mirror of
https://github.com/Ellpeck/TinyLifeWeb.git
synced 2024-11-01 03:10:49 +01:00
3943 lines
136 KiB
YAML
Generated
3943 lines
136 KiB
YAML
Generated
### YamlMime:ManagedReference
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items:
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- uid: TinyLife.GameImpl
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commentId: T:TinyLife.GameImpl
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id: GameImpl
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parent: TinyLife
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children:
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- TinyLife.GameImpl.Achievements
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- TinyLife.GameImpl.AddMapToSave(TinyLife.PerSaveOptions.MapInfo,System.Action)
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- TinyLife.GameImpl.Camera
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- TinyLife.GameImpl.CanBeExtremelyFast
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- TinyLife.GameImpl.CanSwitchGameModes
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- TinyLife.GameImpl.CompleteAchievement(TinyLife.Goals.AchievementType)
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- TinyLife.GameImpl.CurrentCursor
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- TinyLife.GameImpl.CurrentHousehold
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- TinyLife.GameImpl.CurrentLot
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- TinyLife.GameImpl.CurrentMap
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- TinyLife.GameImpl.CurrentMaps
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- TinyLife.GameImpl.CurrentTool
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- TinyLife.GameImpl.CursorPosition
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- TinyLife.GameImpl.Dispose(System.Boolean)
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- TinyLife.GameImpl.DoDraw(Microsoft.Xna.Framework.GameTime)
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- TinyLife.GameImpl.DoUpdate(Microsoft.Xna.Framework.GameTime)
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- TinyLife.GameImpl.FadeKeyboardLighting(Microsoft.Xna.Framework.Color)
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- TinyLife.GameImpl.FollowPerson(TinyLife.Objects.PersonLike,System.Boolean,System.Action)
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- TinyLife.GameImpl.FollowingPerson
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- TinyLife.GameImpl.GraphicsMetrics
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- TinyLife.GameImpl.Instance
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- TinyLife.GameImpl.IsCursorOnUi
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- TinyLife.GameImpl.IsLotVisible(TinyLife.World.Lot)
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- TinyLife.GameImpl.Listener
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- TinyLife.GameImpl.LoadContent
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- TinyLife.GameImpl.MarkLotNonVisible(TinyLife.World.Lot)
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- TinyLife.GameImpl.MarkLotVisible(TinyLife.World.Lot)
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- TinyLife.GameImpl.Mode
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- TinyLife.GameImpl.Money
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- TinyLife.GameImpl.OnFinalizingGameContent
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- TinyLife.GameImpl.OnFinishedLoading
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- TinyLife.GameImpl.OnSwitchGameMode
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- TinyLife.GameImpl.RemoveMapFromSave(TinyLife.World.Map)
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- TinyLife.GameImpl.RotateCamera(System.Boolean)
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- TinyLife.GameImpl.SaveName
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- TinyLife.GameImpl.Speed
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- TinyLife.GameImpl.SwitchGameMode(TinyLife.GameImpl.GameMode)
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- TinyLife.GameImpl.SwitchMap(TinyLife.World.Map,System.Action,System.Action)
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- TinyLife.GameImpl.TakeScreenshot(Microsoft.Xna.Framework.Point,System.Nullable{MLEM.Maths.RectangleF},System.Nullable{Microsoft.Xna.Framework.Matrix},Microsoft.Xna.Framework.Graphics.RenderTarget2D)
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- TinyLife.GameImpl.Version
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- TinyLife.GameImpl.ZoomCamera(System.Int32)
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langs:
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- csharp
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- vb
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name: GameImpl
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nameWithType: GameImpl
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fullName: TinyLife.GameImpl
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type: Class
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assemblies:
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- Tiny Life
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namespace: TinyLife
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summary: The main class for Tiny Life, which houses a set of important game-wide properties.
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example: []
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syntax:
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content: 'public class GameImpl : MlemGame, IDisposable'
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content.vb: Public Class GameImpl Inherits MlemGame Implements IDisposable
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inheritance:
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- System.Object
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- Microsoft.Xna.Framework.Game
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- MLEM.Startup.MlemGame
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implements:
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- System.IDisposable
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inheritedMembers:
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- MLEM.Startup.MlemGame.GraphicsDeviceManager
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- MLEM.Startup.MlemGame.Update(Microsoft.Xna.Framework.GameTime)
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- MLEM.Startup.MlemGame.Draw(Microsoft.Xna.Framework.GameTime)
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- MLEM.Startup.MlemGame.InitializeDefaultUiStyle(Microsoft.Xna.Framework.Graphics.SpriteBatch)
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- MLEM.Startup.MlemGame.LoadContent``1(System.String)
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- MLEM.Startup.MlemGame.Input
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- MLEM.Startup.MlemGame.SpriteBatch
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- MLEM.Startup.MlemGame.InputHandler
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- MLEM.Startup.MlemGame.UiSystem
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- MLEM.Startup.MlemGame.OnLoadContent
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- MLEM.Startup.MlemGame.PreUpdate
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- MLEM.Startup.MlemGame.OnUpdate
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- MLEM.Startup.MlemGame.PreDraw
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- MLEM.Startup.MlemGame.OnDraw
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- Microsoft.Xna.Framework.Game.Dispose
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- Microsoft.Xna.Framework.Game.Exit
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- Microsoft.Xna.Framework.Game.ResetElapsedTime
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- Microsoft.Xna.Framework.Game.SuppressDraw
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- Microsoft.Xna.Framework.Game.RunOneFrame
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- Microsoft.Xna.Framework.Game.Run
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- Microsoft.Xna.Framework.Game.Run(Microsoft.Xna.Framework.GameRunBehavior)
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- Microsoft.Xna.Framework.Game.Tick
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- Microsoft.Xna.Framework.Game.BeginDraw
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- Microsoft.Xna.Framework.Game.EndDraw
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- Microsoft.Xna.Framework.Game.BeginRun
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- Microsoft.Xna.Framework.Game.EndRun
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- Microsoft.Xna.Framework.Game.UnloadContent
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- Microsoft.Xna.Framework.Game.Initialize
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- Microsoft.Xna.Framework.Game.OnExiting(System.Object,Microsoft.Xna.Framework.ExitingEventArgs)
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- Microsoft.Xna.Framework.Game.OnActivated(System.Object,System.EventArgs)
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- Microsoft.Xna.Framework.Game.OnDeactivated(System.Object,System.EventArgs)
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- Microsoft.Xna.Framework.Game.LaunchParameters
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- Microsoft.Xna.Framework.Game.Components
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- Microsoft.Xna.Framework.Game.InactiveSleepTime
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- Microsoft.Xna.Framework.Game.MaxElapsedTime
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- Microsoft.Xna.Framework.Game.IsActive
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- Microsoft.Xna.Framework.Game.IsMouseVisible
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- Microsoft.Xna.Framework.Game.TargetElapsedTime
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- Microsoft.Xna.Framework.Game.IsFixedTimeStep
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- Microsoft.Xna.Framework.Game.Services
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- Microsoft.Xna.Framework.Game.Content
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- Microsoft.Xna.Framework.Game.GraphicsDevice
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- Microsoft.Xna.Framework.Game.Window
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- Microsoft.Xna.Framework.Game.Activated
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- Microsoft.Xna.Framework.Game.Deactivated
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- Microsoft.Xna.Framework.Game.Disposed
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- Microsoft.Xna.Framework.Game.Exiting
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- System.Object.Equals(System.Object)
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- System.Object.Equals(System.Object,System.Object)
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- System.Object.GetHashCode
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- System.Object.GetType
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- System.Object.MemberwiseClone
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- System.Object.ReferenceEquals(System.Object,System.Object)
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- System.Object.ToString
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extensionMethods:
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- TinyLife.GameImpl.TinyLife.Utilities.Extensions.JsonCopy``1
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- uid: TinyLife.GameImpl.Version
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commentId: F:TinyLife.GameImpl.Version
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id: Version
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parent: TinyLife.GameImpl
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langs:
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- csharp
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- vb
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name: Version
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nameWithType: GameImpl.Version
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fullName: TinyLife.GameImpl.Version
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type: Field
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assemblies:
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- Tiny Life
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namespace: TinyLife
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summary: The game's version, gathered from the assembly
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example: []
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syntax:
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content: public static readonly NuGetVersion Version
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return:
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type: NuGet.Versioning.NuGetVersion
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content.vb: Public Shared ReadOnly Version As NuGetVersion
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- uid: TinyLife.GameImpl.Instance
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commentId: P:TinyLife.GameImpl.Instance
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id: Instance
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parent: TinyLife.GameImpl
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langs:
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- csharp
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- vb
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name: Instance
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nameWithType: GameImpl.Instance
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fullName: TinyLife.GameImpl.Instance
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type: Property
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assemblies:
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- Tiny Life
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namespace: TinyLife
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summary: The game's singleton instance
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example: []
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syntax:
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content: public static GameImpl Instance { get; }
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parameters: []
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return:
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type: TinyLife.GameImpl
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content.vb: Public Shared Property Instance As GameImpl
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overload: TinyLife.GameImpl.Instance*
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- uid: TinyLife.GameImpl.Achievements
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commentId: F:TinyLife.GameImpl.Achievements
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id: Achievements
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parent: TinyLife.GameImpl
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langs:
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- csharp
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- vb
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name: Achievements
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nameWithType: GameImpl.Achievements
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fullName: TinyLife.GameImpl.Achievements
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type: Field
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assemblies:
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- Tiny Life
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namespace: TinyLife
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summary: >-
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A set of <xref href="TinyLife.Goals.Achievement" data-throw-if-not-resolved="false"></xref> instances being tracked on this map.
