### YamlMime:ManagedReference
items:
- uid: TinyLife.World.LotEmployment
commentId: T:TinyLife.World.LotEmployment
id: LotEmployment
parent: TinyLife.World
children:
- TinyLife.World.LotEmployment.#ctor(System.String,MLEM.Textures.TextureRegion,System.ValueTuple{System.Int32,System.Int32},System.Func{System.Collections.Generic.IEnumerable{TinyLife.Actions.ActionType}},System.Boolean,System.Int32)
- TinyLife.World.LotEmployment.ActionPriorityMultiplier
- TinyLife.World.LotEmployment.Actions
- TinyLife.World.LotEmployment.AddCurrentPerson(TinyLife.World.Map,TinyLife.World.Lot,TinyLife.Objects.Person,TinyLife.Utilities.AppliedMigrations,System.Boolean,System.Boolean)
- TinyLife.World.LotEmployment.AiPriorityMultiplier
- TinyLife.World.LotEmployment.Babysitter
- TinyLife.World.LotEmployment.Barista
- TinyLife.World.LotEmployment.Bartender
- TinyLife.World.LotEmployment.ForHireOnce
- TinyLife.World.LotEmployment.GetCurrentPeople(TinyLife.World.Map,TinyLife.World.Lot)
- TinyLife.World.LotEmployment.GymTrainer
- TinyLife.World.LotEmployment.Hidden
- TinyLife.World.LotEmployment.HireOnceForLot(TinyLife.World.Lot,System.Boolean)
- TinyLife.World.LotEmployment.HourlyFee
- TinyLife.World.LotEmployment.Icon
- TinyLife.World.LotEmployment.IdleObjects
- TinyLife.World.LotEmployment.IdleTime
- TinyLife.World.LotEmployment.IsDuringWorkHours(TinyLife.World.Map)
- TinyLife.World.LotEmployment.IsFinished
- TinyLife.World.LotEmployment.IsRequired
- TinyLife.World.LotEmployment.Librarian
- TinyLife.World.LotEmployment.MailCarrier
- TinyLife.World.LotEmployment.MapWideEmployments
- TinyLife.World.LotEmployment.MaxAmount
- TinyLife.World.LotEmployment.MuseumCurator
- TinyLife.World.LotEmployment.Name
- TinyLife.World.LotEmployment.OffWorkDays
- TinyLife.World.LotEmployment.OnFinished
- TinyLife.World.LotEmployment.RemoveCurrentPeople(TinyLife.World.Map,TinyLife.World.Lot,System.Func{TinyLife.Objects.Person,System.Boolean})
- TinyLife.World.LotEmployment.TrashCollector
- TinyLife.World.LotEmployment.WorkHours
langs:
- csharp
- vb
name: LotEmployment
nameWithType: LotEmployment
fullName: TinyLife.World.LotEmployment
type: Class
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
A lot employment is a job that a executes somewhat perpetually.
A person with a does not live on a or in a , but instead either works at their lot employment or "leaves the city" through an .
Lot employments can be added to lots using or to a map using .
example: []
syntax:
content: public class LotEmployment
content.vb: Public Class LotEmployment
inheritance:
- System.Object
inheritedMembers:
- System.Object.Equals(System.Object)
- System.Object.Equals(System.Object,System.Object)
- System.Object.GetHashCode
- System.Object.GetType
- System.Object.MemberwiseClone
- System.Object.ReferenceEquals(System.Object,System.Object)
- System.Object.ToString
extensionMethods:
- TinyLife.World.LotEmployment.TinyLife.Utilities.Extensions.JsonCopy``1
- uid: TinyLife.World.LotEmployment.MailCarrier
commentId: F:TinyLife.World.LotEmployment.MailCarrier
id: MailCarrier
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: MailCarrier
nameWithType: LotEmployment.MailCarrier
fullName: TinyLife.World.LotEmployment.MailCarrier
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
syntax:
content: public static readonly LotEmployment MailCarrier
return:
type: TinyLife.World.LotEmployment
content.vb: Public Shared ReadOnly MailCarrier As LotEmployment
- uid: TinyLife.World.LotEmployment.TrashCollector
commentId: F:TinyLife.World.LotEmployment.TrashCollector
id: TrashCollector
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: TrashCollector
nameWithType: LotEmployment.TrashCollector
fullName: TinyLife.World.LotEmployment.TrashCollector
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
syntax:
content: public static readonly LotEmployment TrashCollector
return:
type: TinyLife.World.LotEmployment
content.vb: Public Shared ReadOnly TrashCollector As LotEmployment
- uid: TinyLife.World.LotEmployment.Babysitter
commentId: F:TinyLife.World.LotEmployment.Babysitter
id: Babysitter
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: Babysitter
nameWithType: LotEmployment.Babysitter
fullName: TinyLife.World.LotEmployment.Babysitter
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
syntax:
content: public static readonly LotEmployment Babysitter
return:
type: TinyLife.World.LotEmployment
content.vb: Public Shared ReadOnly Babysitter As LotEmployment
- uid: TinyLife.World.LotEmployment.Barista
commentId: F:TinyLife.World.LotEmployment.Barista
id: Barista
