### YamlMime:ManagedReference
items:
- uid: TinyLife.World.WallMode
commentId: T:TinyLife.World.WallMode
id: WallMode
parent: TinyLife.World
children:
- TinyLife.World.WallMode.#ctor(System.String,MLEM.Textures.UniformTextureAtlas,Microsoft.Xna.Framework.Point)
- TinyLife.World.WallMode.ApplyMasks(Microsoft.Xna.Framework.Graphics.Texture2D,System.Int32,System.Int32,MLEM.Data.RuntimeTexturePacker,System.Action{System.Collections.Generic.Dictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion}})
- TinyLife.World.WallMode.Door
- TinyLife.World.WallMode.Full
- TinyLife.World.WallMode.FullSizeWindow
- TinyLife.World.WallMode.LongWindow
- TinyLife.World.WallMode.MaskPosition
- TinyLife.World.WallMode.MaskTexture
- TinyLife.World.WallMode.Modes
- TinyLife.World.WallMode.Name
- TinyLife.World.WallMode.NarrowLong
- TinyLife.World.WallMode.NarrowWideTop
- TinyLife.World.WallMode.OffsetTextureRegion(Microsoft.Xna.Framework.Point,System.Boolean,System.Boolean)
- TinyLife.World.WallMode.OutlineOnly
- TinyLife.World.WallMode.Register(TinyLife.World.WallMode)
- TinyLife.World.WallMode.Roof
- TinyLife.World.WallMode.RoofGable
- TinyLife.World.WallMode.RoofGableInverse
- TinyLife.World.WallMode.SmallWindow
- TinyLife.World.WallMode.StairsBottom
- TinyLife.World.WallMode.StairsTop
langs:
- csharp
- vb
name: WallMode
nameWithType: WallMode
fullName: TinyLife.World.WallMode
type: Class
source:
remote:
path: TinyLife/World/WallMode.cs
branch: 0.43.8-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: WallMode
path: ../TinyLife/World/WallMode.cs
startLine: 16
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: A wall mode is a way that a 's wallpaper can be displayed. Each wall mode represents a cutout that hides certain parts of a wall for an or to be displayed there.
example: []
syntax:
content: public class WallMode
content.vb: Public Class WallMode
inheritance:
- System.Object
inheritedMembers:
- System.Object.Equals(System.Object)
- System.Object.Equals(System.Object,System.Object)
- System.Object.GetHashCode
- System.Object.GetType
- System.Object.MemberwiseClone
- System.Object.ReferenceEquals(System.Object,System.Object)
- System.Object.ToString
extensionMethods:
- TinyLife.World.WallMode.TinyLife.Utilities.Extensions.JsonCopy``1
- uid: TinyLife.World.WallMode.Modes
commentId: F:TinyLife.World.WallMode.Modes
id: Modes
parent: TinyLife.World.WallMode
langs:
- csharp
- vb
name: Modes
nameWithType: WallMode.Modes
fullName: TinyLife.World.WallMode.Modes
type: Field
source:
remote:
path: TinyLife/World/WallMode.cs
branch: 0.43.8-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Modes
path: ../TinyLife/World/WallMode.cs
startLine: 22
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: The registered wall modes, both by mods and the game itself.