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Achievements are automatically added to this collection if they are registered as <xref href="TinyLife.Goals.AchievementType" data-throw-if-not-resolved="false"></xref> instances.
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To complete an achievement that doesn't have any goals manually, use <xref href="TinyLife.GameImpl.CompleteAchievement(TinyLife.Goals.AchievementType)" data-throw-if-not-resolved="false"></xref>.
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example: []
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syntax:
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content: public readonly HashSet<Achievement> Achievements
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return:
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type: System.Collections.Generic.HashSet{TinyLife.Goals.Achievement}
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content.vb: Public ReadOnly Achievements As HashSet(Of Achievement)
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- uid: TinyLife.GameImpl.GraphicsMetrics
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commentId: P:TinyLife.GameImpl.GraphicsMetrics
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id: GraphicsMetrics
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parent: TinyLife.GameImpl
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langs:
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- csharp
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- vb
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name: GraphicsMetrics
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nameWithType: GameImpl.GraphicsMetrics
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fullName: TinyLife.GameImpl.GraphicsMetrics
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type: Property
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assemblies:
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- Tiny Life
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namespace: TinyLife
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summary: The game's graphics metrics, gathered at the end of every <xref href="TinyLife.GameImpl.DoDraw(Microsoft.Xna.Framework.GameTime)" data-throw-if-not-resolved="false"></xref> call
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example: []
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syntax:
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content: public GraphicsMetrics GraphicsMetrics { get; }
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parameters: []
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return:
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type: Microsoft.Xna.Framework.Graphics.GraphicsMetrics
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content.vb: Public Property GraphicsMetrics As GraphicsMetrics
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overload: TinyLife.GameImpl.GraphicsMetrics*
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- uid: TinyLife.GameImpl.Camera
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commentId: P:TinyLife.GameImpl.Camera
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id: Camera
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parent: TinyLife.GameImpl
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langs:
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- csharp
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- vb
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name: Camera
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nameWithType: GameImpl.Camera
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fullName: TinyLife.GameImpl.Camera
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type: Property
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assemblies:
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- Tiny Life
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namespace: TinyLife
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summary: The game's in-world camera, created in <xref href="TinyLife.GameImpl.LoadContent" data-throw-if-not-resolved="false"></xref>
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example: []
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syntax:
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content: public Camera Camera { get; }
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parameters: []
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return:
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type: MLEM.Cameras.Camera
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content.vb: Public Property Camera As Camera
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overload: TinyLife.GameImpl.Camera*
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- uid: TinyLife.GameImpl.Listener
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commentId: P:TinyLife.GameImpl.Listener
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id: Listener
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parent: TinyLife.GameImpl
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langs:
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- csharp
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- vb
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name: Listener
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nameWithType: GameImpl.Listener
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fullName: TinyLife.GameImpl.Listener
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type: Property
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assemblies:
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- Tiny Life
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namespace: TinyLife
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summary: The game's <xref href="Microsoft.Xna.Framework.Audio.AudioListener" data-throw-if-not-resolved="false"></xref> that is automatically moved to the <xref href="TinyLife.GameImpl.Camera" data-throw-if-not-resolved="false"></xref>'s position
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example: []
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syntax:
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content: public AudioListener Listener { get; }
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parameters: []
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return:
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type: Microsoft.Xna.Framework.Audio.AudioListener
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content.vb: Public Property Listener As AudioListener
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overload: TinyLife.GameImpl.Listener*
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- uid: TinyLife.GameImpl.CurrentTool
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commentId: P:TinyLife.GameImpl.CurrentTool
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id: CurrentTool
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parent: TinyLife.GameImpl
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langs:
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- csharp
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- vb
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name: CurrentTool
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nameWithType: GameImpl.CurrentTool
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fullName: TinyLife.GameImpl.CurrentTool
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type: Property
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assemblies:
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- Tiny Life
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namespace: TinyLife
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summary: The <xref href="TinyLife.Tools.Tool" data-throw-if-not-resolved="false"></xref> that is currently selected. Should always be set to either <xref href="TinyLife.Tools.Tool.PlayModeTool" data-throw-if-not-resolved="false"></xref> or any of <xref href="TinyLife.Tools.Tool.BuildTools" data-throw-if-not-resolved="false"></xref>.
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example: []
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syntax:
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content: public Tool CurrentTool { get; set; }
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parameters: []
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return:
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type: TinyLife.Tools.Tool
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content.vb: Public Property CurrentTool As Tool
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overload: TinyLife.GameImpl.CurrentTool*
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- uid: TinyLife.GameImpl.CurrentHousehold
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commentId: P:TinyLife.GameImpl.CurrentHousehold
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id: CurrentHousehold
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parent: TinyLife.GameImpl
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langs:
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- csharp
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- vb
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name: CurrentHousehold
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nameWithType: GameImpl.CurrentHousehold
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fullName: TinyLife.GameImpl.CurrentHousehold
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type: Property
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assemblies:
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- Tiny Life
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namespace: TinyLife
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summary: The household that is currently being played, or <a href="https://learn.microsoft.com/dotnet/csharp/language-reference/keywords/null">null</a> if in the main menu, editing a lot or on the map select screen
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example: []
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syntax:
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content: public Household CurrentHousehold { get; }
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parameters: []
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return:
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type: TinyLife.World.Household
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content.vb: Public Property CurrentHousehold As Household
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overload: TinyLife.GameImpl.CurrentHousehold*
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- uid: TinyLife.GameImpl.Money
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commentId: P:TinyLife.GameImpl.Money
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id: Money
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parent: TinyLife.GameImpl
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langs:
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- csharp
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- vb
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name: Money
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nameWithType: GameImpl.Money
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fullName: TinyLife.GameImpl.Money
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type: Property
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assemblies:
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- Tiny Life
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namespace: TinyLife
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summary: The money that the <xref href="TinyLife.GameImpl.CurrentHousehold" data-throw-if-not-resolved="false"></xref> has, or <xref href="System.Single.MaxValue" data-throw-if-not-resolved="false"></xref> if there is no active household
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example: []
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syntax:
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content: public float Money { get; set; }
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parameters: []
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return:
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type: System.Single
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content.vb: Public Property Money As Single
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overload: TinyLife.GameImpl.Money*
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- uid: TinyLife.GameImpl.CurrentLot
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commentId: P:TinyLife.GameImpl.CurrentLot
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id: CurrentLot
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parent: TinyLife.GameImpl
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langs:
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- csharp
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- vb
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name: CurrentLot
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nameWithType: GameImpl.CurrentLot
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fullName: TinyLife.GameImpl.CurrentLot
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type: Property
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assemblies:
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- Tiny Life
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namespace: TinyLife
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summary: The lot that is currently being played on or edited, or <a href="https://learn.microsoft.com/dotnet/csharp/language-reference/keywords/null">null</a> if in the main menu or on the map select screen
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example: []
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syntax:
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content: public Lot CurrentLot { get; }
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parameters: []
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return:
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type: TinyLife.World.Lot
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content.vb: Public Property CurrentLot As Lot
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overload: TinyLife.GameImpl.CurrentLot*
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- uid: TinyLife.GameImpl.Speed
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commentId: P:TinyLife.GameImpl.Speed
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id: Speed
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parent: TinyLife.GameImpl
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langs:
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- csharp
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- vb
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name: Speed
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nameWithType: GameImpl.Speed
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fullName: TinyLife.GameImpl.Speed
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type: Property
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assemblies:
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- Tiny Life
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namespace: TinyLife
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summary: >-
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The current <xref href="TinyLife.GameSpeed" data-throw-if-not-resolved="false"></xref>.
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Note that, if the current speed is <xref href="TinyLife.GameSpeed.VeryFast" data-throw-if-not-resolved="false"></xref> and the game <xref href="TinyLife.GameImpl.CanBeExtremelyFast" data-throw-if-not-resolved="false"></xref>, <xref href="TinyLife.GameSpeed.ExtremelyFast" data-throw-if-not-resolved="false"></xref> is returned.