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: Barista
nameWithType: LotEmployment.Barista
fullName: TinyLife.World.LotEmployment.Barista
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
syntax:
content: public static readonly LotEmployment Barista
return:
type: TinyLife.World.LotEmployment
content.vb: Public Shared ReadOnly Barista As LotEmployment
- uid: TinyLife.World.LotEmployment.Librarian
commentId: F:TinyLife.World.LotEmployment.Librarian
id: Librarian
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: Librarian
nameWithType: LotEmployment.Librarian
fullName: TinyLife.World.LotEmployment.Librarian
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
syntax:
content: public static readonly LotEmployment Librarian
return:
type: TinyLife.World.LotEmployment
content.vb: Public Shared ReadOnly Librarian As LotEmployment
- uid: TinyLife.World.LotEmployment.Bartender
commentId: F:TinyLife.World.LotEmployment.Bartender
id: Bartender
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: Bartender
nameWithType: LotEmployment.Bartender
fullName: TinyLife.World.LotEmployment.Bartender
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
syntax:
content: public static readonly LotEmployment Bartender
return:
type: TinyLife.World.LotEmployment
content.vb: Public Shared ReadOnly Bartender As LotEmployment
- uid: TinyLife.World.LotEmployment.GymTrainer
commentId: F:TinyLife.World.LotEmployment.GymTrainer
id: GymTrainer
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: GymTrainer
nameWithType: LotEmployment.GymTrainer
fullName: TinyLife.World.LotEmployment.GymTrainer
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
syntax:
content: public static readonly LotEmployment GymTrainer
return:
type: TinyLife.World.LotEmployment
content.vb: Public Shared ReadOnly GymTrainer As LotEmployment
- uid: TinyLife.World.LotEmployment.MuseumCurator
commentId: F:TinyLife.World.LotEmployment.MuseumCurator
id: MuseumCurator
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: MuseumCurator
nameWithType: LotEmployment.MuseumCurator
fullName: TinyLife.World.LotEmployment.MuseumCurator
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
syntax:
content: public static readonly LotEmployment MuseumCurator
return:
type: TinyLife.World.LotEmployment
content.vb: Public Shared ReadOnly MuseumCurator As LotEmployment
- uid: TinyLife.World.LotEmployment.MapWideEmployments
commentId: F:TinyLife.World.LotEmployment.MapWideEmployments
id: MapWideEmployments
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: MapWideEmployments
nameWithType: LotEmployment.MapWideEmployments
fullName: TinyLife.World.LotEmployment.MapWideEmployments
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
A list of lot employments that are map-wide, that is, that aren't bound to a .
To add more map-wide lot employments, just add additional entries to this list.
example: []
syntax:
content: public static readonly List MapWideEmployments
return:
type: System.Collections.Generic.List{TinyLife.World.LotEmployment}
content.vb: Public Shared ReadOnly MapWideEmployments As List(Of LotEmployment)
- uid: TinyLife.World.LotEmployment.Name
commentId: F:TinyLife.World.LotEmployment.Name
id: Name
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: Name
nameWithType: LotEmployment.Name
fullName: TinyLife.World.LotEmployment.Name
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: The name of this lot employment
example: []
syntax:
content: public readonly string Name
return:
type: System.String
content.vb: Public ReadOnly Name As String
- uid: TinyLife.World.LotEmployment.Icon
commentId: F:TinyLife.World.LotEmployment.Icon
id: Icon
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: Icon
nameWithType: LotEmployment.Icon
fullName: TinyLife.World.LotEmployment.Icon
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: The icon of this lot employment.
example: []
syntax:
content: public readonly TextureRegion Icon
return:
type: MLEM.Textures.TextureRegion
content.vb: Public ReadOnly Icon As TextureRegion
- uid: TinyLife.World.LotEmployment.Actions
commentId: F:TinyLife.World.LotEmployment.Actions
id: Actions
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: Actions
nameWithType: LotEmployment.Actions
fullName: TinyLife.World.LotEmployment.Actions
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
A set of instances that a person working in this employment should choose to randomly execute very often.
Using actions with the category will cause any instances of the action to act as if they had the category instead.