example: []
syntax:
content: public static readonly ReadOnlyDictionary Modes
return:
type: System.Collections.ObjectModel.ReadOnlyDictionary{System.String,TinyLife.World.WallMode}
content.vb: Public Shared ReadOnly Modes As ReadOnlyDictionary(Of String, WallMode)
- uid: TinyLife.World.WallMode.Full
commentId: F:TinyLife.World.WallMode.Full
id: Full
parent: TinyLife.World.WallMode
langs:
- csharp
- vb
name: Full
nameWithType: WallMode.Full
fullName: TinyLife.World.WallMode.Full
type: Field
source:
remote:
path: TinyLife/World/WallMode.cs
branch: 0.43.8-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Full
path: ../TinyLife/World/WallMode.cs
startLine: 30
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: A wall mode that represents a wall that is rendered in full, without any holes in it
example: []
syntax:
content: public static readonly WallMode Full
return:
type: TinyLife.World.WallMode
content.vb: Public Shared ReadOnly Full As WallMode
- uid: TinyLife.World.WallMode.SmallWindow
commentId: F:TinyLife.World.WallMode.SmallWindow
id: SmallWindow
parent: TinyLife.World.WallMode
langs:
- csharp
- vb
name: SmallWindow
nameWithType: WallMode.SmallWindow
fullName: TinyLife.World.WallMode.SmallWindow
type: Field
source:
remote:
path: TinyLife/World/WallMode.cs
branch: 0.43.8-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: SmallWindow
path: ../TinyLife/World/WallMode.cs
startLine: 34
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: A wall mode that represents a wall with a small, rectanglular window in it
example: []
syntax:
content: public static readonly WallMode SmallWindow
return:
type: TinyLife.World.WallMode
content.vb: Public Shared ReadOnly SmallWindow As WallMode
- uid: TinyLife.World.WallMode.Door
commentId: F:TinyLife.World.WallMode.Door
id: Door
parent: TinyLife.World.WallMode
langs:
- csharp
- vb
name: Door
nameWithType: WallMode.Door
fullName: TinyLife.World.WallMode.Door
type: Field
source:
remote:
path: TinyLife/World/WallMode.cs
branch: 0.43.8-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Door
path: ../TinyLife/World/WallMode.cs
startLine: 38
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: A wall mode that represents a wall with a door-shaped hole in it
example: []
syntax:
content: public static readonly WallMode Door
return:
type: TinyLife.World.WallMode
content.vb: Public Shared ReadOnly Door As WallMode
- uid: TinyLife.World.WallMode.Roof
commentId: F:TinyLife.World.WallMode.Roof
id: Roof
parent: TinyLife.World.WallMode
langs:
- csharp
- vb
name: Roof
nameWithType: WallMode.Roof
fullName: TinyLife.World.WallMode.Roof
type: Field
source:
remote:
path: TinyLife/World/WallMode.cs
branch: 0.43.8-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Roof
path: ../TinyLife/World/WallMode.cs
startLine: 42
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: A wall mode that represents a wall used on the faces of a that are straight
example: []
syntax:
content: public static readonly WallMode Roof
return:
type: TinyLife.World.WallMode
content.vb: Public Shared ReadOnly Roof As WallMode
- uid: TinyLife.World.WallMode.RoofGable
commentId: F:TinyLife.World.WallMode.RoofGable
id: RoofGable
parent: TinyLife.World.WallMode
langs:
- csharp
- vb
name: RoofGable
nameWithType: WallMode.RoofGable
fullName: TinyLife.World.WallMode.RoofGable
type: Field
source:
remote:
path: TinyLife/World/WallMode.cs
branch: 0.43.8-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: RoofGable
path: ../TinyLife/World/WallMode.cs
startLine: 46
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: A wall mode that represents a wall used on the faces of a that are gabled
example: []
syntax:
content: public static readonly WallMode RoofGable
return:
type: TinyLife.World.WallMode
content.vb: Public Shared ReadOnly RoofGable As WallMode
- uid: TinyLife.World.WallMode.RoofGableInverse
commentId: F:TinyLife.World.WallMode.RoofGableInverse
id: RoofGableInverse
parent: TinyLife.World.WallMode
langs:
- csharp
- vb
name: RoofGableInverse
nameWithType: WallMode.RoofGableInverse
fullName: TinyLife.World.WallMode.RoofGableInverse
type: Field
source:
remote:
