 's portrait is used.
return:
type: TinyLife.Uis.CoveringGroup
content.vb: Public Function OpenTextPrompt(title As String, onFinished As Action(Of String), isNameValid As Predicate(Of String) = Nothing, rule As TextField.Rule = Nothing, defaultText As String = Nothing, portrait As TextureRegion = Nothing) As CoveringGroup
overload: TinyLife.Actions.Action.OpenTextPrompt*
nameWithType.vb: Action.OpenTextPrompt(String, Action(Of String), Predicate(Of String), TextField.Rule, String, TextureRegion)
modifiers.csharp:
- public
modifiers.vb:
- Public
fullName.vb: TinyLife.Actions.Action.OpenTextPrompt(System.String, System.Action(Of System.String), System.Predicate(Of System.String), MLEM.Ui.Elements.TextField.Rule, System.String, MLEM.Textures.TextureRegion)
name.vb: OpenTextPrompt(String, Action(Of String), Predicate(Of String), TextField.Rule, String, TextureRegion)
- uid: TinyLife.Actions.Action.OpenChoicePrompt(TinyLife.ChoicePromptInfo)
commentId: M:TinyLife.Actions.Action.OpenChoicePrompt(TinyLife.ChoicePromptInfo)
id: OpenChoicePrompt(TinyLife.ChoicePromptInfo)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: OpenChoicePrompt(ChoicePromptInfo)
nameWithType: Action.OpenChoicePrompt(ChoicePromptInfo)
fullName: TinyLife.Actions.Action.OpenChoicePrompt(TinyLife.ChoicePromptInfo)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: OpenChoicePrompt
path: ../TinyLife/Actions/Action.cs
startLine: 368
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nOpens a text prompt () that uses the system to display a set of options to the player, one of which is randomly chosen to be "correct", causing a positive effect to happen.\n"
example: []
syntax:
content: public CoveringGroup OpenChoicePrompt(ChoicePromptInfo info)
parameters:
- id: info
type: TinyLife.ChoicePromptInfo
description: The choice prompt information to display.
return:
type: TinyLife.Uis.CoveringGroup
description: The that contains the choice prompt.
content.vb: Public Function OpenChoicePrompt(info As ChoicePromptInfo) As CoveringGroup
overload: TinyLife.Actions.Action.OpenChoicePrompt*
modifiers.csharp:
- public
modifiers.vb:
- Public
- uid: TinyLife.Actions.Action.SpeakAlone(Microsoft.Xna.Framework.GameTime,System.Single,TinyLife.Actions.EmoteCategory,TinyLife.Objects.SpeakStyle,System.Int32)
commentId: M:TinyLife.Actions.Action.SpeakAlone(Microsoft.Xna.Framework.GameTime,System.Single,TinyLife.Actions.EmoteCategory,TinyLife.Objects.SpeakStyle,System.Int32)
id: SpeakAlone(Microsoft.Xna.Framework.GameTime,System.Single,TinyLife.Actions.EmoteCategory,TinyLife.Objects.SpeakStyle,System.Int32)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: SpeakAlone(GameTime, Single, EmoteCategory, SpeakStyle, Int32)
nameWithType: Action.SpeakAlone(GameTime, Single, EmoteCategory, SpeakStyle, Int32)
fullName: TinyLife.Actions.Action.SpeakAlone(Microsoft.Xna.Framework.GameTime, System.Single, TinyLife.Actions.EmoteCategory, TinyLife.Objects.SpeakStyle, System.Int32)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: SpeakAlone
path: ../TinyLife/Actions/Action.cs
startLine: 383
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nDisplays emotes for this action's with the given settings as if they were talking to themselves out loud.\nThis is used by actions like and .\n"
example: []
syntax:
content: public bool SpeakAlone(GameTime time, float speedMultiplier, EmoteCategory emoteCategories, SpeakStyle speakStyles, int totalAmount = 2147483647)
parameters:
- id: time
type: Microsoft.Xna.Framework.GameTime
description: The game's current time
- id: speedMultiplier
type: System.Single
description: The game speed multiplier, which represents how fast things should happen, which is usually determined by
- id: emoteCategories
type: TinyLife.Actions.EmoteCategory
description: The categories to pick emotes from, can be a combined flag
- id: speakStyles
type: TinyLife.Objects.SpeakStyle
description: The speak styles to use for speech sounds, can be a combined flag
- id: totalAmount
type: System.Int32
description: The total amount of emotes to display, defaults to an infinite amount ()
return:
type: System.Boolean
description: Whether all emotes were succesfully displayed. This method only returns true if totalAmount
is less than the default value
content.vb: Public Function SpeakAlone(time As GameTime, speedMultiplier As Single, emoteCategories As EmoteCategory, speakStyles As SpeakStyle, totalAmount As Integer = 2147483647) As Boolean
overload: TinyLife.Actions.Action.SpeakAlone*
modifiers.csharp:
- public
modifiers.vb:
- Public
- uid: TinyLife.Actions.Action.SpeakInConversation(TinyLife.Objects.Person,Microsoft.Xna.Framework.GameTime,System.Single,TinyLife.Actions.EmoteCategory,TinyLife.Objects.SpeakStyle,System.Nullable{TinyLife.Actions.EmoteCategory},System.Nullable{TinyLife.Objects.SpeakStyle},System.Int32)
commentId: M:TinyLife.Actions.Action.SpeakInConversation(TinyLife.Objects.Person,Microsoft.Xna.Framework.GameTime,System.Single,TinyLife.Actions.EmoteCategory,TinyLife.Objects.SpeakStyle,System.Nullable{TinyLife.Actions.EmoteCategory},System.Nullable{TinyLife.Objects.SpeakStyle},System.Int32)
id: SpeakInConversation(TinyLife.Objects.Person,Microsoft.Xna.Framework.GameTime,System.Single,TinyLife.Actions.EmoteCategory,TinyLife.Objects.SpeakStyle,System.Nullable{TinyLife.Actions.EmoteCategory},System.Nullable{TinyLife.Objects.SpeakStyle},System.Int32)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: SpeakInConversation(Person, GameTime, Single, EmoteCategory, SpeakStyle, Nullable, Nullable, Int32)
nameWithType: Action.SpeakInConversation(Person, GameTime, Single, EmoteCategory, SpeakStyle, Nullable, Nullable, Int32)
fullName: TinyLife.Actions.Action.SpeakInConversation(TinyLife.Objects.Person, Microsoft.Xna.Framework.GameTime, System.Single, TinyLife.Actions.EmoteCategory, TinyLife.Objects.SpeakStyle, System.Nullable, System.Nullable, System.Int32)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: SpeakInConversation
path: ../TinyLife/Actions/Action.cs
startLine: 400
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nHelper method to display emotes over each conversation partner in a back and forth fashion to make it seem like they are conversing.\nWhen used in , only the action that should call this method.\n"
example: []
syntax:
content: public bool SpeakInConversation(Person partner, GameTime time, float speedMultiplier, EmoteCategory emoteCategories, SpeakStyle speakStyles, EmoteCategory? partnerEmoteCategories = null, SpeakStyle? partnerSpeakStyles = null, int totalAmount = 2147483647)
parameters:
- id: partner
type: TinyLife.Objects.Person
description: The partner to speak in conversation with.