Note that, for an returned by this function to have an effect, its needs to be greater than 0.
example: []
syntax:
content: public readonly Func> Actions
return:
type: System.Func{System.Collections.Generic.IEnumerable{TinyLife.Actions.ActionType}}
content.vb: Public ReadOnly Actions As Func(Of IEnumerable(Of ActionType))
- uid: TinyLife.World.LotEmployment.WorkHours
commentId: F:TinyLife.World.LotEmployment.WorkHours
id: WorkHours
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: WorkHours
nameWithType: LotEmployment.WorkHours
fullName: TinyLife.World.LotEmployment.WorkHours
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
The range of hours that this lot employment is active in.
During times outside of these hours, people with this employment will automatically enqueue and execute a .
example: []
syntax:
content: public readonly (int Start, int End) WorkHours
return:
type: System.ValueTuple{System.Int32,System.Int32}
content.vb: Public ReadOnly WorkHours As (Start As Integer, [End] As Integer)
- uid: TinyLife.World.LotEmployment.ForHireOnce
commentId: F:TinyLife.World.LotEmployment.ForHireOnce
id: ForHireOnce
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: ForHireOnce
nameWithType: LotEmployment.ForHireOnce
fullName: TinyLife.World.LotEmployment.ForHireOnce
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
Whether this lot employment is intended for one-off hires.
If this is true, the person will never autonomously start work, and has to be hired for a lot using .
Additionally, employments that are for hire once won't automatically have members assigned or generated in .
example: []
syntax:
content: public readonly bool ForHireOnce
return:
type: System.Boolean
content.vb: Public ReadOnly ForHireOnce As Boolean
- uid: TinyLife.World.LotEmployment.MaxAmount
commentId: F:TinyLife.World.LotEmployment.MaxAmount
id: MaxAmount
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: MaxAmount
nameWithType: LotEmployment.MaxAmount
fullName: TinyLife.World.LotEmployment.MaxAmount
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
The maximum amount of people that can simultaneously be employed in this position.
By default, this only has an effect in and when manually invoking .
example: []
syntax:
content: public readonly int MaxAmount
return:
type: System.Int32
content.vb: Public ReadOnly MaxAmount As Integer
- uid: TinyLife.World.LotEmployment.IsFinished
commentId: P:TinyLife.World.LotEmployment.IsFinished
id: IsFinished
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: IsFinished
nameWithType: LotEmployment.IsFinished
fullName: TinyLife.World.LotEmployment.IsFinished
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
A function that can be used to finish the lot employment's work hours before the current time is outside of .
This is used by the mail carrier to make them stop working once all mail is delivered.
example: []
syntax:
content: public Func IsFinished { get; init; }
parameters: []
return:
type: System.Func{TinyLife.World.LotEmployment.Instance,TinyLife.Objects.Person,System.Boolean}
content.vb: Public Property IsFinished As Func(Of LotEmployment.Instance, Person, Boolean)
overload: TinyLife.World.LotEmployment.IsFinished*
- uid: TinyLife.World.LotEmployment.IdleObjects
commentId: P:TinyLife.World.LotEmployment.IdleObjects
id: IdleObjects
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: IdleObjects
nameWithType: LotEmployment.IdleObjects
fullName: TinyLife.World.LotEmployment.IdleObjects
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
A set of flags that represent the item types that a person with this lot employment will idle around if they have nothing else to do.
If this is set to a non- category, people with this lot employment will automatically enqueue the action if there is nothing else to do currently.
example: []
syntax:
content: public ObjectCategory IdleObjects { get; init; }
parameters: []
return:
type: TinyLife.Objects.ObjectCategory
content.vb: Public Property IdleObjects As ObjectCategory
overload: TinyLife.World.LotEmployment.IdleObjects*
- uid: TinyLife.World.LotEmployment.IdleTime
commentId: P:TinyLife.World.LotEmployment.IdleTime
id: IdleTime
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: IdleTime
nameWithType: LotEmployment.IdleTime
fullName: TinyLife.World.LotEmployment.IdleTime
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
The amount of in-game time that a person with this lot employment will idle at one of their for.
Defaults to 5 minutes.
example: []
syntax:
content: public TimeSpan IdleTime { get; init; }
parameters: []
return:
type: System.TimeSpan
content.vb: Public Property IdleTime As TimeSpan
overload: TinyLife.World.LotEmployment.IdleTime*
- uid: TinyLife.World.LotEmployment.ActionPriorityMultiplier
commentId: P:TinyLife.World.LotEmployment.ActionPriorityMultiplier
id: ActionPriorityMultiplier
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: ActionPriorityMultiplier
nameWithType: LotEmployment.ActionPriorityMultiplier
fullName: TinyLife.World.LotEmployment.ActionPriorityMultiplier
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
A function that can optionally be used to make certain actions have a higher priority for people with this lot employment.