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You can cause any ui <xref href="MLEM.Ui.RootElement" data-throw-if-not-resolved="false"></xref> instances to pause the game by using <xref href="TinyLife.Utilities.Extensions.SetPauseGame(MLEM.Ui.RootElement%2cSystem.Boolean)" data-throw-if-not-resolved="false"></xref>.
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example: []
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syntax:
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content: public GameSpeed Speed { get; set; }
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parameters: []
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return:
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type: TinyLife.GameSpeed
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content.vb: Public Property Speed As GameSpeed
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overload: TinyLife.GameImpl.Speed*
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- uid: TinyLife.GameImpl.FollowingPerson
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commentId: P:TinyLife.GameImpl.FollowingPerson
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id: FollowingPerson
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parent: TinyLife.GameImpl
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langs:
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- csharp
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- vb
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name: FollowingPerson
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nameWithType: GameImpl.FollowingPerson
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fullName: TinyLife.GameImpl.FollowingPerson
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type: Property
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assemblies:
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- Tiny Life
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namespace: TinyLife
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summary: The <xref href="TinyLife.Objects.PersonLike" data-throw-if-not-resolved="false"></xref> that the camera is currently locked onto
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example: []
|
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syntax:
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content: public PersonLike FollowingPerson { get; }
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parameters: []
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return:
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type: TinyLife.Objects.PersonLike
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content.vb: Public Property FollowingPerson As PersonLike
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overload: TinyLife.GameImpl.FollowingPerson*
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- uid: TinyLife.GameImpl.SaveName
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commentId: P:TinyLife.GameImpl.SaveName
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id: SaveName
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parent: TinyLife.GameImpl
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langs:
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- csharp
|
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- vb
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name: SaveName
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nameWithType: GameImpl.SaveName
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fullName: TinyLife.GameImpl.SaveName
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type: Property
|
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assemblies:
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- Tiny Life
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namespace: TinyLife
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summary: The name of the save file that is currently being played, or <a href="https://learn.microsoft.com/dotnet/csharp/language-reference/keywords/null">null</a> if in the main menu
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example: []
|
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syntax:
|
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content: public string SaveName { get; }
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parameters: []
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return:
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type: System.String
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content.vb: Public Property SaveName As String
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overload: TinyLife.GameImpl.SaveName*
|
|
- uid: TinyLife.GameImpl.Mode
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commentId: P:TinyLife.GameImpl.Mode
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id: Mode
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parent: TinyLife.GameImpl
|
|
langs:
|
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- csharp
|
|
- vb
|
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name: Mode
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nameWithType: GameImpl.Mode
|
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fullName: TinyLife.GameImpl.Mode
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|
type: Property
|
|
assemblies:
|
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- Tiny Life
|
|
namespace: TinyLife
|
|
summary: The <xref href="TinyLife.GameImpl.GameMode" data-throw-if-not-resolved="false"></xref> that is currently active
|
|
example: []
|
|
syntax:
|
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content: public GameImpl.GameMode Mode { get; }
|
|
parameters: []
|
|
return:
|
|
type: TinyLife.GameImpl.GameMode
|
|
content.vb: Public Property Mode As GameImpl.GameMode
|
|
overload: TinyLife.GameImpl.Mode*
|
|
- uid: TinyLife.GameImpl.CursorPosition
|
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commentId: P:TinyLife.GameImpl.CursorPosition
|
|
id: CursorPosition
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: CursorPosition
|
|
nameWithType: GameImpl.CursorPosition
|
|
fullName: TinyLife.GameImpl.CursorPosition
|
|
type: Property
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: >-
|
|
The position that the game's cursor is currently at.
|
|
|
|
If gamepad controls are being used, an internal cursor position is returned. Otherwise, <xref href="MLEM.Input.InputHandler.MousePosition" data-throw-if-not-resolved="false"></xref> is returned.
|
|
example: []
|
|
syntax:
|
|
content: public Vector2 CursorPosition { get; }
|
|
parameters: []
|
|
return:
|
|
type: Microsoft.Xna.Framework.Vector2
|
|
content.vb: Public ReadOnly Property CursorPosition As Vector2
|
|
overload: TinyLife.GameImpl.CursorPosition*
|
|
- uid: TinyLife.GameImpl.CurrentCursor
|
|
commentId: F:TinyLife.GameImpl.CurrentCursor
|
|
id: CurrentCursor
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: CurrentCursor
|
|
nameWithType: GameImpl.CurrentCursor
|
|
fullName: TinyLife.GameImpl.CurrentCursor
|
|
type: Field
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: >-
|
|
The <xref href="TinyLife.Uis.CursorType" data-throw-if-not-resolved="false"></xref> that is currently used.
|
|
|
|
This is reset to <xref href="TinyLife.Uis.CursorType.Default" data-throw-if-not-resolved="false"></xref> at the start of every update.
|
|
example: []
|
|
syntax:
|
|
content: public CursorType CurrentCursor
|
|
return:
|
|
type: TinyLife.Uis.CursorType
|
|
content.vb: Public CurrentCursor As CursorType
|
|
- uid: TinyLife.GameImpl.CurrentMaps
|
|
commentId: P:TinyLife.GameImpl.CurrentMaps
|
|
id: CurrentMaps
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: CurrentMaps
|
|
nameWithType: GameImpl.CurrentMaps
|
|
fullName: TinyLife.GameImpl.CurrentMaps
|
|
type: Property
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: >-
|
|
The maps that are currently loaded, along with their names.
|
|
|
|
If no maps are loaded (ie we're not in game), this collection is <a href="https://learn.microsoft.com/dotnet/csharp/language-reference/keywords/null">null</a>.
|
|
example: []
|
|
syntax:
|
|
content: public Dictionary<string, Map> CurrentMaps { get; }
|
|
parameters: []
|
|
return:
|
|
type: System.Collections.Generic.Dictionary{System.String,TinyLife.World.Map}
|
|
content.vb: Public Property CurrentMaps As Dictionary(Of String, Map)
|
|
overload: TinyLife.GameImpl.CurrentMaps*
|
|
- uid: TinyLife.GameImpl.CurrentMap
|
|
commentId: P:TinyLife.GameImpl.CurrentMap
|
|
id: CurrentMap
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: CurrentMap
|
|
nameWithType: GameImpl.CurrentMap
|
|
fullName: TinyLife.GameImpl.CurrentMap
|
|
type: Property
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: >-
|
|
The map that the game's <xref href="TinyLife.GameImpl.Camera" data-throw-if-not-resolved="false"></xref> is currently on.
|
|
|
|
If no maps are loaded (ie we're not in game), this property returns <a href="https://learn.microsoft.com/dotnet/csharp/language-reference/keywords/null">null</a>.
|
|
example: []
|
|
syntax:
|
|
content: public Map CurrentMap { get; }
|
|
parameters: []
|
|
return:
|
|
type: TinyLife.World.Map
|
|
content.vb: Public Property CurrentMap As Map
|
|
overload: TinyLife.GameImpl.CurrentMap*
|
|
- uid: TinyLife.GameImpl.OnFinalizingGameContent
|
|
commentId: E:TinyLife.GameImpl.OnFinalizingGameContent
|
|
id: OnFinalizingGameContent
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: OnFinalizingGameContent
|
|
nameWithType: GameImpl.OnFinalizingGameContent
|
|
fullName: TinyLife.GameImpl.OnFinalizingGameContent
|
|
type: Event
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: >-
|
|
An event that is raised when this game's content is about to finish loading.
|
|
|
|
Note that "finalize" in this context refers not to object destruction, but to the completion of the loading process.
|
|
example: []
|
|
syntax:
|
|
content: public event Action OnFinalizingGameContent
|
|
return:
|
|
type: System.Action
|
|
content.vb: Public Event OnFinalizingGameContent As Action
|
|
- uid: TinyLife.GameImpl.OnFinishedLoading
|
|
commentId: E:TinyLife.GameImpl.OnFinishedLoading
|
|
id: OnFinishedLoading
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: OnFinishedLoading
|
|
nameWithType: GameImpl.OnFinishedLoading
|
|
fullName: TinyLife.GameImpl.OnFinishedLoading
|
|
type: Event
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: An event that is raised when the game's loading screen fades out.
|
|
example: []
|
|
syntax:
|
|
content: public event Action OnFinishedLoading
|
|
return:
|
|
type: System.Action
|
|
content.vb: Public Event OnFinishedLoading As Action
|
|
- uid: TinyLife.GameImpl.OnSwitchGameMode
|
|
commentId: E:TinyLife.GameImpl.OnSwitchGameMode
|
|
id: OnSwitchGameMode
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: OnSwitchGameMode
|
|
nameWithType: GameImpl.OnSwitchGameMode
|
|
fullName: TinyLife.GameImpl.OnSwitchGameMode
|
|
type: Event
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: An event that is raised in <xref href="TinyLife.GameImpl.SwitchGameMode(TinyLife.GameImpl.GameMode)" data-throw-if-not-resolved="false"></xref>.