- id: time
type: Microsoft.Xna.Framework.GameTime
description: The current 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: emoteCategories
type: TinyLife.Actions.EmoteCategory
description: A combined flag representing the categories that emotes can be picked from
- id: speakStyles
type: TinyLife.Objects.SpeakStyle
description: The speak styles to use for speech sounds, can be a combined flag
- id: partnerEmoteCategories
type: System.Nullable{TinyLife.Actions.EmoteCategory}
description: The emote categories for the interaction partner to use, or null to use emoteCategories
- id: partnerSpeakStyles
type: System.Nullable{TinyLife.Objects.SpeakStyle}
description: The speak styles for the interaction partner to use, or null to use speakStyles
- id: totalAmount
type: System.Int32
description: The total amount of emotes that should be shown (not per person, but in total)
return:
type: System.Boolean
description: If totalAmount
is set, true is returned if the emote back-and-forth is completed
content.vb: Public Function SpeakInConversation(partner As Person, time As GameTime, speedMultiplier As Single, emoteCategories As EmoteCategory, speakStyles As SpeakStyle, partnerEmoteCategories As EmoteCategory? = Nothing, partnerSpeakStyles As SpeakStyle? = Nothing, totalAmount As Integer = 2147483647) As Boolean
overload: TinyLife.Actions.Action.SpeakInConversation*
nameWithType.vb: Action.SpeakInConversation(Person, GameTime, Single, EmoteCategory, SpeakStyle, Nullable(Of EmoteCategory), Nullable(Of SpeakStyle), Int32)
modifiers.csharp:
- public
modifiers.vb:
- Public
fullName.vb: TinyLife.Actions.Action.SpeakInConversation(TinyLife.Objects.Person, Microsoft.Xna.Framework.GameTime, System.Single, TinyLife.Actions.EmoteCategory, TinyLife.Objects.SpeakStyle, System.Nullable(Of TinyLife.Actions.EmoteCategory), System.Nullable(Of TinyLife.Objects.SpeakStyle), System.Int32)
name.vb: SpeakInConversation(Person, GameTime, Single, EmoteCategory, SpeakStyle, Nullable(Of EmoteCategory), Nullable(Of SpeakStyle), Int32)
- uid: TinyLife.Actions.Action.FacePartner(TinyLife.Objects.Person)
commentId: M:TinyLife.Actions.Action.FacePartner(TinyLife.Objects.Person)
id: FacePartner(TinyLife.Objects.Person)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: FacePartner(Person)
nameWithType: Action.FacePartner(Person)
fullName: TinyLife.Actions.Action.FacePartner(TinyLife.Objects.Person)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: FacePartner
path: ../TinyLife/Actions/Action.cs
startLine: 411
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nA utility method that causes this action's to face in the direction of the given partner
.\nThis method returns if the is occupying a furniture object, or if they're standing in the same location as the partner
.\n"
example: []
syntax:
content: public bool FacePartner(Person partner)
parameters:
- id: partner
type: TinyLife.Objects.Person
return:
type: System.Boolean
description: Whether it was possible to face in the partner's direction.
content.vb: Public Function FacePartner(partner As Person) As Boolean
overload: TinyLife.Actions.Action.FacePartner*
modifiers.csharp:
- public
modifiers.vb:
- Public
- uid: TinyLife.Actions.Action.CompleteIfNeedFull(TinyLife.NeedType)
commentId: M:TinyLife.Actions.Action.CompleteIfNeedFull(TinyLife.NeedType)
id: CompleteIfNeedFull(TinyLife.NeedType)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: CompleteIfNeedFull(NeedType)
nameWithType: Action.CompleteIfNeedFull(NeedType)
fullName: TinyLife.Actions.Action.CompleteIfNeedFull(TinyLife.NeedType)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: CompleteIfNeedFull
path: ../TinyLife/Actions/Action.cs
startLine: 425
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nA helper method that returns if the given 's value is at .\n"
example: []
syntax:
content: public CompletionType CompleteIfNeedFull(NeedType type)
parameters:
- id: type
type: TinyLife.NeedType
description: The need that should be completed
return:
type: TinyLife.Actions.CompletionType
description: The appropriate completion type
content.vb: Public Function CompleteIfNeedFull(type As NeedType) As CompletionType
overload: TinyLife.Actions.Action.CompleteIfNeedFull*
modifiers.csharp:
- public
modifiers.vb:
- Public
- uid: TinyLife.Actions.Action.CompleteIfTimeUp(System.TimeSpan,System.Boolean,TinyLife.Skills.SkillType,System.Single,System.Boolean)
commentId: M:TinyLife.Actions.Action.CompleteIfTimeUp(System.TimeSpan,System.Boolean,TinyLife.Skills.SkillType,System.Single,System.Boolean)
id: CompleteIfTimeUp(System.TimeSpan,System.Boolean,TinyLife.Skills.SkillType,System.Single,System.Boolean)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: CompleteIfTimeUp(TimeSpan, Boolean, SkillType, Single, Boolean)
nameWithType: Action.CompleteIfTimeUp(TimeSpan, Boolean, SkillType, Single, Boolean)
fullName: TinyLife.Actions.Action.CompleteIfTimeUp(System.TimeSpan, System.Boolean, TinyLife.Skills.SkillType, System.Single, System.Boolean)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: CompleteIfTimeUp
path: ../TinyLife/Actions/Action.cs
startLine: 439
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nA helper method that returns if the given time
has passed.\nThis method makes use of to return true faster or slower based on the person's current mood and skill levels.\n"
example: []
syntax:
content: public CompletionType CompleteIfTimeUp(TimeSpan time, bool efficiencyMatters = false, SkillType skill = null, float levelModifier = 0.1F, bool autoOnly = false)
parameters:
- id: time
type: System.TimeSpan
description: The (total!) amount of time after which this action should be completed
- id: efficiencyMatters
type: System.Boolean
description: Whether the person's efficiency modifier () should be taken into account for the total time required
- id: skill
type: TinyLife.Skills.SkillType
description: A skill that optionally influences the completion time
- id: levelModifier
type: System.Single
description: The amount that each skill
level should influence the returned time by. Defaults to 0.1.
- id: autoOnly
type: System.Boolean
description: Whether the action should only be completed in the given amount of time if it has been . If both this value and are true, this method always returns .
return:
type: TinyLife.Actions.CompletionType
description: if the time has passed, otherwise
content.vb: Public Function CompleteIfTimeUp(time As TimeSpan, efficiencyMatters As Boolean = False, skill As SkillType = Nothing, levelModifier As Single = 0.1F, autoOnly As Boolean = False) As CompletionType
overload: TinyLife.Actions.Action.CompleteIfTimeUp*
modifiers.csharp:
- public
modifiers.vb:
- Public
- uid: TinyLife.Actions.Action.CancelIfEmotional(TinyLife.Emotions.EmotionType[])
commentId: M:TinyLife.Actions.Action.CancelIfEmotional(TinyLife.Emotions.EmotionType[])
id: CancelIfEmotional(TinyLife.Emotions.EmotionType[])
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: CancelIfEmotional(EmotionType[])
nameWithType: Action.CancelIfEmotional(EmotionType[])
fullName: TinyLife.Actions.Action.CancelIfEmotional(TinyLife.Emotions.EmotionType[])
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: CancelIfEmotional
path: ../TinyLife/Actions/Action.cs
startLine: 453
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nA helper method that returns if this action's has any of the given emotions
, and otherwise.\n"
example: []
syntax:
content: public CompletionType CancelIfEmotional(params EmotionType[] emotions)
parameters:
- id: emotions
type: TinyLife.Emotions.EmotionType[]
description: The emotions to cancel based on.
return:
type: TinyLife.Actions.CompletionType
description: A completion type based on whether any of the emotions
are present.
content.vb: Public Function CancelIfEmotional(ParamArray emotions As EmotionType()) As CompletionType
overload: TinyLife.Actions.Action.CancelIfEmotional*
exceptions:
- type: System.ArgumentOutOfRangeException
commentId: T:System.ArgumentOutOfRangeException
description: Thrown if the emotions
array has no entries.