path: TinyLife/World/WallMode.cs
branch: 0.43.8-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: RoofGableInverse
path: ../TinyLife/World/WallMode.cs
startLine: 50
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: A wall mode that represents a wall used on the faces of a that are gabled in the opposite direction as
example: []
syntax:
content: public static readonly WallMode RoofGableInverse
return:
type: TinyLife.World.WallMode
content.vb: Public Shared ReadOnly RoofGableInverse As WallMode
- uid: TinyLife.World.WallMode.LongWindow
commentId: F:TinyLife.World.WallMode.LongWindow
id: LongWindow
parent: TinyLife.World.WallMode
langs:
- csharp
- vb
name: LongWindow
nameWithType: WallMode.LongWindow
fullName: TinyLife.World.WallMode.LongWindow
type: Field
source:
remote:
path: TinyLife/World/WallMode.cs
branch: 0.43.8-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: LongWindow
path: ../TinyLife/World/WallMode.cs
startLine: 54
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: A long window with a similar width to
example: []
syntax:
content: public static readonly WallMode LongWindow
return:
type: TinyLife.World.WallMode
content.vb: Public Shared ReadOnly LongWindow As WallMode
- uid: TinyLife.World.WallMode.NarrowWideTop
commentId: F:TinyLife.World.WallMode.NarrowWideTop
id: NarrowWideTop
parent: TinyLife.World.WallMode
langs:
- csharp
- vb
name: NarrowWideTop
nameWithType: WallMode.NarrowWideTop
fullName: TinyLife.World.WallMode.NarrowWideTop
type: Field
source:
remote:
path: TinyLife/World/WallMode.cs
branch: 0.43.8-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: NarrowWideTop
path: ../TinyLife/World/WallMode.cs
startLine: 58
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: A bathroom-style window that is high up on the wall and wide but not very tall.
example: []
syntax:
content: public static readonly WallMode NarrowWideTop
return:
type: TinyLife.World.WallMode
content.vb: Public Shared ReadOnly NarrowWideTop As WallMode
- uid: TinyLife.World.WallMode.NarrowLong
commentId: F:TinyLife.World.WallMode.NarrowLong
id: NarrowLong
parent: TinyLife.World.WallMode
langs:
- csharp
- vb
name: NarrowLong
nameWithType: WallMode.NarrowLong
fullName: TinyLife.World.WallMode.NarrowLong
type: Field
source:
remote:
path: TinyLife/World/WallMode.cs
branch: 0.43.8-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: NarrowLong
path: ../TinyLife/World/WallMode.cs
startLine: 62
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: A long window with a very low width and the same length as .
example: []
syntax:
content: public static readonly WallMode NarrowLong
return:
type: TinyLife.World.WallMode
content.vb: Public Shared ReadOnly NarrowLong As WallMode
- uid: TinyLife.World.WallMode.FullSizeWindow
commentId: F:TinyLife.World.WallMode.FullSizeWindow
id: FullSizeWindow
parent: TinyLife.World.WallMode
langs:
- csharp
- vb
name: FullSizeWindow
nameWithType: WallMode.FullSizeWindow
fullName: TinyLife.World.WallMode.FullSizeWindow
type: Field
source:
remote:
path: TinyLife/World/WallMode.cs
branch: 0.43.8-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: FullSizeWindow
path: ../TinyLife/World/WallMode.cs
startLine: 66
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: A full-size window that leaves almost none of the wall, except for a small sliver at the top.
example: []
syntax:
content: public static readonly WallMode FullSizeWindow
return:
type: TinyLife.World.WallMode
content.vb: Public Shared ReadOnly FullSizeWindow As WallMode
- uid: TinyLife.World.WallMode.OutlineOnly
commentId: F:TinyLife.World.WallMode.OutlineOnly
id: OutlineOnly
parent: TinyLife.World.WallMode
langs:
- csharp
- vb
name: OutlineOnly
nameWithType: WallMode.OutlineOnly
fullName: TinyLife.World.WallMode.OutlineOnly
type: Field
source:
remote:
path: TinyLife/World/WallMode.cs
branch: 0.43.8-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: OutlineOnly
path: ../TinyLife/World/WallMode.cs
startLine: 70
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: A full-size window that leaves almost none of the wall, just a one-pixel outline around the whole wall.
