### 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.CanEnqueueConversation(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionType)
- TinyLife.Actions.Action.CanMultitask(TinyLife.Actions.Action)
- TinyLife.Actions.Action.CanMultitask(TinyLife.Actions.Action,TinyLife.Actions.Action)
- TinyLife.Actions.Action.CanStartNow
- TinyLife.Actions.Action.CancelIfEmotional(TinyLife.Emotions.EmotionType[])
- TinyLife.Actions.Action.CausesExtremelyFastSpeed
- TinyLife.Actions.Action.CompleteIfNeedFull(TinyLife.NeedType,TinyLife.Objects.PersonLike)
- TinyLife.Actions.Action.CompleteIfTimeUp(System.TimeSpan,System.Boolean,TinyLife.Skills.SkillType,System.Single,System.Boolean)
- TinyLife.Actions.Action.CompleteIfTimeUp(System.TimeSpan,System.TimeSpan,System.Boolean,TinyLife.Skills.SkillType,System.Single,System.Boolean)
- TinyLife.Actions.Action.ElapsedTime
- TinyLife.Actions.Action.FindAllActionObjects(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionType,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2})
- TinyLife.Actions.Action.FindAllFreeFurniture(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory,TinyLife.Objects.FurnitureType,System.Boolean,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Nullable{System.Single},System.Boolean,System.Boolean,System.Func{TinyLife.Objects.Furniture,System.Boolean})
- TinyLife.Actions.Action.FindAllFreeGround(TinyLife.Objects.PersonLike,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Nullable{System.Single},System.Boolean)
- TinyLife.Actions.Action.FindAllFreePeople(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionType,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Nullable{System.Single},System.Boolean,System.Boolean,System.Boolean,System.Func{TinyLife.Objects.PersonLike,System.Boolean})
- TinyLife.Actions.Action.FindAllFreeWalls``1(TinyLife.Objects.PersonLike,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Nullable{System.Single},System.Boolean)
- TinyLife.Actions.Action.FindFreeFurniture(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory,TinyLife.Objects.FurnitureType,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Boolean,System.Boolean)
- TinyLife.Actions.Action.FindValidActionObjects(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionType,System.Boolean,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Boolean,System.Boolean)
- TinyLife.Actions.Action.ForceResult
- TinyLife.Actions.Action.FullyInProgress
- TinyLife.Actions.Action.GetChild``1(System.Guid,System.Boolean)
- TinyLife.Actions.Action.GetChildren(System.Boolean)
- TinyLife.Actions.Action.GetDisplayName
- TinyLife.Actions.Action.GetFreeChair(TinyLife.Objects.PersonLike,TinyLife.Objects.Furniture)
- TinyLife.Actions.Action.GetFreeChairs(TinyLife.Objects.PersonLike,TinyLife.Objects.Furniture,System.Func{MLEM.Maths.Direction2,System.Boolean})
- TinyLife.Actions.Action.GetIconObject
- TinyLife.Actions.Action.GetNextAction(TinyLife.Actions.CompletionType)
- TinyLife.Actions.Action.GetProgress
- TinyLife.Actions.Action.GetRandomCompletionTime(System.TimeSpan,System.TimeSpan)
- TinyLife.Actions.Action.GetRandomValidArguments(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean)
- TinyLife.Actions.Action.GetSeatCategory(TinyLife.Objects.PersonLike)
- TinyLife.Actions.Action.GetTableSpot(TinyLife.Objects.Furniture,TinyLife.Objects.ActionSpot)
- TinyLife.Actions.Action.Id
- TinyLife.Actions.Action.InProgressTime
- TinyLife.Actions.Action.Info
- TinyLife.Actions.Action.Initialize
- TinyLife.Actions.Action.InvokeForBoth(TinyLife.Objects.PersonLike,TinyLife.Objects.PersonLike,System.Action{TinyLife.Objects.PersonLike,TinyLife.Objects.PersonLike})
- TinyLife.Actions.Action.IsCompleted
- TinyLife.Actions.Action.IsInappropriate(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo)
- TinyLife.Actions.Action.IsLotContentVisible(TinyLife.World.Lot,TinyLife.Objects.PersonLike,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2})
- TinyLife.Actions.Action.Migrations
- TinyLife.Actions.Action.OnActionTypeConstructed
- TinyLife.Actions.Action.OnChildCompleted(TinyLife.Actions.Action,TinyLife.Actions.CompletionType,System.Boolean)
- TinyLife.Actions.Action.OnCompleted(TinyLife.Actions.CompletionType)
- TinyLife.Actions.Action.OpenChoicePrompt(TinyLife.Actions.ChoicePromptInfo)
- TinyLife.Actions.Action.OpenPlayerPrompt(System.String,System.Predicate{MLEM.Ui.Elements.Panel},System.Action{MLEM.Ui.Elements.Panel},System.Boolean,System.Action{TinyLife.Uis.CoveringGroup,MLEM.Ui.Elements.Panel},MLEM.Textures.TextureRegion,System.Single)
- 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.ResetSpeech
- TinyLife.Actions.Action.Sit(TinyLife.Objects.Furniture,System.Single,TinyLife.Objects.ActionSpot)
- TinyLife.Actions.Action.SpeakAlone(Microsoft.Xna.Framework.GameTime,System.Single,TinyLife.Actions.EmoteChoices,TinyLife.Objects.SpeakStyle,System.Int32,System.Single,System.Single,System.Single,System.Single)
- TinyLife.Actions.Action.SpeakInConversation(TinyLife.Objects.PersonLike,Microsoft.Xna.Framework.GameTime,System.Single,TinyLife.Actions.EmoteChoices,TinyLife.Objects.SpeakStyle,System.Nullable{TinyLife.Actions.EmoteChoices},System.Nullable{TinyLife.Objects.SpeakStyle},System.Int32,System.Single,System.Single,System.Single,System.Single)
- TinyLife.Actions.Action.StartedAutomatically
- TinyLife.Actions.Action.ThinkAlone(Microsoft.Xna.Framework.GameTime,System.Single,TinyLife.Actions.EmoteChoices,System.Single,System.Single,System.Single,System.Single,System.Int32)
- 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.PersonLike,TinyLife.Utilities.AppliedMigrations)
langs:
- csharp
- vb
name: Action
nameWithType: Action
fullName: TinyLife.Actions.Action
type: Class
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
An action is something that a does.
An action is always derived from an underlying that contains various action settings.
Actions can be queued up for a person () or currently active ().
To create a more complex action, it is best to extend .
You can find a multitude of action-related events in , like .
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.CleanEverythingAction
- TinyLife.Actions.DebugAction
- TinyLife.Actions.DeferredAction
- TinyLife.Actions.DieAction
- TinyLife.Actions.MultiAction
- TinyLife.Actions.PathfindAction
- TinyLife.Actions.PathfindToPersonAction
- TinyLife.Actions.SocialAction.StartPartnerAction
- TinyLife.Actions.TellPeopleToLeaveRoomAction
- TinyLife.Actions.TryGoHereAction
implements:
- MLEM.Misc.IGenericDataHolder
inheritedMembers:
- MLEM.Data.Json.JsonTypeSafeGenericDataHolder.SetData``1(System.String,{T})
- MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetData``1(System.String)
- MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetDataKeys
- System.Object.Equals(System.Object)
- System.Object.Equals(System.Object,System.Object)
- System.Object.GetHashCode
- System.Object.GetType
- System.Object.MemberwiseClone
- System.Object.ReferenceEquals(System.Object,System.Object)
- System.Object.ToString
extensionMethods:
- TinyLife.Actions.Action.TinyLife.Utilities.Extensions.JsonCopy``1
attributes:
- type: System.Runtime.Serialization.DataContractAttribute
ctor: System.Runtime.Serialization.DataContractAttribute.#ctor
arguments: []
- 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
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
A instance that can be used by actions.
This value has the default seed.
example: []
syntax:
content: public static readonly Random Random
return:
type: System.Random
content.vb: Public Shared ReadOnly Random As Random
- uid: TinyLife.Actions.Action.Migrations
commentId: F:TinyLife.Actions.Action.Migrations
id: Migrations
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: Migrations
nameWithType: Action.Migrations
fullName: TinyLife.Actions.Action.Migrations
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
The global set of action migrations, which will be applied to every loaded .
To register migrations for specific action types only, use .
example: []
syntax:
content: public static readonly List> Migrations
return:
type: System.Collections.Generic.List{TinyLife.Utilities.Migration{TinyLife.Actions.Action}}
content.vb: Public Shared ReadOnly Migrations As List(Of Migration(Of Action))
- uid: TinyLife.Actions.Action.OnActionTypeConstructed
commentId: E:TinyLife.Actions.Action.OnActionTypeConstructed
id: OnActionTypeConstructed
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: OnActionTypeConstructed
nameWithType: Action.OnActionTypeConstructed
fullName: TinyLife.Actions.Action.OnActionTypeConstructed
type: Event
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
An event that is invoked when an instance is constructed using the private constructor invoked in .
This event can be used to modify the of the Action type before they are made readonly.
example: []
syntax:
content: public static event Action.ActionTypeConstructedDelegate OnActionTypeConstructed
return:
type: TinyLife.Actions.Action.ActionTypeConstructedDelegate
content.vb: Public Shared Event OnActionTypeConstructed As Action.ActionTypeConstructedDelegate
- 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
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Represents the amount of time that this action has "properly" been in progress for.
This is used by and and returns true only once the first actions are completed or the conversation has started, respectively.
By default, is returned.
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*
- 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
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Returns whether this action is currently "properly" in progress.
This is used by and and returns true only once the first actions are completed or the conversation has started, respectively.
By default, this property is true if is greater than .
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*
- 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
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: The that this action instance derives from
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: []
- 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
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: The for this action that contains the clicked (or otherwise targeted) objects and more
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: []
- uid: TinyLife.Actions.Action.Id
commentId: F:TinyLife.Actions.Action.Id
id: Id
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: Id
nameWithType: Action.Id
fullName: TinyLife.Actions.Action.Id
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
This action's unique id, which was randomly generated using when this action was constructed.
An action's unique id can be used to reference this action in other places, and child actions can be retrieved using , or through a using .
example: []
syntax:
content: >-
[DataMember]
public readonly Guid Id
return:
type: System.Guid
content.vb: >-
Public ReadOnly Id As Guid
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
- 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
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: If this value is true, this action was started using or through another action rather than by the player
example: []
syntax:
content: >-
[DataMember]
public bool StartedAutomatically { get; }
parameters: []
return:
type: System.Boolean
content.vb: >-
Public Property StartedAutomatically As Boolean
overload: TinyLife.Actions.Action.StartedAutomatically*
attributes:
- type: System.Runtime.Serialization.DataMemberAttribute
ctor: System.Runtime.Serialization.DataMemberAttribute.#ctor
arguments: []
- 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
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
The that created or otherwise owns this action, which also means this action will be part of the parent's .
This is nonnull if this action is part of a or .
example: []
syntax:
content: public Action Parent { get; }
parameters: []
return:
type: TinyLife.Actions.Action
content.vb: Public Property Parent As Action
overload: TinyLife.Actions.Action.Parent*
- 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
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: The that this action is being executed by
example: []
syntax:
content: public PersonLike Person { get; }
parameters: []
return:
type: TinyLife.Objects.PersonLike
content.vb: Public ReadOnly Property Person As PersonLike
overload: TinyLife.Actions.Action.Person*
- 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
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: The amount of in-game time that has elapsed since this action has started
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: []
- 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
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
A property that stores whether a player prompt is currently open. A prompt can be opened using .
This 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.
example: []
syntax:
content: public bool PlayerPromptOpen { get; }
parameters: []
return:
type: System.Boolean
content.vb: Public Property PlayerPromptOpen As Boolean
overload: TinyLife.Actions.Action.PlayerPromptOpen*
- 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
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
This value can be set to a to force to return it.
This is useful if there is an erroring calculation in your code, for example.
example: []
syntax:
content: protected CompletionType? ForceResult
return:
type: System.Nullable{TinyLife.Actions.CompletionType}
content.vb: Protected ForceResult As CompletionType?