nameWithType.vb: Action.CancelIfEmotional(EmotionType())
modifiers.csharp:
- public
modifiers.vb:
- Public
fullName.vb: TinyLife.Actions.Action.CancelIfEmotional(TinyLife.Emotions.EmotionType())
name.vb: CancelIfEmotional(EmotionType())
- uid: TinyLife.Actions.Action.PickUpAndGoTo(TinyLife.Actions.ActionInfo,TinyLife.Objects.ObjectCategory,TinyLife.Objects.ObjectCategory,System.Boolean)
commentId: M:TinyLife.Actions.Action.PickUpAndGoTo(TinyLife.Actions.ActionInfo,TinyLife.Objects.ObjectCategory,TinyLife.Objects.ObjectCategory,System.Boolean)
id: PickUpAndGoTo(TinyLife.Actions.ActionInfo,TinyLife.Objects.ObjectCategory,TinyLife.Objects.ObjectCategory,System.Boolean)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: PickUpAndGoTo(ActionInfo, ObjectCategory, ObjectCategory, Boolean)
nameWithType: Action.PickUpAndGoTo(ActionInfo, ObjectCategory, ObjectCategory, Boolean)
fullName: TinyLife.Actions.Action.PickUpAndGoTo(TinyLife.Actions.ActionInfo, TinyLife.Objects.ObjectCategory, TinyLife.Objects.ObjectCategory, System.Boolean)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: PickUpAndGoTo
path: ../TinyLife/Actions/Action.cs
startLine: 493
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nA helper method that returns a set of actions which cause the info
's to set up a holdable item on an expected parent object in such a way that interacting with it is possible afterwards. This utility method is used for actions like , where it is desired that a person picks up a food item from a counter and brings it to a table, if required.\n provides a equivalent to this method.\n"
example: []
syntax:
content: public static IEnumerable PickUpAndGoTo(ActionInfo info, ObjectCategory expectedParent, ObjectCategory expectedItem, bool putDown = true)
parameters:
- id: info
type: TinyLife.Actions.ActionInfo
description: The action info.
- id: expectedParent
type: TinyLife.Objects.ObjectCategory
description: A set of object categories that the goal parent is expected to have.
- id: expectedItem
type: TinyLife.Objects.ObjectCategory
description: A set of object categories that the item to hold and carry is expected to have.
- id: putDown
type: System.Boolean
description: Whether the expectedItem
should be put down. If this is , the person will only go to the goal location, but not put the item down on it.
return:
type: System.Collections.Generic.IEnumerable{TinyLife.Actions.Action}
description: The actions to execute to cause this behavior.
content.vb: Public Shared Function PickUpAndGoTo(info As ActionInfo, expectedParent As ObjectCategory, expectedItem As ObjectCategory, putDown As Boolean = True) As IEnumerable(Of Action)
overload: TinyLife.Actions.Action.PickUpAndGoTo*
modifiers.csharp:
- public
- static
modifiers.vb:
- Public
- Shared
- uid: TinyLife.Actions.Action.PickUpAndGoTo(TinyLife.Actions.ActionInfo,System.Func{TinyLife.Objects.Furniture,System.Boolean},System.Func{TinyLife.Objects.Furniture,System.Boolean},System.Boolean)
commentId: M:TinyLife.Actions.Action.PickUpAndGoTo(TinyLife.Actions.ActionInfo,System.Func{TinyLife.Objects.Furniture,System.Boolean},System.Func{TinyLife.Objects.Furniture,System.Boolean},System.Boolean)
id: PickUpAndGoTo(TinyLife.Actions.ActionInfo,System.Func{TinyLife.Objects.Furniture,System.Boolean},System.Func{TinyLife.Objects.Furniture,System.Boolean},System.Boolean)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: PickUpAndGoTo(ActionInfo, Func, Func, Boolean)
nameWithType: Action.PickUpAndGoTo(ActionInfo, Func, Func, Boolean)
fullName: TinyLife.Actions.Action.PickUpAndGoTo(TinyLife.Actions.ActionInfo, System.Func, System.Func, System.Boolean)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: PickUpAndGoTo
path: ../TinyLife/Actions/Action.cs
startLine: 506
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nA helper method that returns a set of actions which cause the info
's to set up a holdable item on an expected parent object in such a way that interacting with it is possible afterwards. This utility method is used for actions like , where it is desired that a person picks up a food item from a counter and brings it to a table, if required.\n provides a equivalent to this method.\n"
example: []
syntax:
content: public static IEnumerable PickUpAndGoTo(ActionInfo info, Func isParentValid, Func isItemValid, bool putDown = true)
parameters:
- id: info
type: TinyLife.Actions.ActionInfo
description: The action info.
- id: isParentValid
type: System.Func{TinyLife.Objects.Furniture,System.Boolean}
description: A predicate that determines whether the given furniture item is a valid parent.
- id: isItemValid
type: System.Func{TinyLife.Objects.Furniture,System.Boolean}
description: A predicate that determines whether the given furniture item is a valid holdable and carryable item for this purpose.
- id: putDown
type: System.Boolean
description: Whether the holdable item should be put down. If this is , the person will only go to the goal location, but not put the item down on it.
return:
type: System.Collections.Generic.IEnumerable{TinyLife.Actions.Action}
description: The actions to execute to cause this behavior.
content.vb: Public Shared Function PickUpAndGoTo(info As ActionInfo, isParentValid As Func(Of Furniture, Boolean), isItemValid As Func(Of Furniture, Boolean), putDown As Boolean = True) As IEnumerable(Of Action)
overload: TinyLife.Actions.Action.PickUpAndGoTo*
nameWithType.vb: Action.PickUpAndGoTo(ActionInfo, Func(Of Furniture, Boolean), Func(Of Furniture, Boolean), Boolean)
modifiers.csharp:
- public
- static
modifiers.vb:
- Public
- Shared
fullName.vb: TinyLife.Actions.Action.PickUpAndGoTo(TinyLife.Actions.ActionInfo, System.Func(Of TinyLife.Objects.Furniture, System.Boolean), System.Func(Of TinyLife.Objects.Furniture, System.Boolean), System.Boolean)
name.vb: PickUpAndGoTo(ActionInfo, Func(Of Furniture, Boolean), Func(Of Furniture, Boolean), Boolean)
- uid: TinyLife.Actions.Action.Sit(TinyLife.Objects.Furniture,System.Single,TinyLife.Objects.ActionSpot)
commentId: M:TinyLife.Actions.Action.Sit(TinyLife.Objects.Furniture,System.Single,TinyLife.Objects.ActionSpot)
id: Sit(TinyLife.Objects.Furniture,System.Single,TinyLife.Objects.ActionSpot)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: Sit(Furniture, Single, ActionSpot)
nameWithType: Action.Sit(Furniture, Single, ActionSpot)
fullName: TinyLife.Actions.Action.Sit(TinyLife.Objects.Furniture, System.Single, TinyLife.Objects.ActionSpot)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Sit
path: ../TinyLife/Actions/Action.cs
startLine: 543
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nA helper method that causes the to sit on the given object.\nThis method causes the action spot to be occupied and the person's to be changed to .\nAdditionally, the need is restored a little bit.\nNote that this method has to be called every frame for the person to stay sat down.\n"
example: []
syntax:
content: public bool Sit(Furniture chair, float speedMultiplier, ActionSpot spot = null)
parameters:
- id: chair
type: TinyLife.Objects.Furniture
description: The chair to sit on
- id: speedMultiplier
type: System.Single
description: The game speed multiplier, which represents how fast things should happen, which is usually determined by
- id: spot
type: TinyLife.Objects.ActionSpot
description: The action spot to sit on, or null to select one automatically
return:
type: System.Boolean
description: Whether or not the chair can be sat on
content.vb: Public Function Sit(chair As Furniture, speedMultiplier As Single, spot As ActionSpot = Nothing) As Boolean
overload: TinyLife.Actions.Action.Sit*
modifiers.csharp:
- public
modifiers.vb:
- Public
- uid: TinyLife.Actions.Action.GetFreeChair(TinyLife.Objects.Person,TinyLife.Objects.Furniture)
commentId: M:TinyLife.Actions.Action.GetFreeChair(TinyLife.Objects.Person,TinyLife.Objects.Furniture)
id: GetFreeChair(TinyLife.Objects.Person,TinyLife.Objects.Furniture)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: GetFreeChair(Person, Furniture)