example: []
syntax:
content: public static readonly WallMode OutlineOnly
return:
type: TinyLife.World.WallMode
content.vb: Public Shared ReadOnly OutlineOnly As WallMode
- uid: TinyLife.World.WallMode.StairsBottom
commentId: F:TinyLife.World.WallMode.StairsBottom
id: StairsBottom
parent: TinyLife.World.WallMode
langs:
- csharp
- vb
name: StairsBottom
nameWithType: WallMode.StairsBottom
fullName: TinyLife.World.WallMode.StairsBottom
type: Field
source:
remote:
path: TinyLife/World/WallMode.cs
branch: 0.43.8-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: StairsBottom
path: ../TinyLife/World/WallMode.cs
startLine: 74
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: A wall mode that represents the triangle-like areas at the bottom half of .
example: []
syntax:
content: public static readonly WallMode[] StairsBottom
return:
type: TinyLife.World.WallMode[]
content.vb: Public Shared ReadOnly StairsBottom As WallMode()
- uid: TinyLife.World.WallMode.StairsTop
commentId: F:TinyLife.World.WallMode.StairsTop
id: StairsTop
parent: TinyLife.World.WallMode
langs:
- csharp
- vb
name: StairsTop
nameWithType: WallMode.StairsTop
fullName: TinyLife.World.WallMode.StairsTop
type: Field
source:
remote:
path: TinyLife/World/WallMode.cs
branch: 0.43.8-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: StairsTop
path: ../TinyLife/World/WallMode.cs
startLine: 78
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: A wall mode that represents the triangle-like areas at the bottom half of .
example: []
syntax:
content: public static readonly WallMode[] StairsTop
return:
type: TinyLife.World.WallMode[]
content.vb: Public Shared ReadOnly StairsTop As WallMode()
- uid: TinyLife.World.WallMode.Name
commentId: F:TinyLife.World.WallMode.Name
id: Name
parent: TinyLife.World.WallMode
langs:
- csharp
- vb
name: Name
nameWithType: WallMode.Name
fullName: TinyLife.World.WallMode.Name
type: Field
source:
remote:
path: TinyLife/World/WallMode.cs
branch: 0.43.8-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Name
path: ../TinyLife/World/WallMode.cs
startLine: 83
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: The name of this wall mode.
example: []
syntax:
content: public readonly string Name
return:
type: System.String
content.vb: Public ReadOnly Name As String
- uid: TinyLife.World.WallMode.MaskTexture
commentId: F:TinyLife.World.WallMode.MaskTexture
id: MaskTexture
parent: TinyLife.World.WallMode
langs:
- csharp
- vb
name: MaskTexture
nameWithType: WallMode.MaskTexture
fullName: TinyLife.World.WallMode.MaskTexture
type: Field
source:
remote:
path: TinyLife/World/WallMode.cs
branch: 0.43.8-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: MaskTexture
path: ../TinyLife/World/WallMode.cs
startLine: 88
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
The texture that is used as a mask when masking using .
Each pixel on the mask that is non-transparent will be removed from the .
example: []
syntax:
content: public readonly UniformTextureAtlas MaskTexture
return:
type: MLEM.Textures.UniformTextureAtlas
content.vb: Public ReadOnly MaskTexture As UniformTextureAtlas
- uid: TinyLife.World.WallMode.MaskPosition
commentId: F:TinyLife.World.WallMode.MaskPosition
id: MaskPosition
parent: TinyLife.World.WallMode
langs:
- csharp
- vb
name: MaskPosition
nameWithType: WallMode.MaskPosition
fullName: TinyLife.World.WallMode.MaskPosition
type: Field
source:
remote:
path: TinyLife/World/WallMode.cs
branch: 0.43.8-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: MaskPosition
path: ../TinyLife/World/WallMode.cs
startLine: 93
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
The position on the that the mask is at, in texture region coordinates similar to .
Each pixel on the mask that is non-transparent will be removed from the .