- 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
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: Creates a new typeless action with the given action information.
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*
nameWithType.vb: Action.New(ActionInfo)
fullName.vb: TinyLife.Actions.Action.New(TinyLife.Actions.ActionInfo)
name.vb: New(ActionInfo)
- 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
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: Creates a new action with the given action information.
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*
nameWithType.vb: Action.New(ActionType, ActionInfo)
fullName.vb: TinyLife.Actions.Action.New(TinyLife.Actions.ActionType, TinyLife.Actions.ActionInfo)
name.vb: New(ActionType, ActionInfo)
- 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
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
This method is called when the action is first started by a .
Note that it is not called when the action gets added to the , but when it is moved to .
example: []
syntax:
content: public virtual void Initialize()
content.vb: Public Overridable Sub Initialize()
overload: TinyLife.Actions.Action.Initialize*
- 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, float)
nameWithType: Action.Update(GameTime, TimeSpan, float)
fullName: TinyLife.Actions.Action.Update(Microsoft.Xna.Framework.GameTime, System.TimeSpan, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
This method is called every update frame if this action is currently active.
By default, only the is modified in this method and is called.
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*
nameWithType.vb: Action.Update(GameTime, TimeSpan, Single)
fullName.vb: TinyLife.Actions.Action.Update(Microsoft.Xna.Framework.GameTime, System.TimeSpan, Single)
name.vb: Update(GameTime, TimeSpan, Single)
- 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
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
This method is called every update frame by a if this action is currently active to check if it should be stopped.
If this returns a result other than , will be called and the action is stopped.
By default, only modifies the completion type, otherwise is returned.
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*
- 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
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
This method is called when this action , or if it is canceled from an outside source.
Note that, if this method is called as a result of , the passed will be the same.
By default, only is called.
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*
- uid: TinyLife.Actions.Action.Validate(TinyLife.Objects.PersonLike,TinyLife.Utilities.AppliedMigrations)
commentId: M:TinyLife.Actions.Action.Validate(TinyLife.Objects.PersonLike,TinyLife.Utilities.AppliedMigrations)
id: Validate(TinyLife.Objects.PersonLike,TinyLife.Utilities.AppliedMigrations)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: Validate(PersonLike, AppliedMigrations)
nameWithType: Action.Validate(PersonLike, AppliedMigrations)
fullName: TinyLife.Actions.Action.Validate(TinyLife.Objects.PersonLike, TinyLife.Utilities.AppliedMigrations)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Validates this action's data.
This is called when a map is loaded from disk.
When returning false on this method, the action is removed from the .
example: []
syntax:
content: public virtual bool Validate(PersonLike person, AppliedMigrations appliedMigrations)
parameters:
- id: person
type: TinyLife.Objects.PersonLike
description: The person that this action belongs to
- id: appliedMigrations
type: TinyLife.Utilities.AppliedMigrations
description: The migrations that have been applied so far
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 PersonLike, appliedMigrations As AppliedMigrations) As Boolean
overload: TinyLife.Actions.Action.Validate*
- 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, CanExecuteResult?, MapObject)
nameWithType: Action.TryForceResult(CompletionType, CanExecuteResult?, MapObject)
fullName: TinyLife.Actions.Action.TryForceResult(TinyLife.Actions.CompletionType, TinyLife.Actions.CanExecuteResult?, TinyLife.Objects.MapObject)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
This is an external version of which can be called from outside sources, like a object.
A reason is provided that can be used to decide whether the external object can cause this action to fail.
By default, this action sets to true and returns true if doesn't return true.
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*
- 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
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Return true on this method if this action can be multi-tasked along with the passed .
To actually check this property, should be used as it compares both objects.
A multi-tasking is an action that is currently active along with another action.
By default, multi-tasking is disallowed for any action.
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*
- uid: TinyLife.Actions.Action.CanStartNow
commentId: M:TinyLife.Actions.Action.CanStartNow
id: CanStartNow
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: CanStartNow()
nameWithType: Action.CanStartNow()
fullName: TinyLife.Actions.Action.CanStartNow()
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Return true on this method if this action can be started right now. This method is queried when this action moves from a person's to their . If this method returns false, it stays in the .
By default, overrides this behavior to only allow the action to be started if the is not being held, and not currently occupying an action spot that has the Stay
flag set.
example: []
syntax:
content: public virtual bool CanStartNow()
return:
type: System.Boolean
description: Whether this action can start now.
content.vb: Public Overridable Function CanStartNow() As Boolean
overload: TinyLife.Actions.Action.CanStartNow*
- 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
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Returns whether or not this action can be canceled by the given outside source.
Note that the outside source can be null, and if it is, it means that the player canceled the action manually.
By default, actions can only be canceled if the cancelSource
is null.
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*
- 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
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Returns an action that should be queued up immediately after this action completes.
The queued up action is immediately started in the slot that this action occupied.
Can be null, and is null by default.
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*
- 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
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Returns the map object that is displayed in the action queue in the top left of the screen using .
Note that this value is ignored if this action's type has a .
By default, the is returned.
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*
- 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
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Returns true if this action, while it is currently active, should cause the speed to be available.
By default, this method returns false.
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*
- 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
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Returns a localized string that explains this action in short.
By default, this method returns .
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*
- uid: TinyLife.Actions.Action.CanEnqueueConversation(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionType)
commentId: M:TinyLife.Actions.Action.CanEnqueueConversation(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionType)
id: CanEnqueueConversation(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionType)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: CanEnqueueConversation(PersonLike, ActionType)
nameWithType: Action.CanEnqueueConversation(PersonLike, ActionType)
fullName: TinyLife.Actions.Action.CanEnqueueConversation(TinyLife.Objects.PersonLike, TinyLife.Actions.ActionType)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Returns true if the given person
can (automatically) enqueue a social action with the that is executing this action.
Note that enqueueing a social action manually is still possible even if this method returns false.
By default, only returns false on this method.
example: []
syntax:
content: public virtual bool CanEnqueueConversation(PersonLike person, ActionType type)
parameters:
- id: person
type: TinyLife.Objects.PersonLike
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 PersonLike, type As ActionType) As Boolean
overload: TinyLife.Actions.Action.CanEnqueueConversation*
- uid: TinyLife.Actions.Action.GetProgress
commentId: M:TinyLife.Actions.Action.GetProgress
id: GetProgress
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: GetProgress()
nameWithType: Action.GetProgress()
fullName: TinyLife.Actions.Action.GetProgress()
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Optionally returns the progress that this action's execution currently exhibits, in a range between 0 and 1.
The returned progress will be displayed below the action icon in the top left as a green bar that is expected to fill up slowly as progress is made.
Returning an empty value causes no progress bar to be displayed, and is also the default behavior.
example: []
syntax:
content: public virtual float? GetProgress()
return:
type: System.Nullable{System.Single}
description: This action's progress.
content.vb: Public Overridable Function GetProgress() As Single?
overload: TinyLife.Actions.Action.GetProgress*
- uid: TinyLife.Actions.Action.OnChildCompleted(TinyLife.Actions.Action,TinyLife.Actions.CompletionType,System.Boolean)
commentId: M:TinyLife.Actions.Action.OnChildCompleted(TinyLife.Actions.Action,TinyLife.Actions.CompletionType,System.Boolean)
id: OnChildCompleted(TinyLife.Actions.Action,TinyLife.Actions.CompletionType,System.Boolean)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: OnChildCompleted(Action, CompletionType, bool)
nameWithType: Action.OnChildCompleted(Action, CompletionType, bool)
fullName: TinyLife.Actions.Action.OnChildCompleted(TinyLife.Actions.Action, TinyLife.Actions.CompletionType, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
This method is invoked automatically when an action completes that is marked as this action's child.
A child action is one started through a or .
By default, this method calls on this action's , if there is one.
example: []
syntax:
content: protected virtual void OnChildCompleted(Action child, CompletionType type, bool grandchild)
parameters:
- id: child
type: TinyLife.Actions.Action
description: The child that completed.
- id: type
type: TinyLife.Actions.CompletionType
description: The child's completion type.
- id: grandchild
type: System.Boolean
description: Whether the given child is a grandchild, rather than a direct child.
content.vb: Protected Overridable Sub OnChildCompleted(child As Action, type As CompletionType, grandchild As Boolean)
overload: TinyLife.Actions.Action.OnChildCompleted*
nameWithType.vb: Action.OnChildCompleted(Action, CompletionType, Boolean)
fullName.vb: TinyLife.Actions.Action.OnChildCompleted(TinyLife.Actions.Action, TinyLife.Actions.CompletionType, Boolean)
name.vb: OnChildCompleted(Action, CompletionType, Boolean)
- uid: TinyLife.Actions.Action.OpenPlayerPrompt(System.String,System.Predicate{MLEM.Ui.Elements.Panel},System.Action{MLEM.Ui.Elements.Panel},System.Boolean,System.Action{TinyLife.Uis.CoveringGroup,MLEM.Ui.Elements.Panel},MLEM.Textures.TextureRegion,System.Single)
commentId: M:TinyLife.Actions.Action.OpenPlayerPrompt(System.String,System.Predicate{MLEM.Ui.Elements.Panel},System.Action{MLEM.Ui.Elements.Panel},System.Boolean,System.Action{TinyLife.Uis.CoveringGroup,MLEM.Ui.Elements.Panel},MLEM.Textures.TextureRegion,System.Single)
id: OpenPlayerPrompt(System.String,System.Predicate{MLEM.Ui.Elements.Panel},System.Action{MLEM.Ui.Elements.Panel},System.Boolean,System.Action{TinyLife.Uis.CoveringGroup,MLEM.Ui.Elements.Panel},MLEM.Textures.TextureRegion,System.Single)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: OpenPlayerPrompt(string, Predicate, Action, bool, Action, TextureRegion, float)
nameWithType: Action.OpenPlayerPrompt(string, Predicate, Action, bool, Action, TextureRegion, float)
fullName: TinyLife.Actions.Action.OpenPlayerPrompt(string, System.Predicate, System.Action, bool, System.Action, MLEM.Textures.TextureRegion, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Opens a prompt for the player with the given elements, also pausing the game.
This behavior is used for things like the action, where a confirmation panel pops up.
To check whether a player prompt is currently opened, see .
example: []
syntax:
content: public CoveringGroup OpenPlayerPrompt(string title, Predicate canFinish, Action onFinished, bool canExit, Action addChildren, TextureRegion portrait = null, float panelWidth = 100)
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: addChildren
type: System.Action{TinyLife.Uis.CoveringGroup,MLEM.Ui.Elements.Panel}
description: A function that should be used to add 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.
- id: panelWidth
type: System.Single
description: The width of the displayed panel. Defaults to 100.
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, addChildren As Action(Of CoveringGroup, Panel), portrait As TextureRegion = Nothing, panelWidth As Single = 100) 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, Action(Of CoveringGroup, Panel), TextureRegion, Single)
fullName.vb: TinyLife.Actions.Action.OpenPlayerPrompt(String, System.Predicate(Of MLEM.Ui.Elements.Panel), System.Action(Of MLEM.Ui.Elements.Panel), Boolean, System.Action(Of TinyLife.Uis.CoveringGroup, MLEM.Ui.Elements.Panel), MLEM.Textures.TextureRegion, Single)
name.vb: OpenPlayerPrompt(String, Predicate(Of Panel), Action(Of Panel), Boolean, Action(Of CoveringGroup, Panel), TextureRegion, Single)
- 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(string, System.Action, System.Action, MLEM.Textures.TextureRegion)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Opens a prompt for the player that contains a yes and a no button along with some text.
This prompt can be used to ensure that a player selected the right option in an important decision.
To check whether a player prompt is currently opened, see .