nameWithType: Action.GetFreeChair(Person, Furniture)
fullName: TinyLife.Actions.Action.GetFreeChair(TinyLife.Objects.Person, TinyLife.Objects.Furniture)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: GetFreeChair
path: ../TinyLife/Actions/Action.cs
startLine: 561
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nA helper method that returns an for a on a with the category that is closest to the given object which is on a desk or table.\nThe furniture returned is the one that the person should on when interacting with the passed deskObject
.\nThis method will return the deskObject
's parent itself if it is a picnic-style table that has benches directly attached to it.\n"
example: []
syntax:
content: public static (Furniture Chair, ActionSpot Spot, Direction2 Direction) GetFreeChair(Person person, Furniture deskObject)
parameters:
- id: person
type: TinyLife.Objects.Person
description: The person to get the free chair for
- id: deskObject
type: TinyLife.Objects.Furniture
description: The object that is sat on a desk
return:
type: System.ValueTuple{TinyLife.Objects.Furniture,TinyLife.Objects.ActionSpot,MLEM.Misc.Direction2}
description: The corresponding chair, and the action spot's rotation, or default if there is none
content.vb: Public Shared Function GetFreeChair(person As Person, deskObject As Furniture) As(Chair As Furniture, Spot As ActionSpot, Direction As Direction2)(Of Furniture , ActionSpot, Direction2)
overload: TinyLife.Actions.Action.GetFreeChair*
modifiers.csharp:
- public
- static
modifiers.vb:
- Public
- Shared
- uid: TinyLife.Actions.Action.GetFreeChairs(TinyLife.Objects.Person,TinyLife.Objects.Furniture,System.Func{MLEM.Misc.Direction2,System.Boolean})
commentId: M:TinyLife.Actions.Action.GetFreeChairs(TinyLife.Objects.Person,TinyLife.Objects.Furniture,System.Func{MLEM.Misc.Direction2,System.Boolean})
id: GetFreeChairs(TinyLife.Objects.Person,TinyLife.Objects.Furniture,System.Func{MLEM.Misc.Direction2,System.Boolean})
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: GetFreeChairs(Person, Furniture, Func)
nameWithType: Action.GetFreeChairs(Person, Furniture, Func)
fullName: TinyLife.Actions.Action.GetFreeChairs(TinyLife.Objects.Person, TinyLife.Objects.Furniture, System.Func)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: GetFreeChairs
path: ../TinyLife/Actions/Action.cs
startLine: 578
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nReturns a set of free chair furniture paired with an and accessible direction.\nThis method is used by .\nThis method will return the table
itself if it is a picnic-style table that has benches directly attached to it.\n"
example: []
syntax:
content: public static IEnumerable<(Furniture Chair, ActionSpot Spot, Direction2 Direction)> GetFreeChairs(Person person, Furniture table, Func canSitThisWay = null)
parameters:
- id: person
type: TinyLife.Objects.Person
description: The person to get the free chairs for
- id: table
type: TinyLife.Objects.Furniture
description: The table that the chairs should be connected to
- id: canSitThisWay
type: System.Func{MLEM.Misc.Direction2,System.Boolean}
description: A function that determines whether a person can sit the given way, or null to allow all seating directions
return:
type: System.Collections.Generic.IEnumerable{System.ValueTuple{TinyLife.Objects.Furniture,TinyLife.Objects.ActionSpot,MLEM.Misc.Direction2}}
description: A set of chairs, their action spots and their seating directions
content.vb: Public Shared Function GetFreeChairs(person As Person, table As Furniture, canSitThisWay As Func(Of Direction2, Boolean) = Nothing) As IEnumerable(Of(Chair As Furniture, Spot As ActionSpot, Direction As Direction2)(Of Furniture , ActionSpot, Direction2))
overload: TinyLife.Actions.Action.GetFreeChairs*
nameWithType.vb: Action.GetFreeChairs(Person, Furniture, Func(Of Direction2, Boolean))
modifiers.csharp:
- public
- static
modifiers.vb:
- Public
- Shared
fullName.vb: TinyLife.Actions.Action.GetFreeChairs(TinyLife.Objects.Person, TinyLife.Objects.Furniture, System.Func(Of MLEM.Misc.Direction2, System.Boolean))
name.vb: GetFreeChairs(Person, Furniture, Func(Of Direction2, Boolean))
- uid: TinyLife.Actions.Action.FindAllFreePeople(TinyLife.Objects.Person,TinyLife.Actions.ActionType,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Boolean)
commentId: M:TinyLife.Actions.Action.FindAllFreePeople(TinyLife.Objects.Person,TinyLife.Actions.ActionType,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Boolean)
id: FindAllFreePeople(TinyLife.Objects.Person,TinyLife.Actions.ActionType,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Boolean)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: FindAllFreePeople(Person, ActionType, Nullable, Nullable, Boolean)
nameWithType: Action.FindAllFreePeople(Person, ActionType, Nullable, Nullable, Boolean)
fullName: TinyLife.Actions.Action.FindAllFreePeople(TinyLife.Objects.Person, TinyLife.Actions.ActionType, System.Nullable, System.Nullable, System.Boolean)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: FindAllFreePeople
path: ../TinyLife/Actions/Action.cs
startLine: 600
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nA helper method to find a set of all instances that are currently valid for interaction with the passed , ordered by their priority, where the first entry is the best possible .\n"
example: []
syntax:
content: public static IEnumerable FindAllFreePeople(Person person, ActionType type = null, Vector2? position = null, float? radius = null, bool ignoreVisibility = false)
parameters:
- id: person
type: TinyLife.Objects.Person
description: The person that wants to start the aciton
- id: type
type: TinyLife.Actions.ActionType
description: The type of action we want to start
- id: position
type: System.Nullable{Microsoft.Xna.Framework.Vector2}
description: The position that we should find people around, or null to use the passed person's position
- id: radius
type: System.Nullable{System.Single}
description: The radius that should be searched for people in, or 32 by default
- id: ignoreVisibility
type: System.Boolean
description: Whether the visibility () of the object's lot should be ignored, or false by default
return:
type: System.Collections.Generic.IEnumerable{TinyLife.Objects.Person}
description: A set of valid interaction partners
content.vb: Public Shared Function FindAllFreePeople(person As Person, type As ActionType = Nothing, position As Vector2? = Nothing, radius As Single? = Nothing, ignoreVisibility As Boolean = False) As IEnumerable(Of Person)
overload: TinyLife.Actions.Action.FindAllFreePeople*
nameWithType.vb: Action.FindAllFreePeople(Person, ActionType, Nullable(Of Vector2), Nullable(Of Single), Boolean)
modifiers.csharp:
- public
- static
modifiers.vb:
- Public
- Shared
fullName.vb: TinyLife.Actions.Action.FindAllFreePeople(TinyLife.Objects.Person, TinyLife.Actions.ActionType, System.Nullable(Of Microsoft.Xna.Framework.Vector2), System.Nullable(Of System.Single), System.Boolean)
name.vb: FindAllFreePeople(Person, ActionType, Nullable(Of Vector2), Nullable(Of Single), Boolean)
- uid: TinyLife.Actions.Action.FindAllFreeFurniture(TinyLife.Objects.Person,TinyLife.Objects.ObjectCategory,TinyLife.Objects.FurnitureType,System.Boolean,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Boolean,System.Boolean)
commentId: M:TinyLife.Actions.Action.FindAllFreeFurniture(TinyLife.Objects.Person,TinyLife.Objects.ObjectCategory,TinyLife.Objects.FurnitureType,System.Boolean,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Boolean,System.Boolean)
id: FindAllFreeFurniture(TinyLife.Objects.Person,TinyLife.Objects.ObjectCategory,TinyLife.Objects.FurnitureType,System.Boolean,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Boolean,System.Boolean)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: FindAllFreeFurniture(Person, ObjectCategory, FurnitureType, Boolean, Nullable, Nullable, Boolean, Boolean)