example: []
syntax:
content: public readonly Point MaskPosition
return:
type: Microsoft.Xna.Framework.Point
content.vb: Public ReadOnly MaskPosition As Point
- uid: TinyLife.World.WallMode.#ctor(System.String,MLEM.Textures.UniformTextureAtlas,Microsoft.Xna.Framework.Point)
commentId: M:TinyLife.World.WallMode.#ctor(System.String,MLEM.Textures.UniformTextureAtlas,Microsoft.Xna.Framework.Point)
id: '#ctor(System.String,MLEM.Textures.UniformTextureAtlas,Microsoft.Xna.Framework.Point)'
parent: TinyLife.World.WallMode
langs:
- csharp
- vb
name: WallMode(string, UniformTextureAtlas, Point)
nameWithType: WallMode.WallMode(string, UniformTextureAtlas, Point)
fullName: TinyLife.World.WallMode.WallMode(string, MLEM.Textures.UniformTextureAtlas, Microsoft.Xna.Framework.Point)
type: Constructor
source:
remote:
path: TinyLife/World/WallMode.cs
branch: 0.43.8-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: .ctor
path: ../TinyLife/World/WallMode.cs
startLine: 103
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
Creates a new wall mode with the given mask settings.
Each pixel on the mask that is non-transparent will be removed from the .
example: []
syntax:
content: public WallMode(string name, UniformTextureAtlas maskTexture, Point maskPosition)
parameters:
- id: name
type: System.String
description: The name of this wall mode.
- id: maskTexture
type: MLEM.Textures.UniformTextureAtlas
description: The texture that is used as a mask when masking using .
- id: maskPosition
type: Microsoft.Xna.Framework.Point
description: The position on the that the mask is at, in texture region coordinates similar to .
content.vb: Public Sub New(name As String, maskTexture As UniformTextureAtlas, maskPosition As Point)
overload: TinyLife.World.WallMode.#ctor*
nameWithType.vb: WallMode.New(String, UniformTextureAtlas, Point)
fullName.vb: TinyLife.World.WallMode.New(String, MLEM.Textures.UniformTextureAtlas, Microsoft.Xna.Framework.Point)
name.vb: New(String, UniformTextureAtlas, Point)
- uid: TinyLife.World.WallMode.OffsetTextureRegion(Microsoft.Xna.Framework.Point,System.Boolean,System.Boolean)
commentId: M:TinyLife.World.WallMode.OffsetTextureRegion(Microsoft.Xna.Framework.Point,System.Boolean,System.Boolean)
id: OffsetTextureRegion(Microsoft.Xna.Framework.Point,System.Boolean,System.Boolean)
parent: TinyLife.World.WallMode
langs:
- csharp
- vb
name: OffsetTextureRegion(Point, bool, bool)
nameWithType: WallMode.OffsetTextureRegion(Point, bool, bool)
fullName: TinyLife.World.WallMode.OffsetTextureRegion(Microsoft.Xna.Framework.Point, bool, bool)
type: Method
source:
remote:
path: TinyLife/World/WallMode.cs
branch: 0.43.8-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: OffsetTextureRegion
path: ../TinyLife/World/WallMode.cs
startLine: 116
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: Offsets the given texture region based on this wall mode, causing the returned texture region to contain the same , but with this wall mode's cutout.
example: []
syntax:
content: public Point OffsetTextureRegion(Point region, bool vertical, bool isDown)
parameters:
- id: region
type: Microsoft.Xna.Framework.Point
description: The texture region location to offset.
- id: vertical
type: System.Boolean
description: Whether the texture region location returned should be a vertical wall.
- id: isDown
type: System.Boolean
description: Whether the texture region location returned should be in the display mode.
return:
type: Microsoft.Xna.Framework.Point
description: The offset texture region position.
content.vb: Public Function OffsetTextureRegion(region As Point, vertical As Boolean, isDown As Boolean) As Point
overload: TinyLife.World.WallMode.OffsetTextureRegion*
nameWithType.vb: WallMode.OffsetTextureRegion(Point, Boolean, Boolean)
fullName.vb: TinyLife.World.WallMode.OffsetTextureRegion(Microsoft.Xna.Framework.Point, Boolean, Boolean)
name.vb: OffsetTextureRegion(Point, Boolean, Boolean)
- uid: TinyLife.World.WallMode.Register(TinyLife.World.WallMode)
commentId: M:TinyLife.World.WallMode.Register(TinyLife.World.WallMode)
id: Register(TinyLife.World.WallMode)
parent: TinyLife.World.WallMode
langs:
- csharp
- vb
name: Register(WallMode)
nameWithType: WallMode.Register(WallMode)
fullName: TinyLife.World.WallMode.Register(TinyLife.World.WallMode)
type: Method
source:
remote:
path: TinyLife/World/WallMode.cs
branch: 0.43.8-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Register
path: ../TinyLife/World/WallMode.cs
startLine: 130
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: Registers the given to the registry.