|
|
example: []
|
|
syntax:
|
|
content: public event Action<GameImpl.GameMode, EventPhase> OnSwitchGameMode
|
|
return:
|
|
type: System.Action{TinyLife.GameImpl.GameMode,TinyLife.Mods.EventPhase}
|
|
content.vb: Public Event OnSwitchGameMode As Action(Of GameImpl.GameMode, EventPhase)
|
|
- uid: TinyLife.GameImpl.LoadContent
|
|
commentId: M:TinyLife.GameImpl.LoadContent
|
|
id: LoadContent
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: LoadContent()
|
|
nameWithType: GameImpl.LoadContent()
|
|
fullName: TinyLife.GameImpl.LoadContent()
|
|
type: Method
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: Override this to load graphical resources required by the game.
|
|
example: []
|
|
syntax:
|
|
content: protected override void LoadContent()
|
|
content.vb: Protected Overrides Sub LoadContent()
|
|
overridden: MLEM.Startup.MlemGame.LoadContent
|
|
overload: TinyLife.GameImpl.LoadContent*
|
|
- uid: TinyLife.GameImpl.DoUpdate(Microsoft.Xna.Framework.GameTime)
|
|
commentId: M:TinyLife.GameImpl.DoUpdate(Microsoft.Xna.Framework.GameTime)
|
|
id: DoUpdate(Microsoft.Xna.Framework.GameTime)
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: DoUpdate(GameTime)
|
|
nameWithType: GameImpl.DoUpdate(GameTime)
|
|
fullName: TinyLife.GameImpl.DoUpdate(Microsoft.Xna.Framework.GameTime)
|
|
type: Method
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: >-
|
|
This method is called in <xref href="MLEM.Startup.MlemGame.Update(Microsoft.Xna.Framework.GameTime)" data-throw-if-not-resolved="false"></xref>.
|
|
|
|
It is the version that should be overridden by implementors to update game content.
|
|
example: []
|
|
syntax:
|
|
content: protected override void DoUpdate(GameTime gameTime)
|
|
parameters:
|
|
- id: gameTime
|
|
type: Microsoft.Xna.Framework.GameTime
|
|
description: The game's time
|
|
content.vb: Protected Overrides Sub DoUpdate(gameTime As GameTime)
|
|
overridden: MLEM.Startup.MlemGame.DoUpdate(Microsoft.Xna.Framework.GameTime)
|
|
overload: TinyLife.GameImpl.DoUpdate*
|
|
- uid: TinyLife.GameImpl.DoDraw(Microsoft.Xna.Framework.GameTime)
|
|
commentId: M:TinyLife.GameImpl.DoDraw(Microsoft.Xna.Framework.GameTime)
|
|
id: DoDraw(Microsoft.Xna.Framework.GameTime)
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: DoDraw(GameTime)
|
|
nameWithType: GameImpl.DoDraw(GameTime)
|
|
fullName: TinyLife.GameImpl.DoDraw(Microsoft.Xna.Framework.GameTime)
|
|
type: Method
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: >-
|
|
This method is called in <xref href="MLEM.Startup.MlemGame.Draw(Microsoft.Xna.Framework.GameTime)" data-throw-if-not-resolved="false"></xref>.
|
|
|
|
It is the version that should be overridden by implementors to draw game content.
|
|
example: []
|
|
syntax:
|
|
content: protected override void DoDraw(GameTime gameTime)
|
|
parameters:
|
|
- id: gameTime
|
|
type: Microsoft.Xna.Framework.GameTime
|
|
description: The game's time
|
|
content.vb: Protected Overrides Sub DoDraw(gameTime As GameTime)
|
|
overridden: MLEM.Startup.MlemGame.DoDraw(Microsoft.Xna.Framework.GameTime)
|
|
overload: TinyLife.GameImpl.DoDraw*
|
|
- uid: TinyLife.GameImpl.Dispose(System.Boolean)
|
|
commentId: M:TinyLife.GameImpl.Dispose(System.Boolean)
|
|
id: Dispose(System.Boolean)
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: Dispose(bool)
|
|
nameWithType: GameImpl.Dispose(bool)
|
|
fullName: TinyLife.GameImpl.Dispose(bool)
|
|
type: Method
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: ''
|
|
example: []
|
|
syntax:
|
|
content: protected override void Dispose(bool disposing)
|
|
parameters:
|
|
- id: disposing
|
|
type: System.Boolean
|
|
content.vb: Protected Overrides Sub Dispose(disposing As Boolean)
|
|
overridden: Microsoft.Xna.Framework.Game.Dispose(System.Boolean)
|
|
overload: TinyLife.GameImpl.Dispose*
|
|
nameWithType.vb: GameImpl.Dispose(Boolean)
|
|
fullName.vb: TinyLife.GameImpl.Dispose(Boolean)
|
|
name.vb: Dispose(Boolean)
|
|
- uid: TinyLife.GameImpl.RotateCamera(System.Boolean)
|
|
commentId: M:TinyLife.GameImpl.RotateCamera(System.Boolean)
|
|
id: RotateCamera(System.Boolean)
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: RotateCamera(bool)
|
|
nameWithType: GameImpl.RotateCamera(bool)
|
|
fullName: TinyLife.GameImpl.RotateCamera(bool)
|
|
type: Method
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: Rotates the camera by 90 degrees in a clockwise or counter-clockwise direction.
|
|
example: []
|
|
syntax:
|
|
content: public void RotateCamera(bool ccw)
|
|
parameters:
|
|
- id: ccw
|
|
type: System.Boolean
|
|
description: Whether the rotation should be counter-clockwise.
|
|
content.vb: Public Sub RotateCamera(ccw As Boolean)
|
|
overload: TinyLife.GameImpl.RotateCamera*
|
|
nameWithType.vb: GameImpl.RotateCamera(Boolean)
|
|
fullName.vb: TinyLife.GameImpl.RotateCamera(Boolean)
|
|
name.vb: RotateCamera(Boolean)
|
|
- uid: TinyLife.GameImpl.ZoomCamera(System.Int32)
|
|
commentId: M:TinyLife.GameImpl.ZoomCamera(System.Int32)
|
|
id: ZoomCamera(System.Int32)
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: ZoomCamera(int)
|
|
nameWithType: GameImpl.ZoomCamera(int)
|
|
fullName: TinyLife.GameImpl.ZoomCamera(int)
|
|
type: Method
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: Zooms the camera by the given <code class="paramref">delta</code>, either towards the center of the camera's viewport, or toward the <xref href="TinyLife.GameImpl.CursorPosition" data-throw-if-not-resolved="false"></xref> if it is not on the UI.
|
|
example: []
|
|
syntax:
|
|
content: public void ZoomCamera(int delta)
|
|
parameters:
|
|
- id: delta
|
|
type: System.Int32
|
|
description: The delta to zoom by.
|
|
content.vb: Public Sub ZoomCamera(delta As Integer)
|
|
overload: TinyLife.GameImpl.ZoomCamera*
|
|
nameWithType.vb: GameImpl.ZoomCamera(Integer)
|
|
fullName.vb: TinyLife.GameImpl.ZoomCamera(Integer)
|
|
name.vb: ZoomCamera(Integer)
|
|
- uid: TinyLife.GameImpl.IsCursorOnUi
|
|
commentId: M:TinyLife.GameImpl.IsCursorOnUi
|
|
id: IsCursorOnUi
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: IsCursorOnUi()
|
|
nameWithType: GameImpl.IsCursorOnUi()
|
|
fullName: TinyLife.GameImpl.IsCursorOnUi()
|
|
type: Method
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: Returns true if the mouse is currently on top of any ui element in the <xref href="MLEM.Ui.UiSystem" data-throw-if-not-resolved="false"></xref> or the system's auto-navigation cursor is currently being used.
|
|
example: []
|
|
syntax:
|
|
content: public bool IsCursorOnUi()
|
|
return:
|
|
type: System.Boolean
|
|
description: true if the cursor is currently on the ui.
|
|
content.vb: Public Function IsCursorOnUi() As Boolean
|
|
overload: TinyLife.GameImpl.IsCursorOnUi*
|
|
- uid: TinyLife.GameImpl.SwitchGameMode(TinyLife.GameImpl.GameMode)
|
|
commentId: M:TinyLife.GameImpl.SwitchGameMode(TinyLife.GameImpl.GameMode)
|
|
id: SwitchGameMode(TinyLife.GameImpl.GameMode)
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: SwitchGameMode(GameMode)
|
|
nameWithType: GameImpl.SwitchGameMode(GameImpl.GameMode)
|
|
fullName: TinyLife.GameImpl.SwitchGameMode(TinyLife.GameImpl.GameMode)
|
|
type: Method
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: >-
|
|
Switches the game mode to the given mode, and sets up all of the required data.