nameWithType: Action.FindAllFreeFurniture(Person, ObjectCategory, FurnitureType, Boolean, Nullable, Nullable, Boolean, Boolean)
fullName: TinyLife.Actions.Action.FindAllFreeFurniture(TinyLife.Objects.Person, TinyLife.Objects.ObjectCategory, TinyLife.Objects.FurnitureType, System.Boolean, System.Nullable, System.Nullable, System.Boolean, System.Boolean)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: FindAllFreeFurniture
path: ../TinyLife/Actions/Action.cs
startLine: 625
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nA helper method to find a set of all instances that are currently valid for interaction with the passed , ordered by their priority, where the first entry is the best possible object.\n"
example: []
syntax:
content: public static IEnumerable FindAllFreeFurniture(Person person, ObjectCategory categories = null, FurnitureType objectSpotType = null, bool needsFreeActionSpot = true, Vector2? position = null, float? radius = null, bool allowBroken = false, bool ignoreVisibility = false)
parameters:
- id: person
type: TinyLife.Objects.Person
description: The person that wants to start the aciton
- id: categories
type: TinyLife.Objects.ObjectCategory
description: The categories that the furniture should have
- id: objectSpotType
type: TinyLife.Objects.FurnitureType
description: The type of item that an object spot should be available for, or null if this is not required
- id: needsFreeActionSpot
type: System.Boolean
description: Whether or not the furniture returned needs a non-occupied
- id: position
type: System.Nullable{Microsoft.Xna.Framework.Vector2}
description: The position that we should find people around, or null to use the passed person's position
- id: radius
type: System.Nullable{System.Single}
description: The radius that should be searched for people in, or 32 by default
- id: allowBroken
type: System.Boolean
description: Whether furniture that is can be returned
- id: ignoreVisibility
type: System.Boolean
description: Whether the visibility () of the object's lot should be ignored, or false by default
return:
type: System.Collections.Generic.IEnumerable{TinyLife.Objects.Furniture}
description: A set of valid furniture
content.vb: Public Shared Function FindAllFreeFurniture(person As Person, categories As ObjectCategory = Nothing, objectSpotType As FurnitureType = Nothing, needsFreeActionSpot As Boolean = True, position As Vector2? = Nothing, radius As Single? = Nothing, allowBroken As Boolean = False, ignoreVisibility As Boolean = False) As IEnumerable(Of Furniture)
overload: TinyLife.Actions.Action.FindAllFreeFurniture*
nameWithType.vb: Action.FindAllFreeFurniture(Person, ObjectCategory, FurnitureType, Boolean, Nullable(Of Vector2), Nullable(Of Single), Boolean, Boolean)
modifiers.csharp:
- public
- static
modifiers.vb:
- Public
- Shared
fullName.vb: TinyLife.Actions.Action.FindAllFreeFurniture(TinyLife.Objects.Person, TinyLife.Objects.ObjectCategory, TinyLife.Objects.FurnitureType, System.Boolean, System.Nullable(Of Microsoft.Xna.Framework.Vector2), System.Nullable(Of System.Single), System.Boolean, System.Boolean)
name.vb: FindAllFreeFurniture(Person, ObjectCategory, FurnitureType, Boolean, Nullable(Of Vector2), Nullable(Of Single), Boolean, Boolean)
- uid: TinyLife.Actions.Action.FindAllFreeWalls(TinyLife.Objects.Person,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Boolean)
commentId: M:TinyLife.Actions.Action.FindAllFreeWalls(TinyLife.Objects.Person,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Boolean)
id: FindAllFreeWalls(TinyLife.Objects.Person,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Boolean)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: FindAllFreeWalls(Person, Nullable, Nullable, Boolean)
nameWithType: Action.FindAllFreeWalls(Person, Nullable, Nullable, Boolean)
fullName: TinyLife.Actions.Action.FindAllFreeWalls(TinyLife.Objects.Person, System.Nullable, System.Nullable, System.Boolean)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: FindAllFreeWalls
path: ../TinyLife/Actions/Action.cs
startLine: 643
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nA helper method to find a set of all instances that are currently valid for interaction with the passed \n"
example: []
syntax:
content: public static IEnumerable FindAllFreeWalls(Person person, Vector2? position = null, float? radius = null, bool ignoreVisibility = false)
parameters:
- id: person
type: TinyLife.Objects.Person
description: The person that wants to start the aciton
- id: position
type: System.Nullable{Microsoft.Xna.Framework.Vector2}
description: The position that the walls should be around, or null to use the person
's position
- id: radius
type: System.Nullable{System.Single}
description: The radius that should be searched for walls in, or 32 by default
- id: ignoreVisibility
type: System.Boolean
description: Whether the visibility () of the object's lot should be ignored, or false by default
return:
type: System.Collections.Generic.IEnumerable{TinyLife.World.Wall}
description: A set of valid walls
content.vb: Public Shared Function FindAllFreeWalls(person As Person, position As Vector2? = Nothing, radius As Single? = Nothing, ignoreVisibility As Boolean = False) As IEnumerable(Of Wall)
overload: TinyLife.Actions.Action.FindAllFreeWalls*
nameWithType.vb: Action.FindAllFreeWalls(Person, Nullable(Of Vector2), Nullable(Of Single), Boolean)
modifiers.csharp:
- public
- static
modifiers.vb:
- Public
- Shared
fullName.vb: TinyLife.Actions.Action.FindAllFreeWalls(TinyLife.Objects.Person, System.Nullable(Of Microsoft.Xna.Framework.Vector2), System.Nullable(Of System.Single), System.Boolean)
name.vb: FindAllFreeWalls(Person, Nullable(Of Vector2), Nullable(Of Single), Boolean)
- uid: TinyLife.Actions.Action.FindAllFreeGround(TinyLife.Objects.Person,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Boolean)
commentId: M:TinyLife.Actions.Action.FindAllFreeGround(TinyLife.Objects.Person,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Boolean)
id: FindAllFreeGround(TinyLife.Objects.Person,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Boolean)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: FindAllFreeGround(Person, Nullable, Nullable, Boolean)
nameWithType: Action.FindAllFreeGround(Person, Nullable, Nullable, Boolean)
fullName: TinyLife.Actions.Action.FindAllFreeGround(TinyLife.Objects.Person, System.Nullable, System.Nullable, System.Boolean)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: FindAllFreeGround
path: ../TinyLife/Actions/Action.cs
startLine: 658
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nA helper method to find a set of all positions on the ground that are currently valid for interaction\n"
example: []
syntax:
content: public static IEnumerable FindAllFreeGround(Person person, Vector2? position = null, float? radius = null, bool ignoreVisibility = false)
parameters:
- id: person
type: TinyLife.Objects.Person
description: The person that wants to start the aciton
- id: position
type: System.Nullable{Microsoft.Xna.Framework.Vector2}
description: The position that the ground should be around, or null to use the person
's position
- id: radius
type: System.Nullable{System.Single}
description: The radius that should be searched for ground positions in, or 32 by default
- id: ignoreVisibility
type: System.Boolean
description: Whether the visibility () of the object's lot should be ignored, or false by default
return:
type: System.Collections.Generic.IEnumerable{Microsoft.Xna.Framework.Point}
description: A set of valid locations
content.vb: Public Shared Function FindAllFreeGround(person As Person, position As Vector2? = Nothing, radius As Single? = Nothing, ignoreVisibility As Boolean = False) As IEnumerable(Of Point)
overload: TinyLife.Actions.Action.FindAllFreeGround*
nameWithType.vb: Action.FindAllFreeGround(Person, Nullable(Of Vector2), Nullable(Of Single), Boolean)
modifiers.csharp:
- public
- static
modifiers.vb:
- Public
- Shared