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*
nameWithType.vb: Action.OpenYesNoPrompt(String, Action, Action, TextureRegion)
fullName.vb: TinyLife.Actions.Action.OpenYesNoPrompt(String, System.Action, System.Action, MLEM.Textures.TextureRegion)
name.vb: OpenYesNoPrompt(String, Action, Action, TextureRegion)
- 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, Rule, string, TextureRegion)
nameWithType: Action.OpenTextPrompt(string, Action, Predicate, TextField.Rule, string, TextureRegion)
fullName: TinyLife.Actions.Action.OpenTextPrompt(string, System.Action, System.Predicate, MLEM.Ui.Elements.TextField.Rule, string, MLEM.Textures.TextureRegion)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Opens a prompt with a text box that allows the player to input a string.
To check whether a player prompt is currently opened, see .
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)
fullName.vb: TinyLife.Actions.Action.OpenTextPrompt(String, System.Action(Of String), System.Predicate(Of String), MLEM.Ui.Elements.TextField.Rule, String, MLEM.Textures.TextureRegion)
name.vb: OpenTextPrompt(String, Action(Of String), Predicate(Of String), Rule, String, TextureRegion)
- uid: TinyLife.Actions.Action.OpenChoicePrompt(TinyLife.Actions.ChoicePromptInfo)
commentId: M:TinyLife.Actions.Action.OpenChoicePrompt(TinyLife.Actions.ChoicePromptInfo)
id: OpenChoicePrompt(TinyLife.Actions.ChoicePromptInfo)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: OpenChoicePrompt(ChoicePromptInfo)
nameWithType: Action.OpenChoicePrompt(ChoicePromptInfo)
fullName: TinyLife.Actions.Action.OpenChoicePrompt(TinyLife.Actions.ChoicePromptInfo)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: Opens 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.
example: []
syntax:
content: public CoveringGroup OpenChoicePrompt(ChoicePromptInfo info)
parameters:
- id: info
type: TinyLife.Actions.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*
- uid: TinyLife.Actions.Action.SpeakAlone(Microsoft.Xna.Framework.GameTime,System.Single,TinyLife.Actions.EmoteChoices,TinyLife.Objects.SpeakStyle,System.Int32,System.Single,System.Single,System.Single,System.Single)
commentId: M:TinyLife.Actions.Action.SpeakAlone(Microsoft.Xna.Framework.GameTime,System.Single,TinyLife.Actions.EmoteChoices,TinyLife.Objects.SpeakStyle,System.Int32,System.Single,System.Single,System.Single,System.Single)
id: SpeakAlone(Microsoft.Xna.Framework.GameTime,System.Single,TinyLife.Actions.EmoteChoices,TinyLife.Objects.SpeakStyle,System.Int32,System.Single,System.Single,System.Single,System.Single)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: SpeakAlone(GameTime, float, EmoteChoices, SpeakStyle, int, float, float, float, float)
nameWithType: Action.SpeakAlone(GameTime, float, EmoteChoices, SpeakStyle, int, float, float, float, float)
fullName: TinyLife.Actions.Action.SpeakAlone(Microsoft.Xna.Framework.GameTime, float, TinyLife.Actions.EmoteChoices, TinyLife.Objects.SpeakStyle, int, float, float, float, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Displays emotes for this action's with the given settings as if they were talking to themselves out loud.
This is used by actions like and .
example: []
syntax:
content: public bool SpeakAlone(GameTime time, float speedMultiplier, EmoteChoices emoteChoices, SpeakStyle speakStyles, int totalAmount = 2147483647, float minimumSeconds = 1, float maximumSeconds = 3, float minimumBreakSeconds = -0.5, float maximumBreakSeconds = 1)
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: emoteChoices
type: TinyLife.Actions.EmoteChoices
description: The emotes to pick from when displaying emotes
- 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 ()
- id: minimumSeconds
type: System.Single
description: The minimum amount of seconds that a speech segment should last.
- id: maximumSeconds
type: System.Single
description: The maximum amount of seconds that a speech segment should last.
- id: minimumBreakSeconds
type: System.Single
description: The minimum amount of seconds of break to take between speech segments.
- id: maximumBreakSeconds
type: System.Single
description: The maximum amount of seconds of break to take between speech segments.
return:
type: System.Boolean
description: Whether all emotes were successfully 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, emoteChoices As EmoteChoices, speakStyles As SpeakStyle, totalAmount As Integer = 2147483647, minimumSeconds As Single = 1, maximumSeconds As Single = 3, minimumBreakSeconds As Single = -0.5, maximumBreakSeconds As Single = 1) As Boolean
overload: TinyLife.Actions.Action.SpeakAlone*
nameWithType.vb: Action.SpeakAlone(GameTime, Single, EmoteChoices, SpeakStyle, Integer, Single, Single, Single, Single)
fullName.vb: TinyLife.Actions.Action.SpeakAlone(Microsoft.Xna.Framework.GameTime, Single, TinyLife.Actions.EmoteChoices, TinyLife.Objects.SpeakStyle, Integer, Single, Single, Single, Single)
name.vb: SpeakAlone(GameTime, Single, EmoteChoices, SpeakStyle, Integer, Single, Single, Single, Single)
- uid: TinyLife.Actions.Action.ThinkAlone(Microsoft.Xna.Framework.GameTime,System.Single,TinyLife.Actions.EmoteChoices,System.Single,System.Single,System.Single,System.Single,System.Int32)
commentId: M:TinyLife.Actions.Action.ThinkAlone(Microsoft.Xna.Framework.GameTime,System.Single,TinyLife.Actions.EmoteChoices,System.Single,System.Single,System.Single,System.Single,System.Int32)
id: ThinkAlone(Microsoft.Xna.Framework.GameTime,System.Single,TinyLife.Actions.EmoteChoices,System.Single,System.Single,System.Single,System.Single,System.Int32)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: ThinkAlone(GameTime, float, EmoteChoices, float, float, float, float, int)
nameWithType: Action.ThinkAlone(GameTime, float, EmoteChoices, float, float, float, float, int)
fullName: TinyLife.Actions.Action.ThinkAlone(Microsoft.Xna.Framework.GameTime, float, TinyLife.Actions.EmoteChoices, float, float, float, float, int)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Displays thought bubbles for this action's with the given settings as if they were thinking to themselves.
This is used by actions like .
example: []
syntax:
content: public bool ThinkAlone(GameTime time, float speedMultiplier, EmoteChoices emoteChoices, float minimumSeconds = 1, float maximumSeconds = 3, float minimumBreakSeconds = 0.5, float maximumBreakSeconds = 2, 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: emoteChoices
type: TinyLife.Actions.EmoteChoices
description: The emotes to pick from when displaying emotes
- id: minimumSeconds
type: System.Single
description: The minimum amount of seconds that a speech segment should last.
- id: maximumSeconds
type: System.Single
description: The maximum amount of seconds that a speech segment should last.
- id: minimumBreakSeconds
type: System.Single
description: The minimum amount of seconds of break to take between speech segments.
- id: maximumBreakSeconds
type: System.Single
description: The maximum amount of seconds of break to take between speech segments.
- 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 successfully displayed. This method only returns true if totalAmount
is less than the default value
content.vb: Public Function ThinkAlone(time As GameTime, speedMultiplier As Single, emoteChoices As EmoteChoices, minimumSeconds As Single = 1, maximumSeconds As Single = 3, minimumBreakSeconds As Single = 0.5, maximumBreakSeconds As Single = 2, totalAmount As Integer = 2147483647) As Boolean
overload: TinyLife.Actions.Action.ThinkAlone*
nameWithType.vb: Action.ThinkAlone(GameTime, Single, EmoteChoices, Single, Single, Single, Single, Integer)
fullName.vb: TinyLife.Actions.Action.ThinkAlone(Microsoft.Xna.Framework.GameTime, Single, TinyLife.Actions.EmoteChoices, Single, Single, Single, Single, Integer)
name.vb: ThinkAlone(GameTime, Single, EmoteChoices, Single, Single, Single, Single, Integer)
- uid: TinyLife.Actions.Action.SpeakInConversation(TinyLife.Objects.PersonLike,Microsoft.Xna.Framework.GameTime,System.Single,TinyLife.Actions.EmoteChoices,TinyLife.Objects.SpeakStyle,System.Nullable{TinyLife.Actions.EmoteChoices},System.Nullable{TinyLife.Objects.SpeakStyle},System.Int32,System.Single,System.Single,System.Single,System.Single)
commentId: M:TinyLife.Actions.Action.SpeakInConversation(TinyLife.Objects.PersonLike,Microsoft.Xna.Framework.GameTime,System.Single,TinyLife.Actions.EmoteChoices,TinyLife.Objects.SpeakStyle,System.Nullable{TinyLife.Actions.EmoteChoices},System.Nullable{TinyLife.Objects.SpeakStyle},System.Int32,System.Single,System.Single,System.Single,System.Single)
id: SpeakInConversation(TinyLife.Objects.PersonLike,Microsoft.Xna.Framework.GameTime,System.Single,TinyLife.Actions.EmoteChoices,TinyLife.Objects.SpeakStyle,System.Nullable{TinyLife.Actions.EmoteChoices},System.Nullable{TinyLife.Objects.SpeakStyle},System.Int32,System.Single,System.Single,System.Single,System.Single)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: SpeakInConversation(PersonLike, GameTime, float, EmoteChoices, SpeakStyle, EmoteChoices?, SpeakStyle?, int, float, float, float, float)
nameWithType: Action.SpeakInConversation(PersonLike, GameTime, float, EmoteChoices, SpeakStyle, EmoteChoices?, SpeakStyle?, int, float, float, float, float)
fullName: TinyLife.Actions.Action.SpeakInConversation(TinyLife.Objects.PersonLike, Microsoft.Xna.Framework.GameTime, float, TinyLife.Actions.EmoteChoices, TinyLife.Objects.SpeakStyle, TinyLife.Actions.EmoteChoices?, TinyLife.Objects.SpeakStyle?, int, float, float, float, float)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Helper method to display emotes over each conversation partner in a back and forth fashion to make it seem like they are conversing.
When used in , only the action that should call this method.
example: []
syntax:
content: public bool SpeakInConversation(PersonLike partner, GameTime time, float speedMultiplier, EmoteChoices emoteChoices, SpeakStyle speakStyles, EmoteChoices? partnerEmoteChoices = null, SpeakStyle? partnerSpeakStyles = null, int totalAmount = 2147483647, float minimumSeconds = 1, float maximumSeconds = 3, float minimumBreakSeconds = -0.5, float maximumBreakSeconds = 1)
parameters:
- id: partner
type: TinyLife.Objects.PersonLike
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: emoteChoices
type: TinyLife.Actions.EmoteChoices
description: The emotes to pick from when displaying emotes
- id: speakStyles
type: TinyLife.Objects.SpeakStyle
description: The speak styles to use for speech sounds, can be a combined flag
- id: partnerEmoteChoices
type: System.Nullable{TinyLife.Actions.EmoteChoices}
description: The emotes to pick from when displaying emotes for the partner
to use, or null to use emoteChoices
- 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)
- id: minimumSeconds
type: System.Single
description: The minimum amount of seconds that a speech segment should last.
- id: maximumSeconds
type: System.Single
description: The maximum amount of seconds that a speech segment should last.
- id: minimumBreakSeconds
type: System.Single
description: The minimum amount of seconds of break to take between speech segments.
- id: maximumBreakSeconds
type: System.Single
description: The maximum amount of seconds of break to take between speech segments.