|
|
|
|
Note that some game modes require certain data to be set prior to calling this method.
|
|
example: []
|
|
syntax:
|
|
content: public void SwitchGameMode(GameImpl.GameMode mode)
|
|
parameters:
|
|
- id: mode
|
|
type: TinyLife.GameImpl.GameMode
|
|
description: The game mode to switch to
|
|
content.vb: Public Sub SwitchGameMode(mode As GameImpl.GameMode)
|
|
overload: TinyLife.GameImpl.SwitchGameMode*
|
|
- uid: TinyLife.GameImpl.SwitchMap(TinyLife.World.Map,System.Action,System.Action)
|
|
commentId: M:TinyLife.GameImpl.SwitchMap(TinyLife.World.Map,System.Action,System.Action)
|
|
id: SwitchMap(TinyLife.World.Map,System.Action,System.Action)
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: SwitchMap(Map, Action, Action)
|
|
nameWithType: GameImpl.SwitchMap(Map, Action, Action)
|
|
fullName: TinyLife.GameImpl.SwitchMap(TinyLife.World.Map, System.Action, System.Action)
|
|
type: Method
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: Switches the game's <xref href="TinyLife.GameImpl.CurrentMap" data-throw-if-not-resolved="false"></xref> to the given map, additionally displaying a transition and resetting various UI states. <xref href="TinyLife.World.Map.OnCurrentGameMapChanged(TinyLife.World.Map%2cTinyLife.World.Map)" data-throw-if-not-resolved="false"></xref> is also invoked.
|
|
example: []
|
|
syntax:
|
|
content: public void SwitchMap(Map map, Action inbetween = null, Action after = null)
|
|
parameters:
|
|
- id: map
|
|
type: TinyLife.World.Map
|
|
description: The map to change to.
|
|
- id: inbetween
|
|
type: System.Action
|
|
description: An optional inbetween action, which is passed to <xref href="TinyLife.Uis.Menus.Transition(System.Action%2cSystem.Action%2cTinyLife.Uis.Menus.TransitionType%2cTinyLife.Uis.Menus.TransitionType%2cSystem.Single%2cSystem.Single%2cSystem.Single%2cSystem.Nullable%7bMicrosoft.Xna.Framework.Color%7d)" data-throw-if-not-resolved="false"></xref>.
|
|
- id: after
|
|
type: System.Action
|
|
description: An optional after action, which is passed to <xref href="TinyLife.Uis.Menus.Transition(System.Action%2cSystem.Action%2cTinyLife.Uis.Menus.TransitionType%2cTinyLife.Uis.Menus.TransitionType%2cSystem.Single%2cSystem.Single%2cSystem.Single%2cSystem.Nullable%7bMicrosoft.Xna.Framework.Color%7d)" data-throw-if-not-resolved="false"></xref>.
|
|
content.vb: Public Sub SwitchMap(map As Map, inbetween As Action = Nothing, after As Action = Nothing)
|
|
overload: TinyLife.GameImpl.SwitchMap*
|
|
- uid: TinyLife.GameImpl.CanBeExtremelyFast
|
|
commentId: M:TinyLife.GameImpl.CanBeExtremelyFast
|
|
id: CanBeExtremelyFast
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: CanBeExtremelyFast()
|
|
nameWithType: GameImpl.CanBeExtremelyFast()
|
|
fullName: TinyLife.GameImpl.CanBeExtremelyFast()
|
|
type: Method
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: >-
|
|
Returns whether the game allows changing the speed to <xref href="TinyLife.GameSpeed.ExtremelyFast" data-throw-if-not-resolved="false"></xref> at the current time.
|
|
|
|
If this returns true, and <xref href="TinyLife.GameImpl.Speed" data-throw-if-not-resolved="false"></xref> is set to <xref href="TinyLife.GameSpeed.VeryFast" data-throw-if-not-resolved="false"></xref>, the <xref href="TinyLife.GameSpeed.ExtremelyFast" data-throw-if-not-resolved="false"></xref> speed is automatically engaged.
|
|
example: []
|
|
syntax:
|
|
content: public bool CanBeExtremelyFast()
|
|
return:
|
|
type: System.Boolean
|
|
description: Whether the game can become extremely fast
|
|
content.vb: Public Function CanBeExtremelyFast() As Boolean
|
|
overload: TinyLife.GameImpl.CanBeExtremelyFast*
|
|
- uid: TinyLife.GameImpl.CanSwitchGameModes
|
|
commentId: M:TinyLife.GameImpl.CanSwitchGameModes
|
|
id: CanSwitchGameModes
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: CanSwitchGameModes()
|
|
nameWithType: GameImpl.CanSwitchGameModes()
|
|
fullName: TinyLife.GameImpl.CanSwitchGameModes()
|
|
type: Method
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: >-
|
|
Returns whether the game mode of the game can currently be switched.
|
|
|
|
This method checks the <xref href="TinyLife.Uis.CharacterCreator" data-throw-if-not-resolved="false"></xref> if it is active, as well as the <xref href="TinyLife.GameImpl.CurrentTool" data-throw-if-not-resolved="false"></xref> and the <xref href="TinyLife.GameImpl.CurrentLot" data-throw-if-not-resolved="false"></xref>'s requirements.
|
|
example: []
|
|
syntax:
|
|
content: public bool CanSwitchGameModes()
|
|
return:
|
|
type: System.Boolean
|
|
description: Whether the game can currently switch game modes.
|
|
content.vb: Public Function CanSwitchGameModes() As Boolean
|
|
overload: TinyLife.GameImpl.CanSwitchGameModes*
|
|
- uid: TinyLife.GameImpl.FadeKeyboardLighting(Microsoft.Xna.Framework.Color)
|
|
commentId: M:TinyLife.GameImpl.FadeKeyboardLighting(Microsoft.Xna.Framework.Color)
|
|
id: FadeKeyboardLighting(Microsoft.Xna.Framework.Color)
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: FadeKeyboardLighting(Color)
|
|
nameWithType: GameImpl.FadeKeyboardLighting(Color)
|
|
fullName: TinyLife.GameImpl.FadeKeyboardLighting(Microsoft.Xna.Framework.Color)
|
|
type: Method
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: >-
|
|
Fades the keyboard lighting at a constant speed to make it result in the passed color.
|
|
|
|
This method only has an effect if the game is running on desktop, and the user has a lighting-capable keyboard.
|
|
example: []
|
|
syntax:
|
|
content: public void FadeKeyboardLighting(Color newColor)
|
|
parameters:
|
|
- id: newColor
|
|
type: Microsoft.Xna.Framework.Color
|
|
description: The color to fade to; transparency is ignored
|
|
content.vb: Public Sub FadeKeyboardLighting(newColor As Color)
|
|
overload: TinyLife.GameImpl.FadeKeyboardLighting*
|
|
- uid: TinyLife.GameImpl.TakeScreenshot(Microsoft.Xna.Framework.Point,System.Nullable{MLEM.Maths.RectangleF},System.Nullable{Microsoft.Xna.Framework.Matrix},Microsoft.Xna.Framework.Graphics.RenderTarget2D)
|
|
commentId: M:TinyLife.GameImpl.TakeScreenshot(Microsoft.Xna.Framework.Point,System.Nullable{MLEM.Maths.RectangleF},System.Nullable{Microsoft.Xna.Framework.Matrix},Microsoft.Xna.Framework.Graphics.RenderTarget2D)
|
|
id: TakeScreenshot(Microsoft.Xna.Framework.Point,System.Nullable{MLEM.Maths.RectangleF},System.Nullable{Microsoft.Xna.Framework.Matrix},Microsoft.Xna.Framework.Graphics.RenderTarget2D)
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: TakeScreenshot(Point, RectangleF?, Matrix?, RenderTarget2D)
|
|
nameWithType: GameImpl.TakeScreenshot(Point, RectangleF?, Matrix?, RenderTarget2D)
|
|
fullName: TinyLife.GameImpl.TakeScreenshot(Microsoft.Xna.Framework.Point, MLEM.Maths.RectangleF?, Microsoft.Xna.Framework.Matrix?, Microsoft.Xna.Framework.Graphics.RenderTarget2D)
|
|
type: Method
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: Takes a screenshot and stores it in the default location, using a file name that contains the current date and time
|
|
example: []
|
|
syntax:
|
|
content: public void TakeScreenshot(Point size, RectangleF? visibleArea = null, Matrix? visibleMatrix = null, RenderTarget2D lightmap = null)
|
|
parameters:
|
|
- id: size
|
|
type: Microsoft.Xna.Framework.Point
|
|
description: The size, in pixels, of the resulting screenshots
|
|
- id: visibleArea
|
|
type: System.Nullable{MLEM.Maths.RectangleF}
|
|
description: The area that should be marked as visible, in world space. This determines culling values.