fullName.vb: TinyLife.Actions.Action.FindAllFreeGround(TinyLife.Objects.Person, System.Nullable(Of Microsoft.Xna.Framework.Vector2), System.Nullable(Of System.Single), System.Boolean)
name.vb: FindAllFreeGround(Person, Nullable(Of Vector2), Nullable(Of Single), Boolean)
- uid: TinyLife.Actions.Action.FindFreeFurniture(TinyLife.Objects.Person,TinyLife.Objects.ObjectCategory,TinyLife.Objects.FurnitureType,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Boolean,System.Boolean)
commentId: M:TinyLife.Actions.Action.FindFreeFurniture(TinyLife.Objects.Person,TinyLife.Objects.ObjectCategory,TinyLife.Objects.FurnitureType,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Boolean,System.Boolean)
id: FindFreeFurniture(TinyLife.Objects.Person,TinyLife.Objects.ObjectCategory,TinyLife.Objects.FurnitureType,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Boolean,System.Boolean)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: FindFreeFurniture(Person, ObjectCategory, FurnitureType, Nullable, Boolean, Boolean)
nameWithType: Action.FindFreeFurniture(Person, ObjectCategory, FurnitureType, Nullable, Boolean, Boolean)
fullName: TinyLife.Actions.Action.FindFreeFurniture(TinyLife.Objects.Person, TinyLife.Objects.ObjectCategory, TinyLife.Objects.FurnitureType, System.Nullable, System.Boolean, System.Boolean)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: FindFreeFurniture
path: ../TinyLife/Actions/Action.cs
startLine: 676
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nA helper method to find the best instance to interact with based on the given data.\nNote that this method always returns a related to the first result from .\n"
example: []
syntax:
content: public static ActionInfo FindFreeFurniture(Person person, ObjectCategory categories, FurnitureType objectSpotType = null, Vector2? position = null, bool allowBroken = false, bool ignoreVisibility = false)
parameters:
- id: person
type: TinyLife.Objects.Person
description: The person that wants to start the aciton
- id: categories
type: TinyLife.Objects.ObjectCategory
description: The categories that the furniture should have
- id: objectSpotType
type: TinyLife.Objects.FurnitureType
description: The type of item that an object spot should be available for, or null if this is not required
- id: position
type: System.Nullable{Microsoft.Xna.Framework.Vector2}
description: The position that we should find people around, or null to use the passed person's position
- id: allowBroken
type: System.Boolean
description: Whether furniture that is can be returned
- id: ignoreVisibility
type: System.Boolean
description: Whether the visibility () of the object's lot should be ignored, or false by default
return:
type: TinyLife.Actions.ActionInfo
description: An action info for the best furniture, or null if there is none
content.vb: Public Shared Function FindFreeFurniture(person As Person, categories As ObjectCategory, objectSpotType As FurnitureType = Nothing, position As Vector2? = Nothing, allowBroken As Boolean = False, ignoreVisibility As Boolean = False) As ActionInfo
overload: TinyLife.Actions.Action.FindFreeFurniture*
nameWithType.vb: Action.FindFreeFurniture(Person, ObjectCategory, FurnitureType, Nullable(Of Vector2), Boolean, Boolean)
modifiers.csharp:
- public
- static
modifiers.vb:
- Public
- Shared
fullName.vb: TinyLife.Actions.Action.FindFreeFurniture(TinyLife.Objects.Person, TinyLife.Objects.ObjectCategory, TinyLife.Objects.FurnitureType, System.Nullable(Of Microsoft.Xna.Framework.Vector2), System.Boolean, System.Boolean)
name.vb: FindFreeFurniture(Person, ObjectCategory, FurnitureType, Nullable(Of Vector2), Boolean, Boolean)
- uid: TinyLife.Actions.Action.FindAllActionObjects(TinyLife.Objects.Person,TinyLife.Actions.ActionType,System.Nullable{Microsoft.Xna.Framework.Vector2})
commentId: M:TinyLife.Actions.Action.FindAllActionObjects(TinyLife.Objects.Person,TinyLife.Actions.ActionType,System.Nullable{Microsoft.Xna.Framework.Vector2})
id: FindAllActionObjects(TinyLife.Objects.Person,TinyLife.Actions.ActionType,System.Nullable{Microsoft.Xna.Framework.Vector2})
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: FindAllActionObjects(Person, ActionType, Nullable)
nameWithType: Action.FindAllActionObjects(Person, ActionType, Nullable)
fullName: TinyLife.Actions.Action.FindAllActionObjects(TinyLife.Objects.Person, TinyLife.Actions.ActionType, System.Nullable)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: FindAllActionObjects
path: ../TinyLife/Actions/Action.cs
startLine: 689
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nReturns all objects that are available to the given for the given .\nThe objects returned are the ones that would also be considered by the when starting an action.\n"
example: []
syntax:
content: public static IEnumerable FindAllActionObjects(Person person, ActionType type, Vector2? position = null)
parameters:
- id: person
type: TinyLife.Objects.Person
description: The person
- id: type
type: TinyLife.Actions.ActionType
description: The action to start
- id: position
type: System.Nullable{Microsoft.Xna.Framework.Vector2}
description: The position to focus around when finding action objects.
return:
type: System.Collections.Generic.IEnumerable{TinyLife.Actions.ActionInfo}
description: A set of action infos that the given action can be started with
content.vb: Public Shared Function FindAllActionObjects(person As Person, type As ActionType, position As Vector2? = Nothing) As IEnumerable(Of ActionInfo)
overload: TinyLife.Actions.Action.FindAllActionObjects*
nameWithType.vb: Action.FindAllActionObjects(Person, ActionType, Nullable(Of Vector2))
modifiers.csharp:
- public
- static
modifiers.vb:
- Public
- Shared
fullName.vb: TinyLife.Actions.Action.FindAllActionObjects(TinyLife.Objects.Person, TinyLife.Actions.ActionType, System.Nullable(Of Microsoft.Xna.Framework.Vector2))
name.vb: FindAllActionObjects(Person, ActionType, Nullable(Of Vector2))
- uid: TinyLife.Actions.Action.FindValidActionObjects(TinyLife.Objects.Person,TinyLife.Actions.ActionType,System.Boolean,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Boolean,System.Boolean)
commentId: M:TinyLife.Actions.Action.FindValidActionObjects(TinyLife.Objects.Person,TinyLife.Actions.ActionType,System.Boolean,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Boolean,System.Boolean)
id: FindValidActionObjects(TinyLife.Objects.Person,TinyLife.Actions.ActionType,System.Boolean,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Boolean,System.Boolean)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: FindValidActionObjects(Person, ActionType, Boolean, Nullable, Boolean, Boolean)
nameWithType: Action.FindValidActionObjects(Person, ActionType, Boolean, Nullable, Boolean, Boolean)
fullName: TinyLife.Actions.Action.FindValidActionObjects(TinyLife.Objects.Person, TinyLife.Actions.ActionType, System.Boolean, System.Nullable, System.Boolean, System.Boolean)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: FindValidActionObjects
path: ../TinyLife/Actions/Action.cs
startLine: 726
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nReturns all objects that are available to the given for the given , and whose indicates that the actions are valid for execution.\nThis method also checks .\n"
example: []
syntax:
content: public static IEnumerable FindValidActionObjects(Person person, ActionType type, bool automatic, Vector2? position = null, bool allowInappropriate = false, bool allowInvalid = false)
parameters:
- id: person
type: TinyLife.Objects.Person
description: The person.
- id: type
type: TinyLife.Actions.ActionType
description: The action to start.
- id: automatic
type: System.Boolean
description: Whether the action is considered to start automatically.
- id: position
type: System.Nullable{Microsoft.Xna.Framework.Vector2}
description: The position to focus around when finding action objects.
- id: allowInappropriate
type: System.Boolean
description: Whether to ignore the flag.