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 PersonLike, time As GameTime, speedMultiplier As Single, emoteChoices As EmoteChoices, speakStyles As SpeakStyle, partnerEmoteChoices As EmoteChoices? = Nothing, partnerSpeakStyles As SpeakStyle? = Nothing, totalAmount As Integer = 2147483647, minimumSeconds As Single = 1, maximumSeconds As Single = 3, minimumBreakSeconds As Single = -0.5, maximumBreakSeconds As Single = 1) As Boolean
overload: TinyLife.Actions.Action.SpeakInConversation*
nameWithType.vb: Action.SpeakInConversation(PersonLike, GameTime, Single, EmoteChoices, SpeakStyle, EmoteChoices?, SpeakStyle?, Integer, Single, Single, Single, Single)
fullName.vb: TinyLife.Actions.Action.SpeakInConversation(TinyLife.Objects.PersonLike, Microsoft.Xna.Framework.GameTime, Single, TinyLife.Actions.EmoteChoices, TinyLife.Objects.SpeakStyle, TinyLife.Actions.EmoteChoices?, TinyLife.Objects.SpeakStyle?, Integer, Single, Single, Single, Single)
name.vb: SpeakInConversation(PersonLike, GameTime, Single, EmoteChoices, SpeakStyle, EmoteChoices?, SpeakStyle?, Integer, Single, Single, Single, Single)
- uid: TinyLife.Actions.Action.ResetSpeech
commentId: M:TinyLife.Actions.Action.ResetSpeech
id: ResetSpeech
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: ResetSpeech()
nameWithType: Action.ResetSpeech()
fullName: TinyLife.Actions.Action.ResetSpeech()
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: Resets speech for this action's , including causing them to stop speaking and emoting, and resetting the timer used by , and .
example: []
syntax:
content: public void ResetSpeech()
content.vb: Public Sub ResetSpeech()
overload: TinyLife.Actions.Action.ResetSpeech*
- uid: TinyLife.Actions.Action.CompleteIfNeedFull(TinyLife.NeedType,TinyLife.Objects.PersonLike)
commentId: M:TinyLife.Actions.Action.CompleteIfNeedFull(TinyLife.NeedType,TinyLife.Objects.PersonLike)
id: CompleteIfNeedFull(TinyLife.NeedType,TinyLife.Objects.PersonLike)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: CompleteIfNeedFull(NeedType, PersonLike)
nameWithType: Action.CompleteIfNeedFull(NeedType, PersonLike)
fullName: TinyLife.Actions.Action.CompleteIfNeedFull(TinyLife.NeedType, TinyLife.Objects.PersonLike)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: A helper method that returns if the given 's value is at .
example: []
syntax:
content: public CompletionType CompleteIfNeedFull(NeedType type, PersonLike person = null)
parameters:
- id: type
type: TinyLife.NeedType
description: The need that should be completed
- id: person
type: TinyLife.Objects.PersonLike
description: The whose need needs to be full, or null to use this action's .
return:
type: TinyLife.Actions.CompletionType
description: The appropriate completion type
content.vb: Public Function CompleteIfNeedFull(type As NeedType, person As PersonLike = Nothing) As CompletionType
overload: TinyLife.Actions.Action.CompleteIfNeedFull*
- 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, bool, SkillType, float, bool)
nameWithType: Action.CompleteIfTimeUp(TimeSpan, bool, SkillType, float, bool)
fullName: TinyLife.Actions.Action.CompleteIfTimeUp(System.TimeSpan, bool, TinyLife.Skills.SkillType, float, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
A helper method that returns if the given time
has passed.
This method makes use of to return true faster or slower based on the person's current mood and skill levels.
example: []
syntax:
content: public CompletionType CompleteIfTimeUp(TimeSpan time, bool efficiencyMatters = false, SkillType skill = null, float levelModifier = 0.1, 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 = 0.1, autoOnly As Boolean = False) As CompletionType
overload: TinyLife.Actions.Action.CompleteIfTimeUp*
nameWithType.vb: Action.CompleteIfTimeUp(TimeSpan, Boolean, SkillType, Single, Boolean)
fullName.vb: TinyLife.Actions.Action.CompleteIfTimeUp(System.TimeSpan, Boolean, TinyLife.Skills.SkillType, Single, Boolean)
name.vb: CompleteIfTimeUp(TimeSpan, Boolean, SkillType, Single, Boolean)
- uid: TinyLife.Actions.Action.CompleteIfTimeUp(System.TimeSpan,System.TimeSpan,System.Boolean,TinyLife.Skills.SkillType,System.Single,System.Boolean)
commentId: M:TinyLife.Actions.Action.CompleteIfTimeUp(System.TimeSpan,System.TimeSpan,System.Boolean,TinyLife.Skills.SkillType,System.Single,System.Boolean)
id: CompleteIfTimeUp(System.TimeSpan,System.TimeSpan,System.Boolean,TinyLife.Skills.SkillType,System.Single,System.Boolean)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: CompleteIfTimeUp(TimeSpan, TimeSpan, bool, SkillType, float, bool)
nameWithType: Action.CompleteIfTimeUp(TimeSpan, TimeSpan, bool, SkillType, float, bool)
fullName: TinyLife.Actions.Action.CompleteIfTimeUp(System.TimeSpan, System.TimeSpan, bool, TinyLife.Skills.SkillType, float, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
A helper method that returns if a random time calculated using , based on min
and max
, has passed.
This method makes use of to return true faster or slower based on the person's current mood and skill levels.
example: []
syntax:
content: public CompletionType CompleteIfTimeUp(TimeSpan min, TimeSpan max, bool efficiencyMatters = false, SkillType skill = null, float levelModifier = 0.1, bool autoOnly = false)
parameters:
- id: min
type: System.TimeSpan
description: The minimum amount of time after which this action should be completed
- id: max
type: System.TimeSpan
description: The maximum 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(min As TimeSpan, max As TimeSpan, efficiencyMatters As Boolean = False, skill As SkillType = Nothing, levelModifier As Single = 0.1, autoOnly As Boolean = False) As CompletionType
overload: TinyLife.Actions.Action.CompleteIfTimeUp*
nameWithType.vb: Action.CompleteIfTimeUp(TimeSpan, TimeSpan, Boolean, SkillType, Single, Boolean)
fullName.vb: TinyLife.Actions.Action.CompleteIfTimeUp(System.TimeSpan, System.TimeSpan, Boolean, TinyLife.Skills.SkillType, Single, Boolean)
name.vb: CompleteIfTimeUp(TimeSpan, TimeSpan, Boolean, SkillType, Single, Boolean)
- uid: TinyLife.Actions.Action.GetRandomCompletionTime(System.TimeSpan,System.TimeSpan)
commentId: M:TinyLife.Actions.Action.GetRandomCompletionTime(System.TimeSpan,System.TimeSpan)
id: GetRandomCompletionTime(System.TimeSpan,System.TimeSpan)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: GetRandomCompletionTime(TimeSpan, TimeSpan)
nameWithType: Action.GetRandomCompletionTime(TimeSpan, TimeSpan)
fullName: TinyLife.Actions.Action.GetRandomCompletionTime(System.TimeSpan, System.TimeSpan)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Generates a random completion time for this action based on the min
and max
times passed.
The returned value will be the same for the same action and the same min
and max
values, as it is generated using a with those parameteers.
example: []
syntax:
content: public TimeSpan GetRandomCompletionTime(TimeSpan min, TimeSpan max)
parameters:
- id: min
type: System.TimeSpan
description: The minimum amount of time after which this action should be completed
- id: max
type: System.TimeSpan
description: The maximum amount of time after which this action should be completed
return:
type: System.TimeSpan
description: The final amount of time after which this action should be completed.
content.vb: Public Function GetRandomCompletionTime(min As TimeSpan, max As TimeSpan) As TimeSpan
overload: TinyLife.Actions.Action.GetRandomCompletionTime*
- 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(params EmotionType[])
nameWithType: Action.CancelIfEmotional(params EmotionType[])
fullName: TinyLife.Actions.Action.CancelIfEmotional(params TinyLife.Emotions.EmotionType[])
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: A helper method that returns if this action's has any of the given emotions
, and otherwise.
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(ParamArray EmotionType())
fullName.vb: TinyLife.Actions.Action.CancelIfEmotional(ParamArray TinyLife.Emotions.EmotionType())
name.vb: CancelIfEmotional(ParamArray EmotionType())
- 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, float, ActionSpot)
nameWithType: Action.Sit(Furniture, float, ActionSpot)
fullName: TinyLife.Actions.Action.Sit(TinyLife.Objects.Furniture, float, TinyLife.Objects.ActionSpot)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
A helper method that causes the to sit on the given object.
This method causes the action spot to be occupied and the person's to be changed to .
Additionally, the need is restored a little bit.
Note that this method has to be called every frame for the person to stay sat down.
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*
nameWithType.vb: Action.Sit(Furniture, Single, ActionSpot)
fullName.vb: TinyLife.Actions.Action.Sit(TinyLife.Objects.Furniture, Single, TinyLife.Objects.ActionSpot)
name.vb: Sit(Furniture, Single, ActionSpot)
- uid: TinyLife.Actions.Action.GetChildren(System.Boolean)
commentId: M:TinyLife.Actions.Action.GetChildren(System.Boolean)
id: GetChildren(System.Boolean)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: GetChildren(bool)
nameWithType: Action.GetChildren(bool)
fullName: TinyLife.Actions.Action.GetChildren(bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Returns a set of actions that are child actions of this action, which are actions that have their set to this action.
Optionally, grandchildren can be included in the returned set.
example: []
syntax:
content: public IEnumerable GetChildren(bool regardGrandchildren = false)
parameters:
- id: regardGrandchildren
type: System.Boolean
description: Whether to include grandchildren, which are children of children, and so on.
return:
type: System.Collections.Generic.IEnumerable{TinyLife.Actions.Action}
description: The child actions of this action.
content.vb: Public Function GetChildren(regardGrandchildren As Boolean = False) As IEnumerable(Of Action)
overload: TinyLife.Actions.Action.GetChildren*
nameWithType.vb: Action.GetChildren(Boolean)
fullName.vb: TinyLife.Actions.Action.GetChildren(Boolean)
name.vb: GetChildren(Boolean)
- uid: TinyLife.Actions.Action.GetChild``1(System.Guid,System.Boolean)
commentId: M:TinyLife.Actions.Action.GetChild``1(System.Guid,System.Boolean)
id: GetChild``1(System.Guid,System.Boolean)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: GetChild(Guid, bool)
nameWithType: Action.GetChild(Guid, bool)
fullName: TinyLife.Actions.Action.GetChild(System.Guid, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Returns the first child action of this action with the given type T
that has the given id id
. Child actions are actions that have their set to this action.
Optionally, grandchildren can be included in the search.
example: []
syntax:
content: 'public T GetChild(Guid id, bool regardGrandchildren = false) where T : Action'
parameters:
- id: id
type: System.Guid
description: The of the action to find.
- id: regardGrandchildren
type: System.Boolean
description: Whether to include grandchildren, which are children of children, and so on.
typeParameters:
- id: T
description: The type of child action to find.
return:
type: '{T}'
description: The found child action, or null if there is no child action that matches the given conditions.
content.vb: Public Function GetChild(Of T As Action)(id As Guid, regardGrandchildren As Boolean = False) As T
overload: TinyLife.Actions.Action.GetChild*
nameWithType.vb: Action.GetChild(Of T)(Guid, Boolean)
fullName.vb: TinyLife.Actions.Action.GetChild(Of T)(System.Guid, Boolean)
name.vb: GetChild(Of T)(Guid, Boolean)
- 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, bool)
nameWithType: Action.PickUpAndGoTo(ActionInfo, ObjectCategory, ObjectCategory, bool)
fullName: TinyLife.Actions.Action.PickUpAndGoTo(TinyLife.Actions.ActionInfo, TinyLife.Objects.ObjectCategory, TinyLife.Objects.ObjectCategory, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
A 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.
provides a equivalent to this method.
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 false, 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*
nameWithType.vb: Action.PickUpAndGoTo(ActionInfo, ObjectCategory, ObjectCategory, Boolean)
fullName.vb: TinyLife.Actions.Action.PickUpAndGoTo(TinyLife.Actions.ActionInfo, TinyLife.Objects.ObjectCategory, TinyLife.Objects.ObjectCategory, Boolean)
name.vb: PickUpAndGoTo(ActionInfo, ObjectCategory, ObjectCategory, Boolean)
- 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, bool)
nameWithType: Action.PickUpAndGoTo(ActionInfo, Func, Func, bool)
fullName: TinyLife.Actions.Action.PickUpAndGoTo(TinyLife.Actions.ActionInfo, System.Func, System.Func, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
A 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.
provides a equivalent to this method.