|
|
- id: visibleMatrix
|
|
type: System.Nullable{Microsoft.Xna.Framework.Matrix}
|
|
description: A matrix that has a translation and scale that determines the visible area of the screenshot
|
|
- id: lightmap
|
|
type: Microsoft.Xna.Framework.Graphics.RenderTarget2D
|
|
description: The light map to draw light onto, or null to use the default light map
|
|
content.vb: Public Sub TakeScreenshot(size As Point, visibleArea As RectangleF? = Nothing, visibleMatrix As Matrix? = Nothing, lightmap As RenderTarget2D = Nothing)
|
|
overload: TinyLife.GameImpl.TakeScreenshot*
|
|
- uid: TinyLife.GameImpl.MarkLotVisible(TinyLife.World.Lot)
|
|
commentId: M:TinyLife.GameImpl.MarkLotVisible(TinyLife.World.Lot)
|
|
id: MarkLotVisible(TinyLife.World.Lot)
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: MarkLotVisible(Lot)
|
|
nameWithType: GameImpl.MarkLotVisible(Lot)
|
|
fullName: TinyLife.GameImpl.MarkLotVisible(TinyLife.World.Lot)
|
|
type: Method
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: >-
|
|
Marks the given lot as visible for the player.
|
|
|
|
The method <xref href="TinyLife.Objects.PersonLike.VisitLot(TinyLife.World.Lot)" data-throw-if-not-resolved="false"></xref> should be used in favor of this method in most cases.
|
|
|
|
By default, visibility lasts for 30 seconds of real time.
|
|
example: []
|
|
syntax:
|
|
content: public void MarkLotVisible(Lot lot)
|
|
parameters:
|
|
- id: lot
|
|
type: TinyLife.World.Lot
|
|
description: The lot to mark as visible
|
|
content.vb: Public Sub MarkLotVisible(lot As Lot)
|
|
overload: TinyLife.GameImpl.MarkLotVisible*
|
|
- uid: TinyLife.GameImpl.MarkLotNonVisible(TinyLife.World.Lot)
|
|
commentId: M:TinyLife.GameImpl.MarkLotNonVisible(TinyLife.World.Lot)
|
|
id: MarkLotNonVisible(TinyLife.World.Lot)
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: MarkLotNonVisible(Lot)
|
|
nameWithType: GameImpl.MarkLotNonVisible(Lot)
|
|
fullName: TinyLife.GameImpl.MarkLotNonVisible(TinyLife.World.Lot)
|
|
type: Method
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: Marks a lot non-visible if it's currently visible to the player.
|
|
example: []
|
|
syntax:
|
|
content: public void MarkLotNonVisible(Lot lot)
|
|
parameters:
|
|
- id: lot
|
|
type: TinyLife.World.Lot
|
|
description: The lot to remove visibility for
|
|
content.vb: Public Sub MarkLotNonVisible(lot As Lot)
|
|
overload: TinyLife.GameImpl.MarkLotNonVisible*
|
|
- uid: TinyLife.GameImpl.IsLotVisible(TinyLife.World.Lot)
|
|
commentId: M:TinyLife.GameImpl.IsLotVisible(TinyLife.World.Lot)
|
|
id: IsLotVisible(TinyLife.World.Lot)
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: IsLotVisible(Lot)
|
|
nameWithType: GameImpl.IsLotVisible(Lot)
|
|
fullName: TinyLife.GameImpl.IsLotVisible(TinyLife.World.Lot)
|
|
type: Method
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: >-
|
|
Returns whether the given lot is considered visible to the player.
|
|
|
|
Note that passing the <xref href="TinyLife.GameImpl.CurrentHousehold" data-throw-if-not-resolved="false"></xref>'s <xref href="TinyLife.World.Lot" data-throw-if-not-resolved="false"></xref> will always cause this method to return true.
|
|
example: []
|
|
syntax:
|
|
content: public bool IsLotVisible(Lot lot)
|
|
parameters:
|
|
- id: lot
|
|
type: TinyLife.World.Lot
|
|
description: The lot to query
|
|
return:
|
|
type: System.Boolean
|
|
description: Whether the lot is visible
|
|
content.vb: Public Function IsLotVisible(lot As Lot) As Boolean
|
|
overload: TinyLife.GameImpl.IsLotVisible*
|
|
- uid: TinyLife.GameImpl.FollowPerson(TinyLife.Objects.PersonLike,System.Boolean,System.Action)
|
|
commentId: M:TinyLife.GameImpl.FollowPerson(TinyLife.Objects.PersonLike,System.Boolean,System.Action)
|
|
id: FollowPerson(TinyLife.Objects.PersonLike,System.Boolean,System.Action)
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: FollowPerson(PersonLike, bool, Action)
|
|
nameWithType: GameImpl.FollowPerson(PersonLike, bool, Action)
|
|
fullName: TinyLife.GameImpl.FollowPerson(TinyLife.Objects.PersonLike, bool, System.Action)
|
|
type: Method
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: Causes the camera to follow the given <code class="paramref">person</code>, optionally switching to the map the person is on using <xref href="TinyLife.GameImpl.SwitchMap(TinyLife.World.Map%2cSystem.Action%2cSystem.Action)" data-throw-if-not-resolved="false"></xref>.
|
|
example: []
|
|
syntax:
|
|
content: public bool FollowPerson(PersonLike person, bool switchToMap = true, Action additionalAction = null)
|
|
parameters:
|
|
- id: person
|
|
type: TinyLife.Objects.PersonLike
|
|
description: The person to follow.
|
|
- id: switchToMap
|
|
type: System.Boolean
|
|
description: Whether to switch to the map the person is on.
|
|
- id: additionalAction
|
|
type: System.Action
|
|
description: An optional additional action that should be invoked when the camera is moved, which is passed to <xref href="TinyLife.Uis.Menus.Transition(System.Action%2cSystem.Action%2cTinyLife.Uis.Menus.TransitionType%2cTinyLife.Uis.Menus.TransitionType%2cSystem.Single%2cSystem.Single%2cSystem.Single%2cSystem.Nullable%7bMicrosoft.Xna.Framework.Color%7d)" data-throw-if-not-resolved="false"></xref> when switching maps, or invoked immediately when not switching maps.
|
|
return:
|
|
type: System.Boolean
|
|
description: Whether following the person was successful, which is <a href="https://learn.microsoft.com/dotnet/csharp/language-reference/builtin-types/bool">false</a> if <code class="paramref">switchToMap</code> is <a href="https://learn.microsoft.com/dotnet/csharp/language-reference/builtin-types/bool">false</a> and the person's <xref href="TinyLife.Objects.MapObject.Map" data-throw-if-not-resolved="false"></xref> doesn't match the <xref href="TinyLife.GameImpl.CurrentMap" data-throw-if-not-resolved="false"></xref>, or if the ui system <xref href="TinyLife.Utilities.Extensions.IsTransitioning(MLEM.Ui.UiSystem)" data-throw-if-not-resolved="false"></xref> while trying to switch the active map.
|
|
content.vb: Public Function FollowPerson(person As PersonLike, switchToMap As Boolean = True, additionalAction As Action = Nothing) As Boolean
|
|
overload: TinyLife.GameImpl.FollowPerson*
|
|
nameWithType.vb: GameImpl.FollowPerson(PersonLike, Boolean, Action)
|
|
fullName.vb: TinyLife.GameImpl.FollowPerson(TinyLife.Objects.PersonLike, Boolean, System.Action)
|
|
name.vb: FollowPerson(PersonLike, Boolean, Action)
|
|
- uid: TinyLife.GameImpl.AddMapToSave(TinyLife.PerSaveOptions.MapInfo,System.Action)
|
|
commentId: M:TinyLife.GameImpl.AddMapToSave(TinyLife.PerSaveOptions.MapInfo,System.Action)
|
|
id: AddMapToSave(TinyLife.PerSaveOptions.MapInfo,System.Action)
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: AddMapToSave(MapInfo, Action)
|
|
nameWithType: GameImpl.AddMapToSave(PerSaveOptions.MapInfo, Action)
|
|
fullName: TinyLife.GameImpl.AddMapToSave(TinyLife.PerSaveOptions.MapInfo, System.Action)
|
|
type: Method
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: >-
|
|
Adds a map with the given <xref href="TinyLife.PerSaveOptions.MapInfo" data-throw-if-not-resolved="false"></xref> to the currently active save game, additionally invoking all required events.