- id: allowInvalid
type: System.Boolean
return:
type: System.Collections.Generic.IEnumerable{TinyLife.Actions.ActionInfo}
description: A set of action infos that the given action can be started with.
content.vb: Public Shared Function FindValidActionObjects(person As Person, type As ActionType, automatic As Boolean, position As Vector2? = Nothing, allowInappropriate As Boolean = False, allowInvalid As Boolean = False) As IEnumerable(Of ActionInfo)
overload: TinyLife.Actions.Action.FindValidActionObjects*
nameWithType.vb: Action.FindValidActionObjects(Person, ActionType, Boolean, Nullable(Of Vector2), Boolean, Boolean)
modifiers.csharp:
- public
- static
modifiers.vb:
- Public
- Shared
fullName.vb: TinyLife.Actions.Action.FindValidActionObjects(TinyLife.Objects.Person, TinyLife.Actions.ActionType, System.Boolean, System.Nullable(Of Microsoft.Xna.Framework.Vector2), System.Boolean, System.Boolean)
name.vb: FindValidActionObjects(Person, ActionType, Boolean, Nullable(Of Vector2), Boolean, Boolean)
- uid: TinyLife.Actions.Action.GetRandomVariety(System.Collections.Generic.IEnumerable{TinyLife.Actions.ActionVariety},TinyLife.Actions.ActionInfo)
commentId: M:TinyLife.Actions.Action.GetRandomVariety(System.Collections.Generic.IEnumerable{TinyLife.Actions.ActionVariety},TinyLife.Actions.ActionInfo)
id: GetRandomVariety(System.Collections.Generic.IEnumerable{TinyLife.Actions.ActionVariety},TinyLife.Actions.ActionInfo)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: GetRandomVariety(IEnumerable, ActionInfo)
nameWithType: Action.GetRandomVariety(IEnumerable, ActionInfo)
fullName: TinyLife.Actions.Action.GetRandomVariety(System.Collections.Generic.IEnumerable, TinyLife.Actions.ActionInfo)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: GetRandomVariety
path: ../TinyLife/Actions/Action.cs
startLine: 743
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nReturns a random action variety from the given set of action varieties based on their .\nThe returned variety is guaranteed to be executable in this scenario ().\n"
example: []
syntax:
content: public static ActionVariety GetRandomVariety(IEnumerable varieties, ActionInfo info)
parameters:
- id: varieties
type: System.Collections.Generic.IEnumerable{TinyLife.Actions.ActionVariety}
description: The action varieties to choose from
- id: info
type: TinyLife.Actions.ActionInfo
description: The action infos
return:
type: TinyLife.Actions.ActionVariety
description: A random, executable action variety
content.vb: Public Shared Function GetRandomVariety(varieties As IEnumerable(Of ActionVariety), info As ActionInfo) As ActionVariety
overload: TinyLife.Actions.Action.GetRandomVariety*
nameWithType.vb: Action.GetRandomVariety(IEnumerable(Of ActionVariety), ActionInfo)
modifiers.csharp:
- public
- static
modifiers.vb:
- Public
- Shared
fullName.vb: TinyLife.Actions.Action.GetRandomVariety(System.Collections.Generic.IEnumerable(Of TinyLife.Actions.ActionVariety), TinyLife.Actions.ActionInfo)
name.vb: GetRandomVariety(IEnumerable(Of ActionVariety), ActionInfo)
- uid: TinyLife.Actions.Action.GetTableSpot(TinyLife.Objects.Furniture,TinyLife.Objects.ActionSpot)
commentId: M:TinyLife.Actions.Action.GetTableSpot(TinyLife.Objects.Furniture,TinyLife.Objects.ActionSpot)
id: GetTableSpot(TinyLife.Objects.Furniture,TinyLife.Objects.ActionSpot)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: GetTableSpot(Furniture, ActionSpot)
nameWithType: Action.GetTableSpot(Furniture, ActionSpot)
fullName: TinyLife.Actions.Action.GetTableSpot(TinyLife.Objects.Furniture, TinyLife.Objects.ActionSpot)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: GetTableSpot
path: ../TinyLife/Actions/Action.cs
startLine: 758
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nA helper method that returns the on the table or desk that the given chair is connected to.\nThis is the object spot that should be used for interaction if a person sits on the given chair.\n"
example: []
syntax:
content: public static (Furniture Table, ObjectSpot Spot) GetTableSpot(Furniture chair, ActionSpot actionSpot = null)
parameters:
- id: chair
type: TinyLife.Objects.Furniture
description: The chair to get the table spot for
- id: actionSpot
type: TinyLife.Objects.ActionSpot
description: The action spot on the chair
to get the table spot for
return:
type: System.ValueTuple{TinyLife.Objects.Furniture,TinyLife.Objects.ObjectSpot}
description: The table spot, or null if there is none
content.vb: Public Shared Function GetTableSpot(chair As Furniture, actionSpot As ActionSpot = Nothing) As(Table As Furniture, Spot As ObjectSpot)(Of Furniture , ObjectSpot)
overload: TinyLife.Actions.Action.GetTableSpot*
modifiers.csharp:
- public
- static
modifiers.vb:
- Public
- Shared
- uid: TinyLife.Actions.Action.InvokeForBoth(TinyLife.Objects.Person,TinyLife.Objects.Person,System.Action{TinyLife.Objects.Person,TinyLife.Objects.Person})
commentId: M:TinyLife.Actions.Action.InvokeForBoth(TinyLife.Objects.Person,TinyLife.Objects.Person,System.Action{TinyLife.Objects.Person,TinyLife.Objects.Person})
id: InvokeForBoth(TinyLife.Objects.Person,TinyLife.Objects.Person,System.Action{TinyLife.Objects.Person,TinyLife.Objects.Person})
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: InvokeForBoth(Person, Person, Action)
nameWithType: Action.InvokeForBoth(Person, Person, Action)
fullName: TinyLife.Actions.Action.InvokeForBoth(TinyLife.Objects.Person, TinyLife.Objects.Person, System.Action)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: InvokeForBoth
path: ../TinyLife/Actions/Action.cs
startLine: 771
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nInvokes the given action for two people while passing both of them, first as the main, and then as the second, parameter to the given action
.\n"
example: []
syntax:
content: public static void InvokeForBoth(Person person, Person other, Action action)
parameters:
- id: person
type: TinyLife.Objects.Person
description: The first person.
- id: other
type: TinyLife.Objects.Person
description: The second person.
- id: action
type: System.Action{TinyLife.Objects.Person,TinyLife.Objects.Person}
description: The action to invoke for both people passed.