The returned will be multiplied with the default priority for the given .
example: []
syntax:
content: public Func ActionPriorityMultiplier { get; init; }
parameters: []
return:
type: System.Func{TinyLife.Objects.Person,TinyLife.Actions.ActionType,System.Single}
content.vb: Public Property ActionPriorityMultiplier As Func(Of Person, ActionType, Single)
overload: TinyLife.World.LotEmployment.ActionPriorityMultiplier*
- uid: TinyLife.World.LotEmployment.AiPriorityMultiplier
commentId: P:TinyLife.World.LotEmployment.AiPriorityMultiplier
id: AiPriorityMultiplier
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: AiPriorityMultiplier
nameWithType: LotEmployment.AiPriorityMultiplier
fullName: TinyLife.World.LotEmployment.AiPriorityMultiplier
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
A function that can optionally be used to make certain objects have a higher priority for usage with a given action.
The returned will be multiplied with the default priority for the given .
example: []
syntax:
content: public Func AiPriorityMultiplier { get; init; }
parameters: []
return:
type: System.Func{TinyLife.Objects.Person,TinyLife.Objects.MapObject,TinyLife.Objects.ObjectCategory,System.Single}
content.vb: Public Property AiPriorityMultiplier As Func(Of Person, MapObject, ObjectCategory, Single)
overload: TinyLife.World.LotEmployment.AiPriorityMultiplier*
- uid: TinyLife.World.LotEmployment.OnFinished
commentId: P:TinyLife.World.LotEmployment.OnFinished
id: OnFinished
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: OnFinished
nameWithType: LotEmployment.OnFinished
fullName: TinyLife.World.LotEmployment.OnFinished
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: An action that is invoked when this lot employment's work is finished in .
example: []
syntax:
content: public Action OnFinished { get; init; }
parameters: []
return:
type: System.Action{TinyLife.World.LotEmployment.Instance,TinyLife.Objects.Person}
content.vb: Public Property OnFinished As Action(Of LotEmployment.Instance, Person)
overload: TinyLife.World.LotEmployment.OnFinished*
- uid: TinyLife.World.LotEmployment.OffWorkDays
commentId: P:TinyLife.World.LotEmployment.OffWorkDays
id: OffWorkDays
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: OffWorkDays
nameWithType: LotEmployment.OffWorkDays
fullName: TinyLife.World.LotEmployment.OffWorkDays
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: A set of weekdays where work should not be done.
example: []
syntax:
content: public DayOfWeek[] OffWorkDays { get; init; }
parameters: []
return:
type: System.DayOfWeek[]
content.vb: Public Property OffWorkDays As DayOfWeek()
overload: TinyLife.World.LotEmployment.OffWorkDays*
- uid: TinyLife.World.LotEmployment.HourlyFee
commentId: P:TinyLife.World.LotEmployment.HourlyFee
id: HourlyFee
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: HourlyFee
nameWithType: LotEmployment.HourlyFee
fullName: TinyLife.World.LotEmployment.HourlyFee
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: The amount of tiny bucks that a person with this lot employment will earn per hour if hired once using .
example: []
syntax:
content: public float HourlyFee { get; init; }
parameters: []
return:
type: System.Single
content.vb: Public Property HourlyFee As Single
overload: TinyLife.World.LotEmployment.HourlyFee*
- uid: TinyLife.World.LotEmployment.Hidden
commentId: P:TinyLife.World.LotEmployment.Hidden
id: Hidden
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: Hidden
nameWithType: LotEmployment.Hidden
fullName: TinyLife.World.LotEmployment.Hidden
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: A property that determines whether instances of this lot employment should be hidden from the player in the household selection and build mode UIs. This defaults to false.
example: []
syntax:
content: public bool Hidden { get; init; }
parameters: []
return:
type: System.Boolean
content.vb: Public Property Hidden As Boolean
overload: TinyLife.World.LotEmployment.Hidden*
- uid: TinyLife.World.LotEmployment.IsRequired
commentId: P:TinyLife.World.LotEmployment.IsRequired
id: IsRequired
parent: TinyLife.World.LotEmployment
langs:
- csharp
- vb
name: IsRequired
nameWithType: LotEmployment.IsRequired
fullName: TinyLife.World.LotEmployment.IsRequired
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: A function that optionally returns whether this lot employment type is actualy required on the given and . If this is nonnull and returns false, the lot employment is not displayed, and a person is not added to it.
example: []
syntax:
content: public Func