|
|
|
|
This method causes a loading screen to appear, so its actions are not invoked immediately.
|
|
example: []
|
|
syntax:
|
|
content: public void AddMapToSave(PerSaveOptions.MapInfo info, Action after = null)
|
|
parameters:
|
|
- id: info
|
|
type: TinyLife.PerSaveOptions.MapInfo
|
|
description: The info of the map to load and add.
|
|
- id: after
|
|
type: System.Action
|
|
description: An action that is invoked after the map has been added successfully, and after the loading screen has been removed.
|
|
content.vb: Public Sub AddMapToSave(info As PerSaveOptions.MapInfo, after As Action = Nothing)
|
|
overload: TinyLife.GameImpl.AddMapToSave*
|
|
- uid: TinyLife.GameImpl.RemoveMapFromSave(TinyLife.World.Map)
|
|
commentId: M:TinyLife.GameImpl.RemoveMapFromSave(TinyLife.World.Map)
|
|
id: RemoveMapFromSave(TinyLife.World.Map)
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: RemoveMapFromSave(Map)
|
|
nameWithType: GameImpl.RemoveMapFromSave(Map)
|
|
fullName: TinyLife.GameImpl.RemoveMapFromSave(TinyLife.World.Map)
|
|
type: Method
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: Removes the given <xref href="TinyLife.World.Map" data-throw-if-not-resolved="false"></xref> from the currently active save game, additionally causing its <xref href="TinyLife.World.Map.PrepareForPermanentRemoval" data-throw-if-not-resolved="false"></xref> method to be invoked.
|
|
example: []
|
|
syntax:
|
|
content: public void RemoveMapFromSave(Map map)
|
|
parameters:
|
|
- id: map
|
|
type: TinyLife.World.Map
|
|
description: The map to remove.
|
|
content.vb: Public Sub RemoveMapFromSave(map As Map)
|
|
overload: TinyLife.GameImpl.RemoveMapFromSave*
|
|
- uid: TinyLife.GameImpl.CompleteAchievement(TinyLife.Goals.AchievementType)
|
|
commentId: M:TinyLife.GameImpl.CompleteAchievement(TinyLife.Goals.AchievementType)
|
|
id: CompleteAchievement(TinyLife.Goals.AchievementType)
|
|
parent: TinyLife.GameImpl
|
|
langs:
|
|
- csharp
|
|
- vb
|
|
name: CompleteAchievement(AchievementType)
|
|
nameWithType: GameImpl.CompleteAchievement(AchievementType)
|
|
fullName: TinyLife.GameImpl.CompleteAchievement(TinyLife.Goals.AchievementType)
|
|
type: Method
|
|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife
|
|
summary: Completes the achievement in this map's <xref href="TinyLife.GameImpl.Achievements" data-throw-if-not-resolved="false"></xref> collection with the given <xref href="TinyLife.Goals.AchievementType" data-throw-if-not-resolved="false"></xref>.
|
|
example: []
|
|
syntax:
|
|
content: public bool CompleteAchievement(AchievementType type)
|
|
parameters:
|
|
- id: type
|
|
type: TinyLife.Goals.AchievementType
|
|
description: The type of achievement to complete.
|
|
return:
|
|
type: System.Boolean
|
|
description: <a href="https://learn.microsoft.com/dotnet/csharp/language-reference/builtin-types/bool">true</a> if the achievement could be completed successfully, <a href="https://learn.microsoft.com/dotnet/csharp/language-reference/builtin-types/bool">false</a> if it was already completed.
|
|
content.vb: Public Function CompleteAchievement(type As AchievementType) As Boolean
|
|
overload: TinyLife.GameImpl.CompleteAchievement*
|
|
references:
|
|
- uid: TinyLife
|
|
commentId: N:TinyLife
|
|
href: TinyLife.html
|
|
name: TinyLife
|
|
nameWithType: TinyLife
|
|
fullName: TinyLife
|
|
- 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: Microsoft.Xna.Framework.Game
|
|
commentId: T:Microsoft.Xna.Framework.Game
|
|
parent: Microsoft.Xna.Framework
|
|
isExternal: true
|
|
name: Game
|
|
nameWithType: Game
|
|
fullName: Microsoft.Xna.Framework.Game
|
|
- uid: MLEM.Startup.MlemGame
|
|
commentId: T:MLEM.Startup.MlemGame
|
|
parent: MLEM.Startup
|
|
isExternal: true
|
|
name: MlemGame
|
|
nameWithType: MlemGame
|
|
fullName: MLEM.Startup.MlemGame
|
|
- uid: System.IDisposable
|
|
commentId: T:System.IDisposable
|
|
parent: System
|
|
isExternal: true
|
|
href: https://learn.microsoft.com/dotnet/api/system.idisposable
|
|
name: IDisposable
|
|
nameWithType: IDisposable
|
|
fullName: System.IDisposable
|
|
- uid: MLEM.Startup.MlemGame.GraphicsDeviceManager
|
|
commentId: F:MLEM.Startup.MlemGame.GraphicsDeviceManager
|
|
parent: MLEM.Startup.MlemGame
|
|
isExternal: true
|
|
name: GraphicsDeviceManager
|
|
nameWithType: MlemGame.GraphicsDeviceManager
|
|
fullName: MLEM.Startup.MlemGame.GraphicsDeviceManager
|
|
- uid: MLEM.Startup.MlemGame.Update(Microsoft.Xna.Framework.GameTime)
|
|
commentId: M:MLEM.Startup.MlemGame.Update(Microsoft.Xna.Framework.GameTime)
|
|
parent: MLEM.Startup.MlemGame
|
|
isExternal: true
|
|
name: Update(GameTime)
|
|
nameWithType: MlemGame.Update(GameTime)
|
|
fullName: MLEM.Startup.MlemGame.Update(Microsoft.Xna.Framework.GameTime)
|
|
spec.csharp:
|
|
- uid: MLEM.Startup.MlemGame.Update(Microsoft.Xna.Framework.GameTime)
|
|
name: Update
|
|
isExternal: true
|
|
- name: (
|
|
- uid: Microsoft.Xna.Framework.GameTime
|
|
name: GameTime
|
|
isExternal: true
|
|
- name: )
|
|
spec.vb:
|
|
- uid: MLEM.Startup.MlemGame.Update(Microsoft.Xna.Framework.GameTime)
|
|
name: Update
|
|
isExternal: true
|
|
- name: (
|
|
- uid: Microsoft.Xna.Framework.GameTime
|
|
name: GameTime
|
|
isExternal: true
|
|
- name: )
|
|
- uid: MLEM.Startup.MlemGame.Draw(Microsoft.Xna.Framework.GameTime)
|
|
commentId: M:MLEM.Startup.MlemGame.Draw(Microsoft.Xna.Framework.GameTime)
|
|
parent: MLEM.Startup.MlemGame
|
|
isExternal: true
|
|
name: Draw(GameTime)
|
|
nameWithType: MlemGame.Draw(GameTime)
|
|
fullName: MLEM.Startup.MlemGame.Draw(Microsoft.Xna.Framework.GameTime)
|
|
spec.csharp:
|
|
- uid: MLEM.Startup.MlemGame.Draw(Microsoft.Xna.Framework.GameTime)
|
|
name: Draw
|
|
isExternal: true
|
|
- name: (
|
|
- uid: Microsoft.Xna.Framework.GameTime
|
|
name: GameTime
|
|
isExternal: true
|
|
- name: )
|
|
spec.vb:
|
|
- uid: MLEM.Startup.MlemGame.Draw(Microsoft.Xna.Framework.GameTime)
|
|
name: Draw
|
|
isExternal: true
|
|
- name: (
|
|
- uid: Microsoft.Xna.Framework.GameTime
|
|
name: GameTime
|
|
isExternal: true
|
|
- name: )
|
|
- uid: MLEM.Startup.MlemGame.InitializeDefaultUiStyle(Microsoft.Xna.Framework.Graphics.SpriteBatch)
|
|
commentId: M:MLEM.Startup.MlemGame.InitializeDefaultUiStyle(Microsoft.Xna.Framework.Graphics.SpriteBatch)
|
|
parent: MLEM.Startup.MlemGame
|
|
isExternal: true
|
|
name: InitializeDefaultUiStyle(SpriteBatch)
|
|
nameWithType: MlemGame.InitializeDefaultUiStyle(SpriteBatch)
|
|
fullName: MLEM.Startup.MlemGame.InitializeDefaultUiStyle(Microsoft.Xna.Framework.Graphics.SpriteBatch)
|
|
spec.csharp:
|
|
- uid: MLEM.Startup.MlemGame.InitializeDefaultUiStyle(Microsoft.Xna.Framework.Graphics.SpriteBatch)
|
|
name: InitializeDefaultUiStyle
|
|
isExternal: true
|
|
- name: (
|
|
- uid: Microsoft.Xna.Framework.Graphics.SpriteBatch
|
|
name: SpriteBatch
|
|
isExternal: true
|
|
- name: )
|
|
spec.vb:
|
|
- uid: MLEM.Startup.MlemGame.InitializeDefaultUiStyle(Microsoft.Xna.Framework.Graphics.SpriteBatch)
|
|
name: InitializeDefaultUiStyle
|
|
isExternal: true
|
|
- name: (
|
|
- uid: Microsoft.Xna.Framework.Graphics.SpriteBatch
|
|
name: SpriteBatch
|
|
isExternal: true
|
|
- name: )
|
|
- uid: MLEM.Startup.MlemGame.LoadContent``1(System.String)
|
|
commentId: M:MLEM.Startup.MlemGame.LoadContent``1(System.String)
|
|
parent: MLEM.Startup.MlemGame
|
|
isExternal: true
|
|
href: https://learn.microsoft.com/dotnet/api/system.string
|
|
name: LoadContent<T>(string)
|
|
nameWithType: MlemGame.LoadContent<T>(string)
|
|
fullName: MLEM.Startup.MlemGame.LoadContent<T>(string)
|
|
nameWithType.vb: MlemGame.LoadContent(Of T)(String)
|
|
fullName.vb: MLEM.Startup.MlemGame.LoadContent(Of T)(String)
|
|
name.vb: LoadContent(Of T)(String)
|
|
spec.csharp:
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spec.csharp:
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spec.csharp:
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spec.csharp:
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spec.csharp:
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spec.csharp:
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spec.csharp:
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|
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|
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parent: Microsoft.Xna.Framework.Game
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|
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spec.csharp:
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|
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|
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|
|
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|
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|
|
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|
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name: EventArgs
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|
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|
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|
|
- uid: System.EventArgs
|
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|
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|
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|
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|
parent: Microsoft.Xna.Framework.Game
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|
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|
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spec.csharp:
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|
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|
name: OnDeactivated
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|
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|
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|
|
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|
- name: " "
|
|
- uid: System.EventArgs
|
|
name: EventArgs
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|
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|
|
- name: )
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|
spec.vb:
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|
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|
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|
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
|
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|
|
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|
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|
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|
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|