example: []
syntax:
content: public static WallMode Register(WallMode mode)
parameters:
- id: mode
type: TinyLife.World.WallMode
description: The mode to register.
return:
type: TinyLife.World.WallMode
description: The mode
passed, for chaining.
content.vb: Public Shared Function Register(mode As WallMode) As WallMode
overload: TinyLife.World.WallMode.Register*
- uid: TinyLife.World.WallMode.ApplyMasks(Microsoft.Xna.Framework.Graphics.Texture2D,System.Int32,System.Int32,MLEM.Data.RuntimeTexturePacker,System.Action{System.Collections.Generic.Dictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion}})
commentId: M:TinyLife.World.WallMode.ApplyMasks(Microsoft.Xna.Framework.Graphics.Texture2D,System.Int32,System.Int32,MLEM.Data.RuntimeTexturePacker,System.Action{System.Collections.Generic.Dictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion}})
id: ApplyMasks(Microsoft.Xna.Framework.Graphics.Texture2D,System.Int32,System.Int32,MLEM.Data.RuntimeTexturePacker,System.Action{System.Collections.Generic.Dictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion}})
parent: TinyLife.World.WallMode
langs:
- csharp
- vb
name: ApplyMasks(Texture2D, int, int, RuntimeTexturePacker, Action>)
nameWithType: WallMode.ApplyMasks(Texture2D, int, int, RuntimeTexturePacker, Action>)
fullName: TinyLife.World.WallMode.ApplyMasks(Microsoft.Xna.Framework.Graphics.Texture2D, int, int, MLEM.Data.RuntimeTexturePacker, System.Action>)
type: Method
source:
remote:
path: TinyLife/World/WallMode.cs
branch: 0.43.8-dev
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: ApplyMasks
path: ../TinyLife/World/WallMode.cs
startLine: 145
assemblies:
- Tiny Life
namespace: TinyLife.World
summary: >-
Applies the game's predefined wallpaper maskings (based on ) to the given wallpaper texture.
When adding custom types, this method should be used.
example: []
syntax:
content: public static UniformTextureAtlas ApplyMasks(Texture2D wallpapers, int regionAmountX, int regionAmountY, RuntimeTexturePacker packer = null, Action> result = null)
parameters:
- id: wallpapers
type: Microsoft.Xna.Framework.Graphics.Texture2D
description: The texture to mask
- id: regionAmountX
type: System.Int32
description: The amount of texture regions on the x axis
- id: regionAmountY
type: System.Int32
description: The amount of texture regions on the y axis
- id: packer
type: MLEM.Data.RuntimeTexturePacker
description: The texture packer to pack the resulting texture with, or null to skip packing the texture
- id: result
type: System.Action{System.Collections.Generic.Dictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion}}
description: A function that is called when the packer
packed the masked texture, which yields the resulting texture atlas
return:
type: MLEM.Textures.UniformTextureAtlas
content.vb: Public Shared Function ApplyMasks(wallpapers As Texture2D, regionAmountX As Integer, regionAmountY As Integer, packer As RuntimeTexturePacker = Nothing, result As Action(Of Dictionary(Of Point, TextureRegion)) = Nothing) As UniformTextureAtlas
overload: TinyLife.World.WallMode.ApplyMasks*
nameWithType.vb: WallMode.ApplyMasks(Texture2D, Integer, Integer, RuntimeTexturePacker, Action(Of Dictionary(Of Point, TextureRegion)))
fullName.vb: TinyLife.World.WallMode.ApplyMasks(Microsoft.Xna.Framework.Graphics.Texture2D, Integer, Integer, MLEM.Data.RuntimeTexturePacker, System.Action(Of System.Collections.Generic.Dictionary(Of Microsoft.Xna.Framework.Point, MLEM.Textures.TextureRegion)))
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