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 false, 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)
fullName.vb: TinyLife.Actions.Action.PickUpAndGoTo(TinyLife.Actions.ActionInfo, System.Func(Of TinyLife.Objects.Furniture, Boolean), System.Func(Of TinyLife.Objects.Furniture, Boolean), Boolean)
name.vb: PickUpAndGoTo(ActionInfo, Func(Of Furniture, Boolean), Func(Of Furniture, Boolean), Boolean)
- uid: TinyLife.Actions.Action.GetFreeChair(TinyLife.Objects.PersonLike,TinyLife.Objects.Furniture)
commentId: M:TinyLife.Actions.Action.GetFreeChair(TinyLife.Objects.PersonLike,TinyLife.Objects.Furniture)
id: GetFreeChair(TinyLife.Objects.PersonLike,TinyLife.Objects.Furniture)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: GetFreeChair(PersonLike, Furniture)
nameWithType: Action.GetFreeChair(PersonLike, Furniture)
fullName: TinyLife.Actions.Action.GetFreeChair(TinyLife.Objects.PersonLike, TinyLife.Objects.Furniture)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
A 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.
The furniture returned is the one that the person should on when interacting with the passed deskObject
.
This method will return the deskObject
's parent itself if it is a picnic-style table that has benches directly attached to it.
example: []
syntax:
content: public static (Furniture Chair, ActionSpot Spot, Direction2 Direction) GetFreeChair(PersonLike person, Furniture deskObject)
parameters:
- id: person
type: TinyLife.Objects.PersonLike
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.Maths.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 PersonLike, deskObject As Furniture) As (Chair As Furniture, Spot As ActionSpot, Direction As Direction2)
overload: TinyLife.Actions.Action.GetFreeChair*
- uid: TinyLife.Actions.Action.GetFreeChairs(TinyLife.Objects.PersonLike,TinyLife.Objects.Furniture,System.Func{MLEM.Maths.Direction2,System.Boolean})
commentId: M:TinyLife.Actions.Action.GetFreeChairs(TinyLife.Objects.PersonLike,TinyLife.Objects.Furniture,System.Func{MLEM.Maths.Direction2,System.Boolean})
id: GetFreeChairs(TinyLife.Objects.PersonLike,TinyLife.Objects.Furniture,System.Func{MLEM.Maths.Direction2,System.Boolean})
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: GetFreeChairs(PersonLike, Furniture, Func)
nameWithType: Action.GetFreeChairs(PersonLike, Furniture, Func)
fullName: TinyLife.Actions.Action.GetFreeChairs(TinyLife.Objects.PersonLike, TinyLife.Objects.Furniture, System.Func)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Returns a set of free chair furniture paired with an and accessible direction.
This method is used by .
This method will return the table
itself if it is a picnic-style table that has benches directly attached to it.
example: []
syntax:
content: public static IEnumerable<(Furniture Chair, ActionSpot Spot, Direction2 Direction)> GetFreeChairs(PersonLike person, Furniture table, Func canSitThisWay = null)
parameters:
- id: person
type: TinyLife.Objects.PersonLike
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.Maths.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.Maths.Direction2}}
description: A set of chairs, their action spots and their seating directions
content.vb: Public Shared Function GetFreeChairs(person As PersonLike, table As Furniture, canSitThisWay As Func(Of Direction2, Boolean) = Nothing) As IEnumerable(Of (Chair As Furniture, Spot As ActionSpot, Direction As Direction2))
overload: TinyLife.Actions.Action.GetFreeChairs*
nameWithType.vb: Action.GetFreeChairs(PersonLike, Furniture, Func(Of Direction2, Boolean))
fullName.vb: TinyLife.Actions.Action.GetFreeChairs(TinyLife.Objects.PersonLike, TinyLife.Objects.Furniture, System.Func(Of MLEM.Maths.Direction2, Boolean))
name.vb: GetFreeChairs(PersonLike, Furniture, Func(Of Direction2, Boolean))
- uid: TinyLife.Actions.Action.GetSeatCategory(TinyLife.Objects.PersonLike)
commentId: M:TinyLife.Actions.Action.GetSeatCategory(TinyLife.Objects.PersonLike)
id: GetSeatCategory(TinyLife.Objects.PersonLike)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: GetSeatCategory(PersonLike)
nameWithType: Action.GetSeatCategory(PersonLike)
fullName: TinyLife.Actions.Action.GetSeatCategory(TinyLife.Objects.PersonLike)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Returns the that an object needs to have for the given person
to be able to sit on it.
This method returns for babies, and otherwise.
example: []
syntax:
content: public static ObjectCategory GetSeatCategory(PersonLike person)
parameters:
- id: person
type: TinyLife.Objects.PersonLike
description: The person who should sit.
return:
type: TinyLife.Objects.ObjectCategory
description: The object category for seats.
content.vb: Public Shared Function GetSeatCategory(person As PersonLike) As ObjectCategory
overload: TinyLife.Actions.Action.GetSeatCategory*
- uid: TinyLife.Actions.Action.FindAllFreePeople(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionType,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Nullable{System.Single},System.Boolean,System.Boolean,System.Boolean,System.Func{TinyLife.Objects.PersonLike,System.Boolean})
commentId: M:TinyLife.Actions.Action.FindAllFreePeople(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionType,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Nullable{System.Single},System.Boolean,System.Boolean,System.Boolean,System.Func{TinyLife.Objects.PersonLike,System.Boolean})
id: FindAllFreePeople(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionType,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Nullable{System.Single},System.Boolean,System.Boolean,System.Boolean,System.Func{TinyLife.Objects.PersonLike,System.Boolean})
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: FindAllFreePeople(PersonLike, ActionType, Map, Vector2?, float?, float?, bool, bool, bool, Func)
nameWithType: Action.FindAllFreePeople(PersonLike, ActionType, Map, Vector2?, float?, float?, bool, bool, bool, Func)
fullName: TinyLife.Actions.Action.FindAllFreePeople(TinyLife.Objects.PersonLike, TinyLife.Actions.ActionType, TinyLife.World.Map, Microsoft.Xna.Framework.Vector2?, float?, float?, bool, bool, bool, System.Func)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: A 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 .
example: []
syntax:
content: public static IEnumerable FindAllFreePeople(PersonLike person, ActionType type = null, Map map = null, Vector2? position = null, float? floor = null, float? radius = null, bool ignoreVisibility = false, bool ignoreNeeds = false, bool needsFreeActionSpot = true, Func predicate = null)
parameters:
- id: person
type: TinyLife.Objects.PersonLike
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: map
type: TinyLife.World.Map
description: The map to find people on.
- 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: floor
type: System.Nullable{System.Single}
description: The floor to find people on.
- 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 should be ignored. Defaults to false.
- id: ignoreNeeds
type: System.Boolean
description: Whether the free people's needs should be ignored.
- id: needsFreeActionSpot
type: System.Boolean
description: Whether a free action spot is required on the free people.
- id: predicate
type: System.Func{TinyLife.Objects.PersonLike,System.Boolean}
description: A predicate that should be validated before the other conditions are checked. If this is a simple check, it will greatly speed up performance as the other checks can be skipped for invalid objects. If it is a complicated check, consider filtering the objects after they are returned from this method.
return:
type: System.Collections.Generic.IEnumerable{TinyLife.Objects.PersonLike}
description: A set of valid interaction partners
content.vb: Public Shared Function FindAllFreePeople(person As PersonLike, type As ActionType = Nothing, map As Map = Nothing, position As Vector2? = Nothing, floor As Single? = Nothing, radius As Single? = Nothing, ignoreVisibility As Boolean = False, ignoreNeeds As Boolean = False, needsFreeActionSpot As Boolean = True, predicate As Func(Of PersonLike, Boolean) = Nothing) As IEnumerable(Of PersonLike)
overload: TinyLife.Actions.Action.FindAllFreePeople*
nameWithType.vb: Action.FindAllFreePeople(PersonLike, ActionType, Map, Vector2?, Single?, Single?, Boolean, Boolean, Boolean, Func(Of PersonLike, Boolean))
fullName.vb: TinyLife.Actions.Action.FindAllFreePeople(TinyLife.Objects.PersonLike, TinyLife.Actions.ActionType, TinyLife.World.Map, Microsoft.Xna.Framework.Vector2?, Single?, Single?, Boolean, Boolean, Boolean, System.Func(Of TinyLife.Objects.PersonLike, Boolean))
name.vb: FindAllFreePeople(PersonLike, ActionType, Map, Vector2?, Single?, Single?, Boolean, Boolean, Boolean, Func(Of PersonLike, Boolean))
- uid: TinyLife.Actions.Action.FindAllFreeFurniture(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory,TinyLife.Objects.FurnitureType,System.Boolean,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Nullable{System.Single},System.Boolean,System.Boolean,System.Func{TinyLife.Objects.Furniture,System.Boolean})
commentId: M:TinyLife.Actions.Action.FindAllFreeFurniture(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory,TinyLife.Objects.FurnitureType,System.Boolean,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Nullable{System.Single},System.Boolean,System.Boolean,System.Func{TinyLife.Objects.Furniture,System.Boolean})
id: FindAllFreeFurniture(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory,TinyLife.Objects.FurnitureType,System.Boolean,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Nullable{System.Single},System.Boolean,System.Boolean,System.Func{TinyLife.Objects.Furniture,System.Boolean})
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: FindAllFreeFurniture(PersonLike, ObjectCategory, FurnitureType, bool, Map, Vector2?, float?, float?, bool, bool, Func)
nameWithType: Action.FindAllFreeFurniture(PersonLike, ObjectCategory, FurnitureType, bool, Map, Vector2?, float?, float?, bool, bool, Func)
fullName: TinyLife.Actions.Action.FindAllFreeFurniture(TinyLife.Objects.PersonLike, TinyLife.Objects.ObjectCategory, TinyLife.Objects.FurnitureType, bool, TinyLife.World.Map, Microsoft.Xna.Framework.Vector2?, float?, float?, bool, bool, System.Func)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: A 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.
example: []
syntax:
content: public static IEnumerable FindAllFreeFurniture(PersonLike person, ObjectCategory categories = null, FurnitureType objectSpotType = null, bool needsFreeActionSpot = true, Map map = null, Vector2? position = null, float? floor = null, float? radius = null, bool allowBroken = false, bool ignoreVisibility = false, Func predicate = null)
parameters:
- id: person
type: TinyLife.Objects.PersonLike
description: The person that wants to start the action
- 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: map
type: TinyLife.World.Map
description: The map to find furniture on.
- 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: floor
type: System.Nullable{System.Single}
description: The floor to find furniture on.
- 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 should be ignored. Defaults to false.