content.vb: Public Shared Sub InvokeForBoth(person As Person, other As Person, action As Action(Of Person, Person))
overload: TinyLife.Actions.Action.InvokeForBoth*
nameWithType.vb: Action.InvokeForBoth(Person, Person, Action(Of Person, Person))
modifiers.csharp:
- public
- static
modifiers.vb:
- Public
- Shared
fullName.vb: TinyLife.Actions.Action.InvokeForBoth(TinyLife.Objects.Person, TinyLife.Objects.Person, System.Action(Of TinyLife.Objects.Person, TinyLife.Objects.Person))
name.vb: InvokeForBoth(Person, Person, Action(Of Person, Person))
- uid: TinyLife.Actions.Action.CanMultitask(TinyLife.Actions.Action,TinyLife.Actions.Action)
commentId: M:TinyLife.Actions.Action.CanMultitask(TinyLife.Actions.Action,TinyLife.Actions.Action)
id: CanMultitask(TinyLife.Actions.Action,TinyLife.Actions.Action)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: CanMultitask(Action, Action)
nameWithType: Action.CanMultitask(Action, Action)
fullName: TinyLife.Actions.Action.CanMultitask(TinyLife.Actions.Action, TinyLife.Actions.Action)
type: Method
source:
remote:
path: TinyLife/Actions/Action.cs
branch: 0.29.3-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: CanMultitask
path: ../TinyLife/Actions/Action.cs
startLine: 783
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: "\nA utility method that can be used whether the two instances can currently be invoked together.\nInternally, this checks if both actions return true on .\n"
example: []
syntax:
content: public static bool CanMultitask(Action a1, Action a2)
parameters:
- id: a1
type: TinyLife.Actions.Action
description: The first action
- id: a2
type: TinyLife.Actions.Action
description: The second action
return:
type: System.Boolean
description: Whether the two actions can be multi-tasked
content.vb: Public Shared Function CanMultitask(a1 As Action, a2 As Action) As Boolean
overload: TinyLife.Actions.Action.CanMultitask*
modifiers.csharp:
- public
- static
modifiers.vb:
- Public
- Shared
references:
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commentId: T:TinyLife.Objects.Person
parent: TinyLife.Objects
name: Person
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commentId: T:TinyLife.Actions.ActionType
parent: TinyLife.Actions
name: ActionType
nameWithType: ActionType
fullName: TinyLife.Actions.ActionType
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isExternal: true
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commentId: F:TinyLife.Objects.Person.CurrentActions
isExternal: true
- uid: TinyLife.Actions.MultiAction
commentId: T:TinyLife.Actions.MultiAction
parent: TinyLife.Actions
name: MultiAction
nameWithType: MultiAction
fullName: TinyLife.Actions.MultiAction
- uid: TinyLife.Objects.Person.OnActionsCompleted
commentId: E:TinyLife.Objects.Person.OnActionsCompleted
isExternal: true
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commentId: N:TinyLife.Actions
name: TinyLife.Actions
nameWithType: TinyLife.Actions
fullName: TinyLife.Actions
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name: Object
nameWithType: Object
fullName: System.Object
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nameWithType: JsonTypeSafeGenericDataHolder
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nameWithType.vb: JsonTypeSafeGenericDataHolder.SetData(Of T)(String, T)
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name.vb: SetData(Of T)(String, T)
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spec.vb:
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nameWithType.vb: JsonTypeSafeGenericDataHolder.GetData(Of T)(String)
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name.vb: GetData(Of T)(String)
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spec.csharp:
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isExternal: true
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spec.vb:
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isExternal: true
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nameWithType: Object.Equals(Object)
fullName: System.Object.Equals(System.Object)
spec.csharp:
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spec.vb:
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spec.csharp:
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- uid: TinyLife.Objects.Furniture
name: Furniture
nameWithType: Furniture
fullName: TinyLife.Objects.Furniture
- name: ', '
nameWithType: ', '
fullName: ', '
- uid: TinyLife.Objects.ObjectSpot
name: ObjectSpot
nameWithType: ObjectSpot
fullName: TinyLife.Objects.ObjectSpot
- name: )
nameWithType: )
fullName: )
- uid: System.ValueTuple`2
commentId: T:System.ValueTuple`2
isExternal: true
name: (T1, T2)
nameWithType: (T1, T2)
fullName: System.ValueTuple
nameWithType.vb: (T1, T2)(Of T1, T2)
fullName.vb: System.ValueTuple(Of T1, T2)
name.vb: (T1, T2)(Of T1, T2)
spec.csharp:
- uid: System.ValueTuple`2
name: (T1, T2)
nameWithType: (T1, T2)
fullName: System.ValueTuple
isExternal: true
- name: <
nameWithType: <
fullName: <
- name: T1
nameWithType: T1
fullName: T1
- name: ', '
nameWithType: ', '
fullName: ', '
- name: T2
nameWithType: T2
fullName: T2
- name: '>'
nameWithType: '>'
fullName: '>'
spec.vb:
- uid: System.ValueTuple`2
name: (T1, T2)
nameWithType: (T1, T2)
fullName: System.ValueTuple
isExternal: true
- name: '(Of '
nameWithType: '(Of '
fullName: '(Of '
- name: T1
nameWithType: T1
fullName: T1
- name: ', '
nameWithType: ', '
fullName: ', '
- name: T2
nameWithType: T2
fullName: T2
- name: )
nameWithType: )
fullName: )
- uid: TinyLife.Actions.Action.InvokeForBoth*
commentId: Overload:TinyLife.Actions.Action.InvokeForBoth
name: InvokeForBoth
nameWithType: Action.InvokeForBoth
fullName: TinyLife.Actions.Action.InvokeForBoth
- uid: System.Action{TinyLife.Objects.Person,TinyLife.Objects.Person}
commentId: T:System.Action{TinyLife.Objects.Person,TinyLife.Objects.Person}
parent: System
definition: System.Action`2
name: Action
nameWithType: Action
fullName: System.Action
nameWithType.vb: Action(Of Person, Person)
fullName.vb: System.Action(Of TinyLife.Objects.Person, TinyLife.Objects.Person)
name.vb: Action(Of Person, Person)
spec.csharp:
- uid: System.Action`2
name: Action
nameWithType: Action
fullName: System.Action
isExternal: true
- name: <
nameWithType: <
fullName: <
- uid: TinyLife.Objects.Person
name: Person
nameWithType: Person
fullName: TinyLife.Objects.Person
- name: ', '
nameWithType: ', '
fullName: ', '
- uid: TinyLife.Objects.Person
name: Person
nameWithType: Person
fullName: TinyLife.Objects.Person
- name: '>'
nameWithType: '>'
fullName: '>'
spec.vb:
- uid: System.Action`2
name: Action
nameWithType: Action
fullName: System.Action
isExternal: true
- name: '(Of '
nameWithType: '(Of '
fullName: '(Of '
- uid: TinyLife.Objects.Person
name: Person
nameWithType: Person
fullName: TinyLife.Objects.Person
- name: ', '
nameWithType: ', '
fullName: ', '
- uid: TinyLife.Objects.Person
name: Person
nameWithType: Person
fullName: TinyLife.Objects.Person
- name: )
nameWithType: )
fullName: )
- uid: System.Action`2
commentId: T:System.Action`2
isExternal: true
name: Action
nameWithType: Action
fullName: System.Action
nameWithType.vb: Action(Of T1, T2)
fullName.vb: System.Action(Of T1, T2)
name.vb: Action(Of T1, T2)
spec.csharp:
- uid: System.Action`2
name: Action
nameWithType: Action
fullName: System.Action
isExternal: true
- name: <
nameWithType: <
fullName: <
- name: T1
nameWithType: T1
fullName: T1
- name: ', '
nameWithType: ', '
fullName: ', '
- name: T2
nameWithType: T2
fullName: T2
- name: '>'
nameWithType: '>'
fullName: '>'
spec.vb:
- uid: System.Action`2
name: Action
nameWithType: Action
fullName: System.Action
isExternal: true
- name: '(Of '
nameWithType: '(Of '
fullName: '(Of '
- name: T1
nameWithType: T1
fullName: T1
- name: ', '
nameWithType: ', '
fullName: ', '
- name: T2
nameWithType: T2
fullName: T2
- name: )
nameWithType: )
fullName: )
- uid: TinyLife.Actions.Action.CanMultitask(TinyLife.Actions.Action)
commentId: M:TinyLife.Actions.Action.CanMultitask(TinyLife.Actions.Action)
parent: TinyLife.Actions.Action
name: CanMultitask(Action)
nameWithType: Action.CanMultitask(Action)
fullName: TinyLife.Actions.Action.CanMultitask(TinyLife.Actions.Action)
spec.csharp:
- uid: TinyLife.Actions.Action.CanMultitask(TinyLife.Actions.Action)
name: CanMultitask
nameWithType: Action.CanMultitask
fullName: TinyLife.Actions.Action.CanMultitask
- name: (
nameWithType: (
fullName: (
- uid: TinyLife.Actions.Action
name: Action
nameWithType: Action
fullName: TinyLife.Actions.Action
- name: )
nameWithType: )
fullName: )
spec.vb:
- uid: TinyLife.Actions.Action.CanMultitask(TinyLife.Actions.Action)
name: CanMultitask
nameWithType: Action.CanMultitask
fullName: TinyLife.Actions.Action.CanMultitask
- name: (
nameWithType: (
fullName: (
- uid: TinyLife.Actions.Action
name: Action
nameWithType: Action
fullName: TinyLife.Actions.Action
- name: )
nameWithType: )
fullName: )