### 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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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: - uid: System.Object.Equals(System.Object,System.Object) 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: - uid: System.Object.Equals(System.Object,System.Object) 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: - uid: System.Object.GetHashCode name: GetHashCode isExternal: true href: https://learn.microsoft.com/dotnet/api/system.object.gethashcode - name: ( - name: ) spec.vb: - uid: System.Object.GetHashCode name: GetHashCode isExternal: true href: https://learn.microsoft.com/dotnet/api/system.object.gethashcode - name: ( - name: ) - uid: System.Object.GetType commentId: M:System.Object.GetType parent: System.Object isExternal: true href: https://learn.microsoft.com/dotnet/api/system.object.gettype name: GetType() nameWithType: object.GetType() fullName: object.GetType() nameWithType.vb: Object.GetType() fullName.vb: Object.GetType() spec.csharp: - uid: System.Object.GetType name: GetType isExternal: true href: https://learn.microsoft.com/dotnet/api/system.object.gettype - name: ( - name: ) spec.vb: - uid: System.Object.GetType name: GetType isExternal: true href: https://learn.microsoft.com/dotnet/api/system.object.gettype - name: ( - name: ) - uid: System.Object.MemberwiseClone commentId: M:System.Object.MemberwiseClone parent: System.Object isExternal: true href: https://learn.microsoft.com/dotnet/api/system.object.memberwiseclone name: MemberwiseClone() nameWithType: object.MemberwiseClone() fullName: object.MemberwiseClone() nameWithType.vb: Object.MemberwiseClone() fullName.vb: Object.MemberwiseClone() spec.csharp: - 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name: ',' - name: " " - uid: Microsoft.Xna.Framework.GameTime name: GameTime isExternal: true - name: ',' - name: " " - uid: Microsoft.Xna.Framework.Graphics.SpriteBatch name: SpriteBatch isExternal: true - name: ) - uid: TinyLife.Actions.ActionType.TypeSettings.Texture commentId: F:TinyLife.Actions.ActionType.TypeSettings.Texture href: TinyLife.Actions.ActionType.TypeSettings.html#TinyLife_Actions_ActionType_TypeSettings_Texture name: Texture nameWithType: ActionType.TypeSettings.Texture fullName: TinyLife.Actions.ActionType.TypeSettings.Texture - uid: TinyLife.Actions.ActionInfo.GetActionObject``1(System.Boolean) commentId: M:TinyLife.Actions.ActionInfo.GetActionObject``1(System.Boolean) isExternal: true href: TinyLife.Actions.ActionInfo.html#TinyLife_Actions_ActionInfo_GetActionObject__1_System_Boolean_ name: GetActionObject(bool) nameWithType: ActionInfo.GetActionObject(bool) fullName: TinyLife.Actions.ActionInfo.GetActionObject(bool) nameWithType.vb: ActionInfo.GetActionObject(Of T)(Boolean) fullName.vb: TinyLife.Actions.ActionInfo.GetActionObject(Of T)(Boolean) name.vb: GetActionObject(Of T)(Boolean) spec.csharp: - 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name: " " - name: T - name: ',' - name: " " - name: TResult - name: ) - uid: TinyLife.Objects.ObjectCategory.Chair commentId: F:TinyLife.Objects.ObjectCategory.Chair href: TinyLife.Objects.ObjectCategory.html#TinyLife_Objects_ObjectCategory_Chair name: Chair nameWithType: ObjectCategory.Chair fullName: TinyLife.Objects.ObjectCategory.Chair - 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) parent: TinyLife.Actions.Action isExternal: true href: TinyLife.Actions.Action.html#TinyLife_Actions_Action_Sit_TinyLife_Objects_Furniture_System_Single_TinyLife_Objects_ActionSpot_ name: Sit(Furniture, float, ActionSpot) nameWithType: Action.Sit(Furniture, float, ActionSpot) fullName: TinyLife.Actions.Action.Sit(TinyLife.Objects.Furniture, float, TinyLife.Objects.ActionSpot) 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) spec.csharp: - uid: TinyLife.Actions.Action.Sit(TinyLife.Objects.Furniture,System.Single,TinyLife.Objects.ActionSpot) name: Sit href: TinyLife.Actions.Action.html#TinyLife_Actions_Action_Sit_TinyLife_Objects_Furniture_System_Single_TinyLife_Objects_ActionSpot_ - name: ( - uid: TinyLife.Objects.Furniture name: Furniture href: TinyLife.Objects.Furniture.html - name: ',' - name: " " - uid: System.Single name: float isExternal: true href: https://learn.microsoft.com/dotnet/api/system.single - name: ',' - name: " " - uid: TinyLife.Objects.ActionSpot name: ActionSpot href: TinyLife.Objects.ActionSpot.html - name: ) spec.vb: - uid: TinyLife.Actions.Action.Sit(TinyLife.Objects.Furniture,System.Single,TinyLife.Objects.ActionSpot) name: Sit href: TinyLife.Actions.Action.html#TinyLife_Actions_Action_Sit_TinyLife_Objects_Furniture_System_Single_TinyLife_Objects_ActionSpot_ - name: ( - uid: TinyLife.Objects.Furniture name: Furniture href: TinyLife.Objects.Furniture.html - name: ',' - name: " " - uid: System.Single name: Single isExternal: true href: https://learn.microsoft.com/dotnet/api/system.single - name: ',' - name: " " - uid: TinyLife.Objects.ActionSpot name: ActionSpot href: TinyLife.Objects.ActionSpot.html - name: ) - uid: TinyLife.Actions.Action.GetFreeChair* commentId: Overload:TinyLife.Actions.Action.GetFreeChair href: TinyLife.Actions.Action.html#TinyLife_Actions_Action_GetFreeChair_TinyLife_Objects_PersonLike_TinyLife_Objects_Furniture_ name: GetFreeChair nameWithType: Action.GetFreeChair fullName: TinyLife.Actions.Action.GetFreeChair - uid: System.ValueTuple{TinyLife.Objects.Furniture,TinyLife.Objects.ActionSpot,MLEM.Maths.Direction2} commentId: T:System.ValueTuple{TinyLife.Objects.Furniture,TinyLife.Objects.ActionSpot,MLEM.Maths.Direction2} parent: System definition: System.ValueTuple`3 href: TinyLife.Objects.Furniture.html name: (Furniture Chair, ActionSpot Spot, Direction2 Direction) nameWithType: (Furniture Chair, ActionSpot Spot, Direction2 Direction) fullName: (TinyLife.Objects.Furniture Chair, TinyLife.Objects.ActionSpot Spot, MLEM.Maths.Direction2 Direction) nameWithType.vb: (Chair As Furniture, Spot As ActionSpot, Direction As Direction2) fullName.vb: (Chair As TinyLife.Objects.Furniture, Spot As TinyLife.Objects.ActionSpot, Direction As MLEM.Maths.Direction2) name.vb: (Chair As Furniture, Spot As ActionSpot, Direction As Direction2) spec.csharp: - name: ( - uid: TinyLife.Objects.Furniture name: Furniture href: TinyLife.Objects.Furniture.html - name: " " - uid: System.ValueTuple{TinyLife.Objects.Furniture,TinyLife.Objects.ActionSpot,MLEM.Maths.Direction2}.Chair name: Chair href: https://learn.microsoft.com/dotnet/api/system.valuetuple-tinylife.objects.furniture,tinylife.objects.actionspot,mlem.maths.direction2-.chair - name: ',' - name: " " - uid: TinyLife.Objects.ActionSpot name: ActionSpot href: TinyLife.Objects.ActionSpot.html - name: " " - uid: System.ValueTuple{TinyLife.Objects.Furniture,TinyLife.Objects.ActionSpot,MLEM.Maths.Direction2}.Spot name: Spot href: https://learn.microsoft.com/dotnet/api/system.valuetuple-tinylife.objects.furniture,tinylife.objects.actionspot,mlem.maths.direction2-.spot - name: ',' - name: " " - uid: MLEM.Maths.Direction2 name: Direction2 isExternal: true - name: " " - uid: System.ValueTuple{TinyLife.Objects.Furniture,TinyLife.Objects.ActionSpot,MLEM.Maths.Direction2}.Direction name: Direction href: https://learn.microsoft.com/dotnet/api/system.valuetuple-tinylife.objects.furniture,tinylife.objects.actionspot,mlem.maths.direction2-.direction - name: ) spec.vb: - name: ( - uid: System.ValueTuple{TinyLife.Objects.Furniture,TinyLife.Objects.ActionSpot,MLEM.Maths.Direction2}.Chair name: Chair href: https://learn.microsoft.com/dotnet/api/system.valuetuple-tinylife.objects.furniture,tinylife.objects.actionspot,mlem.maths.direction2-.chair - name: " " - name: As - name: " " - uid: TinyLife.Objects.Furniture name: Furniture href: TinyLife.Objects.Furniture.html - name: ',' - name: " " - uid: System.ValueTuple{TinyLife.Objects.Furniture,TinyLife.Objects.ActionSpot,MLEM.Maths.Direction2}.Spot name: Spot href: https://learn.microsoft.com/dotnet/api/system.valuetuple-tinylife.objects.furniture,tinylife.objects.actionspot,mlem.maths.direction2-.spot - name: " " - name: As - name: " " - uid: TinyLife.Objects.ActionSpot name: ActionSpot href: TinyLife.Objects.ActionSpot.html - name: ',' - name: " " - uid: System.ValueTuple{TinyLife.Objects.Furniture,TinyLife.Objects.ActionSpot,MLEM.Maths.Direction2}.Direction name: Direction href: https://learn.microsoft.com/dotnet/api/system.valuetuple-tinylife.objects.furniture,tinylife.objects.actionspot,mlem.maths.direction2-.direction - name: " " - name: As - name: " " - uid: MLEM.Maths.Direction2 name: Direction2 isExternal: true - name: ) - uid: System.ValueTuple`3 commentId: T:System.ValueTuple`3 name: (T1, T2, T3) nameWithType: (T1, T2, T3) fullName: (T1, T2, T3) spec.csharp: - name: ( - name: T1 - name: ',' - name: " " - name: T2 - name: ',' - name: " " - name: T3 - name: ) spec.vb: - name: ( - name: T1 - name: ',' - name: " " - name: T2 - name: ',' - name: " " - name: T3 - name: ) - uid: TinyLife.Actions.Action.GetFreeChair(TinyLife.Objects.PersonLike,TinyLife.Objects.Furniture) commentId: M:TinyLife.Actions.Action.GetFreeChair(TinyLife.Objects.PersonLike,TinyLife.Objects.Furniture) parent: TinyLife.Actions.Action href: TinyLife.Actions.Action.html#TinyLife_Actions_Action_GetFreeChair_TinyLife_Objects_PersonLike_TinyLife_Objects_Furniture_ name: GetFreeChair(PersonLike, Furniture) nameWithType: Action.GetFreeChair(PersonLike, Furniture) fullName: TinyLife.Actions.Action.GetFreeChair(TinyLife.Objects.PersonLike, TinyLife.Objects.Furniture) spec.csharp: - uid: TinyLife.Actions.Action.GetFreeChair(TinyLife.Objects.PersonLike,TinyLife.Objects.Furniture) name: GetFreeChair href: TinyLife.Actions.Action.html#TinyLife_Actions_Action_GetFreeChair_TinyLife_Objects_PersonLike_TinyLife_Objects_Furniture_ - name: ( - uid: TinyLife.Objects.PersonLike name: PersonLike href: TinyLife.Objects.PersonLike.html - name: ',' - name: " " - uid: TinyLife.Objects.Furniture name: Furniture href: TinyLife.Objects.Furniture.html - name: ) spec.vb: - uid: TinyLife.Actions.Action.GetFreeChair(TinyLife.Objects.PersonLike,TinyLife.Objects.Furniture) name: GetFreeChair href: TinyLife.Actions.Action.html#TinyLife_Actions_Action_GetFreeChair_TinyLife_Objects_PersonLike_TinyLife_Objects_Furniture_ - name: ( - uid: TinyLife.Objects.PersonLike name: PersonLike href: TinyLife.Objects.PersonLike.html - name: ',' - name: " " - uid: TinyLife.Objects.Furniture name: Furniture href: TinyLife.Objects.Furniture.html - name: ) - uid: TinyLife.Actions.Action.GetFreeChairs* commentId: Overload:TinyLife.Actions.Action.GetFreeChairs href: TinyLife.Actions.Action.html#TinyLife_Actions_Action_GetFreeChairs_TinyLife_Objects_PersonLike_TinyLife_Objects_Furniture_System_Func_MLEM_Maths_Direction2_System_Boolean__ name: GetFreeChairs nameWithType: Action.GetFreeChairs fullName: TinyLife.Actions.Action.GetFreeChairs - 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name: " " - uid: System.ValueTuple{TinyLife.Objects.Furniture,TinyLife.Objects.ActionSpot,MLEM.Maths.Direction2}.Direction name: Direction href: https://learn.microsoft.com/dotnet/api/system.valuetuple-tinylife.objects.furniture,tinylife.objects.actionspot,mlem.maths.direction2-.direction - name: ) - name: '>' spec.vb: - uid: System.Collections.Generic.IEnumerable`1 name: IEnumerable isExternal: true href: https://learn.microsoft.com/dotnet/api/system.collections.generic.ienumerable-1 - name: ( - name: Of - name: " " - name: ( - uid: System.ValueTuple{TinyLife.Objects.Furniture,TinyLife.Objects.ActionSpot,MLEM.Maths.Direction2}.Chair name: Chair href: https://learn.microsoft.com/dotnet/api/system.valuetuple-tinylife.objects.furniture,tinylife.objects.actionspot,mlem.maths.direction2-.chair - name: " " - name: As - name: " " - uid: TinyLife.Objects.Furniture name: Furniture href: TinyLife.Objects.Furniture.html - name: ',' - name: " " - uid: System.ValueTuple{TinyLife.Objects.Furniture,TinyLife.Objects.ActionSpot,MLEM.Maths.Direction2}.Spot name: Spot href: https://learn.microsoft.com/dotnet/api/system.valuetuple-tinylife.objects.furniture,tinylife.objects.actionspot,mlem.maths.direction2-.spot - 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uid: TinyLife.Actions.Action.FindAllFreeFurniture* commentId: Overload:TinyLife.Actions.Action.FindAllFreeFurniture href: TinyLife.Actions.Action.html#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__ name: FindAllFreeFurniture nameWithType: Action.FindAllFreeFurniture fullName: TinyLife.Actions.Action.FindAllFreeFurniture - uid: TinyLife.Objects.FurnitureType commentId: T:TinyLife.Objects.FurnitureType parent: TinyLife.Objects href: TinyLife.Objects.FurnitureType.html name: FurnitureType nameWithType: FurnitureType fullName: TinyLife.Objects.FurnitureType - uid: System.Collections.Generic.IEnumerable{TinyLife.Objects.Furniture} commentId: T:System.Collections.Generic.IEnumerable{TinyLife.Objects.Furniture} parent: System.Collections.Generic definition: System.Collections.Generic.IEnumerable`1 href: https://learn.microsoft.com/dotnet/api/system.collections.generic.ienumerable-1 name: IEnumerable nameWithType: IEnumerable fullName: System.Collections.Generic.IEnumerable nameWithType.vb: IEnumerable(Of Furniture) fullName.vb: System.Collections.Generic.IEnumerable(Of TinyLife.Objects.Furniture) name.vb: IEnumerable(Of Furniture) spec.csharp: - uid: System.Collections.Generic.IEnumerable`1 name: IEnumerable isExternal: true href: https://learn.microsoft.com/dotnet/api/system.collections.generic.ienumerable-1 - name: < - uid: TinyLife.Objects.Furniture name: Furniture href: TinyLife.Objects.Furniture.html - name: '>' spec.vb: - uid: System.Collections.Generic.IEnumerable`1 name: IEnumerable isExternal: true href: https://learn.microsoft.com/dotnet/api/system.collections.generic.ienumerable-1 - name: ( - name: Of - name: " " - uid: TinyLife.Objects.Furniture name: Furniture href: TinyLife.Objects.Furniture.html - name: ) - uid: TinyLife.Objects.WallLike commentId: T:TinyLife.Objects.WallLike parent: TinyLife.Objects href: TinyLife.Objects.WallLike.html name: WallLike nameWithType: WallLike fullName: TinyLife.Objects.WallLike - uid: TinyLife.Actions.Action.FindAllFreeWalls* commentId: Overload:TinyLife.Actions.Action.FindAllFreeWalls href: TinyLife.Actions.Action.html#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_ name: FindAllFreeWalls nameWithType: Action.FindAllFreeWalls fullName: TinyLife.Actions.Action.FindAllFreeWalls - uid: System.Collections.Generic.IEnumerable{{T}} commentId: T:System.Collections.Generic.IEnumerable{``0} parent: System.Collections.Generic definition: System.Collections.Generic.IEnumerable`1 href: https://learn.microsoft.com/dotnet/api/system.collections.generic.ienumerable-1 name: IEnumerable nameWithType: IEnumerable fullName: System.Collections.Generic.IEnumerable nameWithType.vb: IEnumerable(Of T) fullName.vb: System.Collections.Generic.IEnumerable(Of T) name.vb: IEnumerable(Of T) spec.csharp: - uid: System.Collections.Generic.IEnumerable`1 name: IEnumerable isExternal: true href: https://learn.microsoft.com/dotnet/api/system.collections.generic.ienumerable-1 - name: < - name: T - name: '>' spec.vb: - uid: System.Collections.Generic.IEnumerable`1 name: IEnumerable isExternal: true href: https://learn.microsoft.com/dotnet/api/system.collections.generic.ienumerable-1 - name: ( - name: Of - name: " " - name: T - name: ) - uid: TinyLife.Actions.Action.FindAllFreeGround* commentId: Overload:TinyLife.Actions.Action.FindAllFreeGround href: TinyLife.Actions.Action.html#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_ name: FindAllFreeGround nameWithType: Action.FindAllFreeGround fullName: TinyLife.Actions.Action.FindAllFreeGround - uid: System.Collections.Generic.IEnumerable{System.ValueTuple{Microsoft.Xna.Framework.Point,System.Int32,TinyLife.World.Tile}} commentId: T:System.Collections.Generic.IEnumerable{System.ValueTuple{Microsoft.Xna.Framework.Point,System.Int32,TinyLife.World.Tile}} parent: System.Collections.Generic definition: System.Collections.Generic.IEnumerable`1 href: https://learn.microsoft.com/dotnet/api/system.collections.generic.ienumerable-1 name: IEnumerable<(Point Pos, int Floor, Tile Tile)> nameWithType: IEnumerable<(Point Pos, int Floor, Tile Tile)> fullName: System.Collections.Generic.IEnumerable<(Microsoft.Xna.Framework.Point Pos, int Floor, TinyLife.World.Tile Tile)> nameWithType.vb: IEnumerable(Of (Pos As Point, Floor As Integer, Tile As Tile)) fullName.vb: System.Collections.Generic.IEnumerable(Of (Pos As Microsoft.Xna.Framework.Point, Floor As Integer, Tile As TinyLife.World.Tile)) name.vb: IEnumerable(Of (Pos As Point, Floor As Integer, Tile As Tile)) spec.csharp: - uid: System.Collections.Generic.IEnumerable`1 name: IEnumerable isExternal: true href: https://learn.microsoft.com/dotnet/api/system.collections.generic.ienumerable-1 - 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name: ) - name: '>' spec.vb: - uid: System.Collections.Generic.IEnumerable`1 name: IEnumerable isExternal: true href: https://learn.microsoft.com/dotnet/api/system.collections.generic.ienumerable-1 - name: ( - name: Of - name: " " - name: ( - uid: System.ValueTuple{Microsoft.Xna.Framework.Point,System.Int32,TinyLife.World.Tile}.Pos name: Pos href: https://learn.microsoft.com/dotnet/api/system.valuetuple-microsoft.xna.framework.point,system.int32,tinylife.world.tile-.pos - name: " " - name: As - name: " " - uid: Microsoft.Xna.Framework.Point name: Point isExternal: true - name: ',' - name: " " - uid: System.ValueTuple{Microsoft.Xna.Framework.Point,System.Int32,TinyLife.World.Tile}.Floor name: Floor href: https://learn.microsoft.com/dotnet/api/system.valuetuple-microsoft.xna.framework.point,system.int32,tinylife.world.tile-.floor - name: " " - name: As - name: " " - uid: System.Int32 name: Integer isExternal: true href: https://learn.microsoft.com/dotnet/api/system.int32 - name: ',' - name: " " - uid: System.ValueTuple{Microsoft.Xna.Framework.Point,System.Int32,TinyLife.World.Tile}.Tile name: Tile href: https://learn.microsoft.com/dotnet/api/system.valuetuple-microsoft.xna.framework.point,system.int32,tinylife.world.tile-.tile - name: " " - name: As - name: " " - uid: TinyLife.World.Tile name: Tile href: TinyLife.World.Tile.html - name: ) - name: ) - 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}) parent: TinyLife.Actions.Action isExternal: true href: TinyLife.Actions.Action.html#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__ 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) 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)) spec.csharp: - 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}) name: FindAllFreeFurniture href: TinyLife.Actions.Action.html#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__ - name: ( - uid: TinyLife.Objects.PersonLike name: PersonLike href: TinyLife.Objects.PersonLike.html - name: ',' - name: " " - uid: TinyLife.Objects.ObjectCategory name: ObjectCategory href: TinyLife.Objects.ObjectCategory.html - name: ',' - name: " " - uid: TinyLife.Objects.FurnitureType name: FurnitureType href: TinyLife.Objects.FurnitureType.html - name: ',' - name: " " - uid: System.Boolean name: bool isExternal: true href: https://learn.microsoft.com/dotnet/api/system.boolean - name: ',' - name: " " - uid: TinyLife.World.Map name: Map href: TinyLife.World.Map.html - name: ',' - name: " " - uid: Microsoft.Xna.Framework.Vector2 name: Vector2 isExternal: true - name: '?' - name: ',' - name: " " - uid: System.Single name: float isExternal: true href: https://learn.microsoft.com/dotnet/api/system.single - name: '?' - name: ',' - name: " " - uid: System.Single name: float isExternal: true href: https://learn.microsoft.com/dotnet/api/system.single - name: '?' - name: ',' - name: " " - uid: System.Boolean name: bool isExternal: true href: https://learn.microsoft.com/dotnet/api/system.boolean - name: ',' - name: " " - uid: System.Boolean name: bool isExternal: true href: https://learn.microsoft.com/dotnet/api/system.boolean - name: ',' - name: " " - uid: System.Func`2 name: Func isExternal: true href: https://learn.microsoft.com/dotnet/api/system.func-2 - name: < - uid: TinyLife.Objects.Furniture name: Furniture href: TinyLife.Objects.Furniture.html - name: ',' - name: " " - uid: System.Boolean name: bool isExternal: true href: https://learn.microsoft.com/dotnet/api/system.boolean - name: '>' - name: ) spec.vb: - 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}) name: FindAllFreeFurniture href: TinyLife.Actions.Action.html#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__ - 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uid: System.Boolean name: Boolean isExternal: true href: https://learn.microsoft.com/dotnet/api/system.boolean - name: ',' - name: " " - uid: System.Boolean name: Boolean isExternal: true href: https://learn.microsoft.com/dotnet/api/system.boolean - name: ',' - name: " " - uid: System.Func`2 name: Func isExternal: true href: https://learn.microsoft.com/dotnet/api/system.func-2 - name: ( - name: Of - name: " " - uid: TinyLife.Objects.Furniture name: Furniture href: TinyLife.Objects.Furniture.html - name: ',' - name: " " - uid: System.Boolean name: Boolean isExternal: true href: https://learn.microsoft.com/dotnet/api/system.boolean - name: ) - name: ) - uid: TinyLife.Actions.Action.FindFreeFurniture* commentId: Overload:TinyLife.Actions.Action.FindFreeFurniture href: TinyLife.Actions.Action.html#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_ name: FindFreeFurniture nameWithType: Action.FindFreeFurniture fullName: TinyLife.Actions.Action.FindFreeFurniture - uid: TinyLife.Actions.Action.FindAllActionObjects* commentId: Overload:TinyLife.Actions.Action.FindAllActionObjects href: TinyLife.Actions.Action.html#TinyLife_Actions_Action_FindAllActionObjects_TinyLife_Objects_PersonLike_TinyLife_Actions_ActionType_TinyLife_World_Map_System_Nullable_Microsoft_Xna_Framework_Vector2__ name: FindAllActionObjects nameWithType: Action.FindAllActionObjects fullName: TinyLife.Actions.Action.FindAllActionObjects - uid: System.Collections.Generic.IEnumerable{TinyLife.Actions.ActionInfo} commentId: T:System.Collections.Generic.IEnumerable{TinyLife.Actions.ActionInfo} parent: System.Collections.Generic definition: System.Collections.Generic.IEnumerable`1 href: https://learn.microsoft.com/dotnet/api/system.collections.generic.ienumerable-1 name: IEnumerable nameWithType: IEnumerable fullName: System.Collections.Generic.IEnumerable nameWithType.vb: IEnumerable(Of ActionInfo) fullName.vb: System.Collections.Generic.IEnumerable(Of TinyLife.Actions.ActionInfo) name.vb: IEnumerable(Of ActionInfo) spec.csharp: - uid: System.Collections.Generic.IEnumerable`1 name: IEnumerable isExternal: true href: https://learn.microsoft.com/dotnet/api/system.collections.generic.ienumerable-1 - name: < - uid: TinyLife.Actions.ActionInfo name: ActionInfo href: TinyLife.Actions.ActionInfo.html - name: '>' spec.vb: - uid: System.Collections.Generic.IEnumerable`1 name: IEnumerable isExternal: true href: https://learn.microsoft.com/dotnet/api/system.collections.generic.ienumerable-1 - name: ( - name: Of - name: " " - uid: TinyLife.Actions.ActionInfo name: ActionInfo href: TinyLife.Actions.ActionInfo.html - name: ) - uid: TinyLife.Objects.PersonLike.CanExecuteAction(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean) commentId: M:TinyLife.Objects.PersonLike.CanExecuteAction(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean) parent: TinyLife.Objects.PersonLike isExternal: true href: TinyLife.Objects.PersonLike.html#TinyLife_Objects_PersonLike_CanExecuteAction_TinyLife_Actions_ActionType_TinyLife_Actions_ActionInfo_System_Boolean_ name: CanExecuteAction(ActionType, ActionInfo, bool) nameWithType: PersonLike.CanExecuteAction(ActionType, ActionInfo, bool) fullName: TinyLife.Objects.PersonLike.CanExecuteAction(TinyLife.Actions.ActionType, TinyLife.Actions.ActionInfo, bool) nameWithType.vb: PersonLike.CanExecuteAction(ActionType, ActionInfo, Boolean) fullName.vb: TinyLife.Objects.PersonLike.CanExecuteAction(TinyLife.Actions.ActionType, TinyLife.Actions.ActionInfo, Boolean) name.vb: CanExecuteAction(ActionType, ActionInfo, Boolean) spec.csharp: - uid: TinyLife.Objects.PersonLike.CanExecuteAction(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean) name: CanExecuteAction href: TinyLife.Objects.PersonLike.html#TinyLife_Objects_PersonLike_CanExecuteAction_TinyLife_Actions_ActionType_TinyLife_Actions_ActionInfo_System_Boolean_ - name: ( - uid: TinyLife.Actions.ActionType name: ActionType href: TinyLife.Actions.ActionType.html - name: ',' - name: " " - uid: TinyLife.Actions.ActionInfo name: ActionInfo href: TinyLife.Actions.ActionInfo.html - name: ',' - name: " " - uid: System.Boolean name: bool isExternal: true href: https://learn.microsoft.com/dotnet/api/system.boolean - name: ) spec.vb: - uid: TinyLife.Objects.PersonLike.CanExecuteAction(TinyLife.Actions.ActionType,TinyLife.Actions.ActionInfo,System.Boolean) name: CanExecuteAction href: TinyLife.Objects.PersonLike.html#TinyLife_Objects_PersonLike_CanExecuteAction_TinyLife_Actions_ActionType_TinyLife_Actions_ActionInfo_System_Boolean_ - name: ( - uid: TinyLife.Actions.ActionType name: ActionType href: TinyLife.Actions.ActionType.html - name: ',' - name: " " - uid: TinyLife.Actions.ActionInfo name: ActionInfo href: TinyLife.Actions.ActionInfo.html - name: ',' - name: " " - uid: System.Boolean name: Boolean isExternal: true href: https://learn.microsoft.com/dotnet/api/system.boolean - name: ) - uid: TinyLife.Actions.ActionType.TypeSettings.IsInappropriateElsewhere commentId: F:TinyLife.Actions.ActionType.TypeSettings.IsInappropriateElsewhere href: TinyLife.Actions.ActionType.TypeSettings.html#TinyLife_Actions_ActionType_TypeSettings_IsInappropriateElsewhere name: IsInappropriateElsewhere nameWithType: ActionType.TypeSettings.IsInappropriateElsewhere fullName: TinyLife.Actions.ActionType.TypeSettings.IsInappropriateElsewhere - uid: TinyLife.Actions.Action.FindValidActionObjects* commentId: Overload:TinyLife.Actions.Action.FindValidActionObjects href: TinyLife.Actions.Action.html#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_ name: FindValidActionObjects nameWithType: Action.FindValidActionObjects fullName: TinyLife.Actions.Action.FindValidActionObjects - uid: TinyLife.Actions.ActionType.TypeSettings.PossibleArguments commentId: F:TinyLife.Actions.ActionType.TypeSettings.PossibleArguments href: TinyLife.Actions.ActionType.TypeSettings.html#TinyLife_Actions_ActionType_TypeSettings_PossibleArguments name: PossibleArguments nameWithType: ActionType.TypeSettings.PossibleArguments fullName: TinyLife.Actions.ActionType.TypeSettings.PossibleArguments - uid: TinyLife.Actions.Action.GetRandomValidArguments* 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 - uid: TinyLife.Actions.ActionArgument[] 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: - uid: TinyLife.Actions.ActionArgument name: ActionArgument href: TinyLife.Actions.ActionArgument.html - name: '[' - name: ']' spec.vb: - uid: TinyLife.Actions.ActionArgument name: ActionArgument href: TinyLife.Actions.ActionArgument.html - name: ( - name: ) - uid: TinyLife.Objects.ObjectSpot commentId: T:TinyLife.Objects.ObjectSpot parent: TinyLife.Objects href: TinyLife.Objects.ObjectSpot.html name: ObjectSpot nameWithType: ObjectSpot fullName: TinyLife.Objects.ObjectSpot - uid: TinyLife.Actions.Action.GetTableSpot* 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 - uid: System.ValueTuple{TinyLife.Objects.Furniture,TinyLife.Objects.ObjectSpot} 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) spec.csharp: - 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