- id: predicate
type: System.Func{TinyLife.Objects.Furniture,System.Boolean}
description: A predicate that should be validated before the other conditions are checked. If this is a simple check, it will greatly speed up performance as the other checks can be skipped for invalid objects. If it is a complicated check, consider filtering the objects after they are returned from this method.
return:
type: System.Collections.Generic.IEnumerable{TinyLife.Objects.Furniture}
description: A set of valid furniture
content.vb: Public Shared Function FindAllFreeFurniture(person As PersonLike, categories As ObjectCategory = Nothing, objectSpotType As FurnitureType = Nothing, needsFreeActionSpot As Boolean = True, map As Map = Nothing, position As Vector2? = Nothing, floor As Single? = Nothing, radius As Single? = Nothing, allowBroken As Boolean = False, ignoreVisibility As Boolean = False, predicate As Func(Of Furniture, Boolean) = Nothing) As IEnumerable(Of Furniture)
overload: TinyLife.Actions.Action.FindAllFreeFurniture*
nameWithType.vb: Action.FindAllFreeFurniture(PersonLike, ObjectCategory, FurnitureType, Boolean, Map, Vector2?, Single?, Single?, Boolean, Boolean, Func(Of Furniture, Boolean))
fullName.vb: TinyLife.Actions.Action.FindAllFreeFurniture(TinyLife.Objects.PersonLike, TinyLife.Objects.ObjectCategory, TinyLife.Objects.FurnitureType, Boolean, TinyLife.World.Map, Microsoft.Xna.Framework.Vector2?, Single?, Single?, Boolean, Boolean, System.Func(Of TinyLife.Objects.Furniture, Boolean))
name.vb: FindAllFreeFurniture(PersonLike, ObjectCategory, FurnitureType, Boolean, Map, Vector2?, Single?, Single?, Boolean, Boolean, Func(Of Furniture, Boolean))
- uid: TinyLife.Actions.Action.FindAllFreeWalls``1(TinyLife.Objects.PersonLike,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Nullable{System.Single},System.Boolean)
commentId: M:TinyLife.Actions.Action.FindAllFreeWalls``1(TinyLife.Objects.PersonLike,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Nullable{System.Single},System.Boolean)
id: FindAllFreeWalls``1(TinyLife.Objects.PersonLike,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Nullable{System.Single},System.Boolean)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: FindAllFreeWalls(PersonLike, Map, Vector2?, float?, float?, bool)
nameWithType: Action.FindAllFreeWalls(PersonLike, Map, Vector2?, float?, float?, bool)
fullName: TinyLife.Actions.Action.FindAllFreeWalls(TinyLife.Objects.PersonLike, TinyLife.World.Map, Microsoft.Xna.Framework.Vector2?, float?, float?, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: A helper method to find a set of all instances that are currently valid for interaction with the passed
example: []
syntax:
content: 'public static IEnumerable FindAllFreeWalls(PersonLike person, Map map = null, Vector2? position = null, float? floor = null, float? radius = null, bool ignoreVisibility = false) where T : WallLike'
parameters:
- id: person
type: TinyLife.Objects.PersonLike
description: The person that wants to start the action
- id: map
type: TinyLife.World.Map
description: The map to find walls on.
- 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: floor
type: System.Nullable{System.Single}
description: The floor to find walsl on.
- 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 should be ignored. Defaults to false.
typeParameters:
- id: T
return:
type: System.Collections.Generic.IEnumerable{{T}}
description: A set of valid walls
content.vb: Public Shared Function FindAllFreeWalls(Of T As WallLike)(person As PersonLike, map As Map = Nothing, position As Vector2? = Nothing, floor As Single? = Nothing, radius As Single? = Nothing, ignoreVisibility As Boolean = False) As IEnumerable(Of T)
overload: TinyLife.Actions.Action.FindAllFreeWalls*
nameWithType.vb: Action.FindAllFreeWalls(Of T)(PersonLike, Map, Vector2?, Single?, Single?, Boolean)
fullName.vb: TinyLife.Actions.Action.FindAllFreeWalls(Of T)(TinyLife.Objects.PersonLike, TinyLife.World.Map, Microsoft.Xna.Framework.Vector2?, Single?, Single?, Boolean)
name.vb: FindAllFreeWalls(Of T)(PersonLike, Map, Vector2?, Single?, Single?, Boolean)
- uid: TinyLife.Actions.Action.FindAllFreeGround(TinyLife.Objects.PersonLike,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Nullable{System.Single},System.Boolean)
commentId: M:TinyLife.Actions.Action.FindAllFreeGround(TinyLife.Objects.PersonLike,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Nullable{System.Single},System.Boolean)
id: FindAllFreeGround(TinyLife.Objects.PersonLike,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Nullable{System.Single},System.Nullable{System.Single},System.Boolean)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: FindAllFreeGround(PersonLike, Map, Vector2?, float?, float?, bool)
nameWithType: Action.FindAllFreeGround(PersonLike, Map, Vector2?, float?, float?, bool)
fullName: TinyLife.Actions.Action.FindAllFreeGround(TinyLife.Objects.PersonLike, TinyLife.World.Map, Microsoft.Xna.Framework.Vector2?, float?, float?, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: A helper method to find a set of all positions on the ground that are currently valid for interaction
example: []
syntax:
content: public static IEnumerable<(Point Pos, int Floor, Tile Tile)> FindAllFreeGround(PersonLike person, Map map = null, Vector2? position = null, float? floor = null, float? radius = null, bool ignoreVisibility = false)
parameters:
- id: person
type: TinyLife.Objects.PersonLike
description: The person that wants to start the action
- id: map
type: TinyLife.World.Map
description: The maps to find ground tiles on.
- 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: floor
type: System.Nullable{System.Single}
description: The floor to find ground tiles on.
- 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 should be ignored. Defaults to false.
return:
type: System.Collections.Generic.IEnumerable{System.ValueTuple{Microsoft.Xna.Framework.Point,System.Int32,TinyLife.World.Tile}}
description: A set of valid locations
content.vb: Public Shared Function FindAllFreeGround(person As PersonLike, map As Map = Nothing, position As Vector2? = Nothing, floor As Single? = Nothing, radius As Single? = Nothing, ignoreVisibility As Boolean = False) As IEnumerable(Of (Pos As Point, Floor As Integer, Tile As Tile))
overload: TinyLife.Actions.Action.FindAllFreeGround*
nameWithType.vb: Action.FindAllFreeGround(PersonLike, Map, Vector2?, Single?, Single?, Boolean)
fullName.vb: TinyLife.Actions.Action.FindAllFreeGround(TinyLife.Objects.PersonLike, TinyLife.World.Map, Microsoft.Xna.Framework.Vector2?, Single?, Single?, Boolean)
name.vb: FindAllFreeGround(PersonLike, Map, Vector2?, Single?, Single?, Boolean)
- uid: TinyLife.Actions.Action.FindFreeFurniture(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory,TinyLife.Objects.FurnitureType,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Boolean,System.Boolean)
commentId: M:TinyLife.Actions.Action.FindFreeFurniture(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory,TinyLife.Objects.FurnitureType,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Boolean,System.Boolean)
id: FindFreeFurniture(TinyLife.Objects.PersonLike,TinyLife.Objects.ObjectCategory,TinyLife.Objects.FurnitureType,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Boolean,System.Boolean)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: FindFreeFurniture(PersonLike, ObjectCategory, FurnitureType, Map, Vector2?, bool, bool)
nameWithType: Action.FindFreeFurniture(PersonLike, ObjectCategory, FurnitureType, Map, Vector2?, bool, bool)
fullName: TinyLife.Actions.Action.FindFreeFurniture(TinyLife.Objects.PersonLike, TinyLife.Objects.ObjectCategory, TinyLife.Objects.FurnitureType, TinyLife.World.Map, Microsoft.Xna.Framework.Vector2?, bool, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
A helper method to find the best instance to interact with based on the given data.
Note that this method always returns a related to the first result from .
example: []
syntax:
content: public static ActionInfo FindFreeFurniture(PersonLike person, ObjectCategory categories, FurnitureType objectSpotType = null, Map map = null, Vector2? position = null, bool allowBroken = false, bool ignoreVisibility = false)
parameters:
- id: person
type: TinyLife.Objects.PersonLike
description: The person that wants to start the action
- id: categories
type: TinyLife.Objects.ObjectCategory
description: The categories that the furniture, as well as its action spots, 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: map
type: TinyLife.World.Map
description: The map to find furniture on.
- 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 should be ignored. Defaults to false.
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 PersonLike, categories As ObjectCategory, objectSpotType As FurnitureType = Nothing, map As Map = Nothing, position As Vector2? = Nothing, allowBroken As Boolean = False, ignoreVisibility As Boolean = False) As ActionInfo
overload: TinyLife.Actions.Action.FindFreeFurniture*
nameWithType.vb: Action.FindFreeFurniture(PersonLike, ObjectCategory, FurnitureType, Map, Vector2?, Boolean, Boolean)
fullName.vb: TinyLife.Actions.Action.FindFreeFurniture(TinyLife.Objects.PersonLike, TinyLife.Objects.ObjectCategory, TinyLife.Objects.FurnitureType, TinyLife.World.Map, Microsoft.Xna.Framework.Vector2?, Boolean, Boolean)
name.vb: FindFreeFurniture(PersonLike, ObjectCategory, FurnitureType, Map, Vector2?, Boolean, Boolean)
- uid: TinyLife.Actions.Action.FindAllActionObjects(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionType,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2})
commentId: M:TinyLife.Actions.Action.FindAllActionObjects(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionType,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2})
id: FindAllActionObjects(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionType,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2})
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: FindAllActionObjects(PersonLike, ActionType, Map, Vector2?)
nameWithType: Action.FindAllActionObjects(PersonLike, ActionType, Map, Vector2?)
fullName: TinyLife.Actions.Action.FindAllActionObjects(TinyLife.Objects.PersonLike, TinyLife.Actions.ActionType, TinyLife.World.Map, Microsoft.Xna.Framework.Vector2?)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Returns all objects that are available to the given for the given .
The objects returned are the ones that would also be considered by the when starting an action.
example: []
syntax:
content: public static IEnumerable FindAllActionObjects(PersonLike person, ActionType type, Map map = null, Vector2? position = null)
parameters:
- id: person
type: TinyLife.Objects.PersonLike
description: The person
- id: type
type: TinyLife.Actions.ActionType
description: The action to start
- id: map
type: TinyLife.World.Map
description: The map to find objects on.
- 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 PersonLike, type As ActionType, map As Map = Nothing, position As Vector2? = Nothing) As IEnumerable(Of ActionInfo)
overload: TinyLife.Actions.Action.FindAllActionObjects*
- uid: TinyLife.Actions.Action.FindValidActionObjects(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionType,System.Boolean,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Boolean,System.Boolean)
commentId: M:TinyLife.Actions.Action.FindValidActionObjects(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionType,System.Boolean,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Boolean,System.Boolean)
id: FindValidActionObjects(TinyLife.Objects.PersonLike,TinyLife.Actions.ActionType,System.Boolean,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2},System.Boolean,System.Boolean)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: FindValidActionObjects(PersonLike, ActionType, bool, Map, Vector2?, bool, bool)
nameWithType: Action.FindValidActionObjects(PersonLike, ActionType, bool, Map, Vector2?, bool, bool)
fullName: TinyLife.Actions.Action.FindValidActionObjects(TinyLife.Objects.PersonLike, TinyLife.Actions.ActionType, bool, TinyLife.World.Map, Microsoft.Xna.Framework.Vector2?, bool, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Returns all objects that are available to the given for the given , and whose indicates that the actions are valid for execution.
This method also checks .
example: []
syntax:
content: public static IEnumerable FindValidActionObjects(PersonLike person, ActionType type, bool automatic, Map map = null, Vector2? position = null, bool allowInappropriate = false, bool allowInvalid = false)
parameters:
- id: person
type: TinyLife.Objects.PersonLike
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: map
type: TinyLife.World.Map
description: The map to find objects on.
- 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
description: Whether invalid objects should also be returned.
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 PersonLike, type As ActionType, automatic As Boolean, map As Map = Nothing, 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(PersonLike, ActionType, Boolean, Map, Vector2?, Boolean, Boolean)
fullName.vb: TinyLife.Actions.Action.FindValidActionObjects(TinyLife.Objects.PersonLike, TinyLife.Actions.ActionType, Boolean, TinyLife.World.Map, Microsoft.Xna.Framework.Vector2?, Boolean, Boolean)
name.vb: FindValidActionObjects(PersonLike, ActionType, Boolean, Map, Vector2?, Boolean, Boolean)
- uid: TinyLife.Actions.Action.GetRandomValidArguments(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean)
commentId: M:TinyLife.Actions.Action.GetRandomValidArguments(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean)
id: GetRandomValidArguments(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: GetRandomValidArguments(ActionType, ActionInfo, bool)
nameWithType: Action.GetRandomValidArguments(ActionType, ActionInfo, bool)
fullName: TinyLife.Actions.Action.GetRandomValidArguments(TinyLife.Actions.ActionType, TinyLife.Actions.ActionInfo, bool)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: Attempts to find a random valid action variety from the type
's .
example: []
syntax:
content: public static ActionArgument[] GetRandomValidArguments(ActionType type, ActionInfo info, bool automatic)
parameters:
- id: type
type: TinyLife.Actions.ActionType
description: The action type whose varieties to search.
- id: info
type: TinyLife.Actions.ActionInfo
description: The action info.
- id: automatic
type: System.Boolean
description: Whether variety should be selected automatically.
return:
type: TinyLife.Actions.ActionArgument[]
description: A set of action arguments, based on the rules defined in the documentation of .
content.vb: Public Shared Function GetRandomValidArguments(type As ActionType, info As ActionInfo, automatic As Boolean) As ActionArgument()
overload: TinyLife.Actions.Action.GetRandomValidArguments*
nameWithType.vb: Action.GetRandomValidArguments(ActionType, ActionInfo, Boolean)
fullName.vb: TinyLife.Actions.Action.GetRandomValidArguments(TinyLife.Actions.ActionType, TinyLife.Actions.ActionInfo, Boolean)
name.vb: GetRandomValidArguments(ActionType, ActionInfo, Boolean)
- 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
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
A helper method that returns the on the table or desk that the given chair is connected to.
This is the object spot that should be used for interaction if a person sits on the given chair.
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)
overload: TinyLife.Actions.Action.GetTableSpot*
- uid: TinyLife.Actions.Action.InvokeForBoth(TinyLife.Objects.PersonLike,TinyLife.Objects.PersonLike,System.Action{TinyLife.Objects.PersonLike,TinyLife.Objects.PersonLike})
commentId: M:TinyLife.Actions.Action.InvokeForBoth(TinyLife.Objects.PersonLike,TinyLife.Objects.PersonLike,System.Action{TinyLife.Objects.PersonLike,TinyLife.Objects.PersonLike})
id: InvokeForBoth(TinyLife.Objects.PersonLike,TinyLife.Objects.PersonLike,System.Action{TinyLife.Objects.PersonLike,TinyLife.Objects.PersonLike})
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: InvokeForBoth(PersonLike, PersonLike, Action)
nameWithType: Action.InvokeForBoth(PersonLike, PersonLike, Action)
fullName: TinyLife.Actions.Action.InvokeForBoth(TinyLife.Objects.PersonLike, TinyLife.Objects.PersonLike, System.Action)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: Invokes 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
.
example: []
syntax:
content: public static void InvokeForBoth(PersonLike person, PersonLike other, Action action)
parameters:
- id: person
type: TinyLife.Objects.PersonLike
description: The first person.
- id: other
type: TinyLife.Objects.PersonLike
description: The second person.
- id: action
type: System.Action{TinyLife.Objects.PersonLike,TinyLife.Objects.PersonLike}
description: The action to invoke for both people passed.
content.vb: Public Shared Sub InvokeForBoth(person As PersonLike, other As PersonLike, action As Action(Of PersonLike, PersonLike))
overload: TinyLife.Actions.Action.InvokeForBoth*
nameWithType.vb: Action.InvokeForBoth(PersonLike, PersonLike, Action(Of PersonLike, PersonLike))
fullName.vb: TinyLife.Actions.Action.InvokeForBoth(TinyLife.Objects.PersonLike, TinyLife.Objects.PersonLike, System.Action(Of TinyLife.Objects.PersonLike, TinyLife.Objects.PersonLike))
name.vb: InvokeForBoth(PersonLike, PersonLike, Action(Of PersonLike, PersonLike))
- 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
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
A utility method that can be used whether the two instances can currently be invoked together.
Internally, this checks if both actions return true on .
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*
- uid: TinyLife.Actions.Action.IsInappropriate(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo)
commentId: M:TinyLife.Actions.Action.IsInappropriate(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo)
id: IsInappropriate(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo)
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: IsInappropriate(ActionType, ActionInfo)
nameWithType: Action.IsInappropriate(ActionType, ActionInfo)
fullName: TinyLife.Actions.Action.IsInappropriate(TinyLife.Actions.ActionType, TinyLife.Actions.ActionInfo)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Checks whether the given action type
is inappropriate for execution using the given info
.
The return value is based on and the .
example: []
syntax:
content: public static bool IsInappropriate(ActionType type, ActionInfo info)
parameters:
- id: type
type: TinyLife.Actions.ActionType
description: The action type to execute.
- id: info
type: TinyLife.Actions.ActionInfo
description: The action info.
return:
type: System.Boolean
description: Whether the action is inappropriate here.
content.vb: Public Shared Function IsInappropriate(type As ActionType, info As ActionInfo) As Boolean
overload: TinyLife.Actions.Action.IsInappropriate*
- uid: TinyLife.Actions.Action.IsLotContentVisible(TinyLife.World.Lot,TinyLife.Objects.PersonLike,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2})
commentId: M:TinyLife.Actions.Action.IsLotContentVisible(TinyLife.World.Lot,TinyLife.Objects.PersonLike,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2})
id: IsLotContentVisible(TinyLife.World.Lot,TinyLife.Objects.PersonLike,TinyLife.World.Map,System.Nullable{Microsoft.Xna.Framework.Vector2})
parent: TinyLife.Actions.Action
langs:
- csharp
- vb
name: IsLotContentVisible(Lot, PersonLike, Map, Vector2?)
nameWithType: Action.IsLotContentVisible(Lot, PersonLike, Map, Vector2?)
fullName: TinyLife.Actions.Action.IsLotContentVisible(TinyLife.World.Lot, TinyLife.Objects.PersonLike, TinyLife.World.Map, Microsoft.Xna.Framework.Vector2?)
type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Actions
summary: >-
Returns whether the given content of the given lot
is currently visible to the given person
.
If the lot
is null, then comparisons are made to the lot at the given position
.
example: []
syntax:
content: public static bool IsLotContentVisible(Lot lot, PersonLike person, Map map = null, Vector2? position = null)
parameters:
- id: lot
type: TinyLife.World.Lot
description: The lot to query; can be null.
- id: person
type: TinyLife.Objects.PersonLike
description: The person.
- id: map
type: TinyLife.World.Map
description: The map to use to query the that the position
is on. If this is null, the person
's map is used.
- id: position
type: System.Nullable{Microsoft.Xna.Framework.Vector2}
description: An additional position that should be query if lot
is null. If this is null, the person
's is used instead.
return:
type: System.Boolean
description: Whether the lot content on the lot
or at the position
is visible.
content.vb: Public Shared Function IsLotContentVisible(lot As Lot, person As PersonLike, map As Map = Nothing, position As Vector2? = Nothing) As Boolean
overload: TinyLife.Actions.Action.IsLotContentVisible*
references:
- uid: TinyLife.Objects.PersonLike
commentId: T:TinyLife.Objects.PersonLike
parent: TinyLife.Objects
href: TinyLife.Objects.PersonLike.html
name: PersonLike
nameWithType: PersonLike
fullName: TinyLife.Objects.PersonLike
- uid: TinyLife.Actions.ActionType
commentId: T:TinyLife.Actions.ActionType
parent: TinyLife.Actions
href: TinyLife.Actions.ActionType.html
name: ActionType
nameWithType: ActionType
fullName: TinyLife.Actions.ActionType
- uid: TinyLife.Objects.PersonLike.ActionQueue
commentId: F:TinyLife.Objects.PersonLike.ActionQueue
parent: TinyLife.Objects.PersonLike
href: TinyLife.Objects.PersonLike.html#TinyLife_Objects_PersonLike_ActionQueue
name: ActionQueue
nameWithType: PersonLike.ActionQueue
fullName: TinyLife.Objects.PersonLike.ActionQueue
- uid: TinyLife.Objects.PersonLike.CurrentActions
commentId: F:TinyLife.Objects.PersonLike.CurrentActions
parent: TinyLife.Objects.PersonLike
href: TinyLife.Objects.PersonLike.html#TinyLife_Objects_PersonLike_CurrentActions
name: CurrentActions
nameWithType: PersonLike.CurrentActions
fullName: TinyLife.Objects.PersonLike.CurrentActions
- uid: TinyLife.Actions.MultiAction
commentId: T:TinyLife.Actions.MultiAction
parent: TinyLife.Actions
href: TinyLife.Actions.MultiAction.html
name: MultiAction
nameWithType: MultiAction
fullName: TinyLife.Actions.MultiAction
- uid: TinyLife.Objects.PersonLike.OnActionsCompleted
commentId: E:TinyLife.Objects.PersonLike.OnActionsCompleted
parent: TinyLife.Objects.PersonLike
href: TinyLife.Objects.PersonLike.html#TinyLife_Objects_PersonLike_OnActionsCompleted
name: OnActionsCompleted
nameWithType: PersonLike.OnActionsCompleted
fullName: TinyLife.Objects.PersonLike.OnActionsCompleted
- uid: TinyLife.Actions
commentId: N:TinyLife.Actions
href: TinyLife.html
name: TinyLife.Actions
nameWithType: TinyLife.Actions
fullName: TinyLife.Actions
spec.csharp:
- uid: TinyLife
name: TinyLife
href: TinyLife.html
- name: .
- uid: TinyLife.Actions
name: Actions
href: TinyLife.Actions.html
spec.vb:
- uid: TinyLife
name: TinyLife
href: TinyLife.html
- name: .
- uid: TinyLife.Actions
name: Actions
href: TinyLife.Actions.html
- uid: System.Object
commentId: T:System.Object
parent: System
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.object
name: object
nameWithType: object
fullName: object
nameWithType.vb: Object
fullName.vb: Object
name.vb: Object
- uid: MLEM.Data.Json.JsonTypeSafeGenericDataHolder
commentId: T:MLEM.Data.Json.JsonTypeSafeGenericDataHolder
parent: MLEM.Data.Json
isExternal: true
name: JsonTypeSafeGenericDataHolder
nameWithType: JsonTypeSafeGenericDataHolder
fullName: MLEM.Data.Json.JsonTypeSafeGenericDataHolder
- uid: MLEM.Misc.IGenericDataHolder
commentId: T:MLEM.Misc.IGenericDataHolder
parent: MLEM.Misc
isExternal: true
name: IGenericDataHolder
nameWithType: IGenericDataHolder
fullName: MLEM.Misc.IGenericDataHolder
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commentId: M:MLEM.Data.Json.JsonTypeSafeGenericDataHolder.SetData``1(System.String,``0)
parent: MLEM.Data.Json.JsonTypeSafeGenericDataHolder
definition: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.SetData``1(System.String,``0)
href: https://learn.microsoft.com/dotnet/api/system.string
name: SetData(string, T)
nameWithType: JsonTypeSafeGenericDataHolder.SetData(string, T)
fullName: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.SetData(string, T)
nameWithType.vb: JsonTypeSafeGenericDataHolder.SetData(Of T)(String, T)
fullName.vb: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.SetData(Of T)(String, T)
name.vb: SetData(Of T)(String, T)
spec.csharp:
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name: SetData
isExternal: true
- name: <
- name: T
- name: '>'
- name: (
- uid: System.String
name: string
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.string
- name: ','
- name: " "
- name: T
- name: )
spec.vb:
- uid: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.SetData``1(System.String,``0)
name: SetData
isExternal: true
- name: (
- name: Of
- name: " "
- name: T
- name: )
- name: (
- uid: System.String
name: String
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.string
- name: ','
- name: " "
- name: T
- name: )
- uid: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetData``1(System.String)
commentId: M:MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetData``1(System.String)
parent: MLEM.Data.Json.JsonTypeSafeGenericDataHolder
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.string
name: GetData(string)
nameWithType: JsonTypeSafeGenericDataHolder.GetData(string)
fullName: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetData(string)
nameWithType.vb: JsonTypeSafeGenericDataHolder.GetData(Of T)(String)
fullName.vb: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetData(Of T)(String)
name.vb: GetData(Of T)(String)
spec.csharp:
- uid: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetData``1(System.String)
name: GetData
isExternal: true
- name: <
- name: T
- name: '>'
- name: (
- uid: System.String
name: string
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.string
- name: )
spec.vb:
- uid: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetData``1(System.String)
name: GetData
isExternal: true
- name: (
- name: Of
- name: " "
- name: T
- name: )
- name: (
- uid: System.String
name: String
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.string
- name: )
- uid: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetDataKeys
commentId: M:MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetDataKeys
parent: MLEM.Data.Json.JsonTypeSafeGenericDataHolder
isExternal: true
name: GetDataKeys()
nameWithType: JsonTypeSafeGenericDataHolder.GetDataKeys()
fullName: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetDataKeys()
spec.csharp:
- uid: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetDataKeys
name: GetDataKeys
isExternal: true
- name: (
- name: )
spec.vb:
- uid: MLEM.Data.Json.JsonTypeSafeGenericDataHolder.GetDataKeys
name: GetDataKeys
isExternal: true
- name: (
- name: )
- uid: System.Object.Equals(System.Object)
commentId: M:System.Object.Equals(System.Object)
parent: System.Object
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.object.equals#system-object-equals(system-object)
name: Equals(object)
nameWithType: object.Equals(object)
fullName: object.Equals(object)
nameWithType.vb: Object.Equals(Object)
fullName.vb: Object.Equals(Object)
name.vb: Equals(Object)
spec.csharp:
- uid: System.Object.Equals(System.Object)
name: Equals
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.object.equals#system-object-equals(system-object)
- name: (
- uid: System.Object
name: object
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.object
- name: )
spec.vb:
- uid: System.Object.Equals(System.Object)
name: Equals
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.object.equals#system-object-equals(system-object)
- name: (
- uid: System.Object
name: Object
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.object
- name: )
- uid: System.Object.Equals(System.Object,System.Object)
commentId: M:System.Object.Equals(System.Object,System.Object)
parent: System.Object
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.object.equals#system-object-equals(system-object-system-object)
name: Equals(object, object)
nameWithType: object.Equals(object, object)
fullName: object.Equals(object, object)
nameWithType.vb: Object.Equals(Object, Object)
fullName.vb: Object.Equals(Object, Object)
name.vb: Equals(Object, Object)
spec.csharp:
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name: Equals
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.object.equals#system-object-equals(system-object-system-object)
- name: (
- uid: System.Object
name: object
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.object
- name: ','
- name: " "
- uid: System.Object
name: object
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.object
- name: )
spec.vb:
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name: Equals
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.object.equals#system-object-equals(system-object-system-object)
- name: (
- uid: System.Object
name: Object
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.object
- name: ','
- name: " "
- uid: System.Object
name: Object
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.object
- name: )
- uid: System.Object.GetHashCode
commentId: M:System.Object.GetHashCode
parent: System.Object
isExternal: true
href: https://learn.microsoft.com/dotnet/api/system.object.gethashcode
name: GetHashCode()
nameWithType: object.GetHashCode()
fullName: object.GetHashCode()
nameWithType.vb: Object.GetHashCode()
fullName.vb: Object.GetHashCode()
spec.csharp:
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fullName.vb: TinyLife.Objects.MapObject.OnActionCompleted(TinyLife.Actions.Action, TinyLife.Actions.CompletionType, Boolean)
name.vb: OnActionCompleted(Action, CompletionType, Boolean)
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nameWithType: Action.OnCompleted
fullName: TinyLife.Actions.Action.OnCompleted
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commentId: Overload:TinyLife.Actions.Action.Validate
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- uid: TinyLife.Utilities.AppliedMigrations
commentId: T:TinyLife.Utilities.AppliedMigrations
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nameWithType: AppliedMigrations
fullName: TinyLife.Utilities.AppliedMigrations
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commentId: T:TinyLife.Objects.BreakableFurniture
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commentId: T:System.Nullable{TinyLife.Actions.CanExecuteResult}
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definition: System.Nullable`1
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name: CanExecuteResult?
nameWithType: CanExecuteResult?
fullName: TinyLife.Actions.CanExecuteResult?
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name: CanExecuteResult
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- name: '?'
spec.vb:
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name: CanExecuteResult
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- name: '?'
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commentId: M:TinyLife.Actions.Action.CanMultitask(TinyLife.Actions.Action,TinyLife.Actions.Action)
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name: CanMultitask(Action, Action)
nameWithType: Action.CanMultitask(Action, Action)
fullName: TinyLife.Actions.Action.CanMultitask(TinyLife.Actions.Action, TinyLife.Actions.Action)
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- name: (
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- uid: TinyLife.Actions.Action
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- uid: TinyLife.Actions.Action
name: Action
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- name: )
- uid: TinyLife.Actions.Action.CanMultitask*
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nameWithType: GameSpeed.ExtremelyFast
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name: CausesExtremelyFastSpeed
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fullName: TinyLife.Actions.SleepAction
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nameWithType.vb: Single?
fullName.vb: Single?
name.vb: Single?
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- name: '?'
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fullName: TinyLife.Actions.ActionType.CanExecuteDelegate
spec.csharp:
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name: ActionType
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- name: .
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spec.vb:
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name: ActionType
href: TinyLife.Actions.ActionType.html
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name: Furniture
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href: https://learn.microsoft.com/dotnet/api/system.single
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- name: )
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href: https://learn.microsoft.com/dotnet/api/system.func-2
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href: https://learn.microsoft.com/dotnet/api/system.boolean
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name: FindFreeFurniture
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fullName: TinyLife.Actions.Action.FindFreeFurniture
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name: FindAllActionObjects
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fullName: TinyLife.Actions.Action.FindAllActionObjects
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- name: '>'
spec.vb:
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name: CanExecuteAction(ActionType, ActionInfo, bool)
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name.vb: CanExecuteAction(ActionType, ActionInfo, Boolean)
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href: https://learn.microsoft.com/dotnet/api/system.boolean
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name: IsInappropriateElsewhere
nameWithType: ActionType.TypeSettings.IsInappropriateElsewhere
fullName: TinyLife.Actions.ActionType.TypeSettings.IsInappropriateElsewhere
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commentId: Overload:TinyLife.Actions.Action.FindValidActionObjects
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name: FindValidActionObjects
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fullName: TinyLife.Actions.Action.FindValidActionObjects
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name: PossibleArguments
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fullName: TinyLife.Actions.ActionType.TypeSettings.PossibleArguments
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commentId: Overload:TinyLife.Actions.Action.GetRandomValidArguments
href: TinyLife.Actions.Action.html#TinyLife_Actions_Action_GetRandomValidArguments_TinyLife_Actions_ActionType_TinyLife_Actions_ActionInfo_System_Boolean_
name: GetRandomValidArguments
nameWithType: Action.GetRandomValidArguments
fullName: TinyLife.Actions.Action.GetRandomValidArguments
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isExternal: true
href: TinyLife.Actions.ActionArgument.html
name: ActionArgument[]
nameWithType: ActionArgument[]
fullName: TinyLife.Actions.ActionArgument[]
nameWithType.vb: ActionArgument()
fullName.vb: TinyLife.Actions.ActionArgument()
name.vb: ActionArgument()
spec.csharp:
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name: ActionArgument
href: TinyLife.Actions.ActionArgument.html
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spec.vb:
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name: ActionArgument
href: TinyLife.Actions.ActionArgument.html
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commentId: T:TinyLife.Objects.ObjectSpot
parent: TinyLife.Objects
href: TinyLife.Objects.ObjectSpot.html
name: ObjectSpot
nameWithType: ObjectSpot
fullName: TinyLife.Objects.ObjectSpot
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commentId: Overload:TinyLife.Actions.Action.GetTableSpot
href: TinyLife.Actions.Action.html#TinyLife_Actions_Action_GetTableSpot_TinyLife_Objects_Furniture_TinyLife_Objects_ActionSpot_
name: GetTableSpot
nameWithType: Action.GetTableSpot
fullName: TinyLife.Actions.Action.GetTableSpot
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commentId: T:System.ValueTuple{TinyLife.Objects.Furniture,TinyLife.Objects.ObjectSpot}
parent: System
definition: System.ValueTuple`2
href: TinyLife.Objects.Furniture.html
name: (Furniture Table, ObjectSpot Spot)
nameWithType: (Furniture Table, ObjectSpot Spot)
fullName: (TinyLife.Objects.Furniture Table, TinyLife.Objects.ObjectSpot Spot)
nameWithType.vb: (Table As Furniture, Spot As ObjectSpot)
fullName.vb: (Table As TinyLife.Objects.Furniture, Spot As TinyLife.Objects.ObjectSpot)
name.vb: (Table As Furniture, Spot As ObjectSpot)
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name: Table
href: https://learn.microsoft.com/dotnet/api/system.valuetuple-tinylife.objects.furniture,tinylife.objects.objectspot-.table
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name: ObjectSpot
href: TinyLife.Objects.ObjectSpot.html
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name: Spot
href: https://learn.microsoft.com/dotnet/api/system.valuetuple-tinylife.objects.furniture,tinylife.objects.objectspot-.spot
- name: )
spec.vb:
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name: Spot
href: https://learn.microsoft.com/dotnet/api/system.valuetuple-tinylife.objects.furniture,tinylife.objects.objectspot-.spot
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nameWithType: (T1, T2)
fullName: (T1, T2)
spec.csharp:
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spec.vb:
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nameWithType: Action.InvokeForBoth
fullName: TinyLife.Actions.Action.InvokeForBoth
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commentId: T:System.Action{TinyLife.Objects.PersonLike,TinyLife.Objects.PersonLike}
parent: System
definition: System.Action`2
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name: Action
nameWithType: Action
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nameWithType.vb: Action(Of PersonLike, PersonLike)
fullName.vb: System.Action(Of TinyLife.Objects.PersonLike, TinyLife.Objects.PersonLike)
name.vb: Action(Of PersonLike, PersonLike)
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spec.vb:
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href: TinyLife.Actions.Action.html#TinyLife_Actions_Action_CanMultitask_TinyLife_Actions_Action_
name: CanMultitask(Action)
nameWithType: Action.CanMultitask(Action)
fullName: TinyLife.Actions.Action.CanMultitask(TinyLife.Actions.Action)
spec.csharp:
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name: CanMultitask
href: TinyLife.Actions.Action.html#TinyLife_Actions_Action_CanMultitask_TinyLife_Actions_Action_
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href: TinyLife.Actions.Action.html
- name: )
spec.vb:
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name: CanMultitask
href: TinyLife.Actions.Action.html#TinyLife_Actions_Action_CanMultitask_TinyLife_Actions_Action_
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name: Action
href: TinyLife.Actions.Action.html
- name: )
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commentId: P:TinyLife.Actions.ActionInfo.Lot
href: TinyLife.Actions.ActionInfo.html#TinyLife_Actions_ActionInfo_Lot
name: Lot
nameWithType: ActionInfo.Lot
fullName: TinyLife.Actions.ActionInfo.Lot
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commentId: Overload:TinyLife.Actions.Action.IsInappropriate
href: TinyLife.Actions.Action.html#TinyLife_Actions_Action_IsInappropriate_TinyLife_Actions_ActionType_TinyLife_Actions_ActionInfo_
name: IsInappropriate
nameWithType: Action.IsInappropriate
fullName: TinyLife.Actions.Action.IsInappropriate
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commentId: T:TinyLife.World.Lot
parent: TinyLife.World
href: TinyLife.World.Lot.html
name: Lot
nameWithType: Lot
fullName: TinyLife.World.Lot
- uid: TinyLife.Objects.MapObject.Position
commentId: P:TinyLife.Objects.MapObject.Position
parent: TinyLife.Objects.MapObject
href: TinyLife.Objects.MapObject.html#TinyLife_Objects_MapObject_Position
name: Position
nameWithType: MapObject.Position
fullName: TinyLife.Objects.MapObject.Position
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commentId: Overload:TinyLife.Actions.Action.IsLotContentVisible
href: TinyLife.Actions.Action.html#TinyLife_Actions_Action_IsLotContentVisible_TinyLife_World_Lot_TinyLife_Objects_PersonLike_TinyLife_World_Map_System_Nullable_Microsoft_Xna_Framework_Vector2__
name: IsLotContentVisible
nameWithType: Action.IsLotContentVisible
fullName: TinyLife.Actions.Action.IsLotContentVisible