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|
|
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|
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|
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|
|
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|
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|
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|
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|
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|
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|
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|
|
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|
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|
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definition: System.Action`2
|
|
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|
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|
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|
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|
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|
|
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|
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|
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|
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|
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|
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|
|
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|
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|
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|
|
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|
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commentId: Overload:TinyLife.GameImpl.DoUpdate
|
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|
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fullName: TinyLife.GameImpl.DoUpdate
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|
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|
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|
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|
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|
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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- uid: TinyLife.GameImpl.DoDraw*
|
|
commentId: Overload:TinyLife.GameImpl.DoDraw
|
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|
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|
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|
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fullName: TinyLife.GameImpl.DoDraw
|
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|
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|
|
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|
|
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|
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|
|
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|
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|
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|
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name.vb: Dispose(Boolean)
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|
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|
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|
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isExternal: true
|
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- name: (
|
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- uid: System.Boolean
|
|
name: bool
|
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isExternal: true
|
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|
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- name: )
|
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spec.vb:
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|
|
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|
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|
|
- uid: System.Boolean
|
|
name: Boolean
|
|
isExternal: true
|
|
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|
|
- name: )
|
|
- uid: TinyLife.GameImpl.Dispose*
|
|
commentId: Overload:TinyLife.GameImpl.Dispose
|
|
href: TinyLife.GameImpl.html#TinyLife_GameImpl_Dispose_System_Boolean_
|
|
name: Dispose
|
|
nameWithType: GameImpl.Dispose
|
|
fullName: TinyLife.GameImpl.Dispose
|
|
- uid: System.Boolean
|
|
commentId: T:System.Boolean
|
|
parent: System
|
|
isExternal: true
|
|
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|
|
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|
|
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|
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fullName: bool
|
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nameWithType.vb: Boolean
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fullName.vb: Boolean
|
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name.vb: Boolean
|
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- uid: TinyLife.GameImpl.RotateCamera*
|
|
commentId: Overload:TinyLife.GameImpl.RotateCamera
|
|
href: TinyLife.GameImpl.html#TinyLife_GameImpl_RotateCamera_System_Boolean_
|
|
name: RotateCamera
|
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nameWithType: GameImpl.RotateCamera
|
|
fullName: TinyLife.GameImpl.RotateCamera
|
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- uid: TinyLife.GameImpl.CursorPosition
|
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commentId: P:TinyLife.GameImpl.CursorPosition
|
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href: TinyLife.GameImpl.html#TinyLife_GameImpl_CursorPosition
|
|
name: CursorPosition
|
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nameWithType: GameImpl.CursorPosition
|
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fullName: TinyLife.GameImpl.CursorPosition
|
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- uid: TinyLife.GameImpl.ZoomCamera*
|
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commentId: Overload:TinyLife.GameImpl.ZoomCamera
|
|
href: TinyLife.GameImpl.html#TinyLife_GameImpl_ZoomCamera_System_Int32_
|
|
name: ZoomCamera
|
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nameWithType: GameImpl.ZoomCamera
|
|
fullName: TinyLife.GameImpl.ZoomCamera
|
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- uid: System.Int32
|
|
commentId: T:System.Int32
|
|
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|
|
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|
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
|
commentId: Overload:TinyLife.GameImpl.IsCursorOnUi
|
|
href: TinyLife.GameImpl.html#TinyLife_GameImpl_IsCursorOnUi
|
|
name: IsCursorOnUi
|
|
nameWithType: GameImpl.IsCursorOnUi
|
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fullName: TinyLife.GameImpl.IsCursorOnUi
|
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|
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|
|
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|
|
name: SwitchGameMode
|
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|
|
fullName: TinyLife.GameImpl.SwitchGameMode
|
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|
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commentId: P:TinyLife.GameImpl.CurrentMap
|
|
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|
|
name: CurrentMap
|
|
nameWithType: GameImpl.CurrentMap
|
|
fullName: TinyLife.GameImpl.CurrentMap
|
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|
|
commentId: M:TinyLife.World.Map.OnCurrentGameMapChanged(TinyLife.World.Map,TinyLife.World.Map)
|
|
href: TinyLife.World.Map.html#TinyLife_World_Map_OnCurrentGameMapChanged_TinyLife_World_Map_TinyLife_World_Map_
|
|
name: OnCurrentGameMapChanged(Map, Map)
|
|
nameWithType: Map.OnCurrentGameMapChanged(Map, Map)
|
|
fullName: TinyLife.World.Map.OnCurrentGameMapChanged(TinyLife.World.Map, TinyLife.World.Map)
|
|
spec.csharp:
|
|
- uid: TinyLife.World.Map.OnCurrentGameMapChanged(TinyLife.World.Map,TinyLife.World.Map)
|
|
name: OnCurrentGameMapChanged
|
|
href: TinyLife.World.Map.html#TinyLife_World_Map_OnCurrentGameMapChanged_TinyLife_World_Map_TinyLife_World_Map_
|
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|
|
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|
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name: Map
|
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href: TinyLife.World.Map.html
|
|
- name: ','
|
|
- name: " "
|
|
- uid: TinyLife.World.Map
|
|
name: Map
|
|
href: TinyLife.World.Map.html
|
|
- name: )
|
|
spec.vb:
|
|
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|
|
name: OnCurrentGameMapChanged
|
|
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|
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- name: (
|
|
- uid: TinyLife.World.Map
|
|
name: Map
|
|
href: TinyLife.World.Map.html
|
|
- name: ','
|
|
- name: " "
|
|
- uid: TinyLife.World.Map
|
|
name: Map
|
|
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|
|
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|
|
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|
|
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|
|
isExternal: true
|
|
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|
|
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|
|
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|
|
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|
|
nameWithType.vb: Menus.Transition(Action, Action, Menus.TransitionType, Menus.TransitionType, Single, Single, Single, Color?)
|
|
fullName.vb: TinyLife.Uis.Menus.Transition(System.Action, System.Action, TinyLife.Uis.Menus.TransitionType, TinyLife.Uis.Menus.TransitionType, Single, Single, Single, Microsoft.Xna.Framework.Color?)
|
|
name.vb: Transition(Action, Action, TransitionType, TransitionType, Single, Single, Single, Color?)
|
|
spec.csharp:
|
|
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|
|
name: Transition
|
|
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|
|
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|
|
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|
|
name: Action
|
|
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|
|
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|
|
- name: ','
|
|
- name: " "
|
|
- uid: System.Action
|
|
name: Action
|
|
isExternal: true
|
|
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|
|
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|
|
- name: " "
|
|
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|
|
name: TransitionType
|
|
href: TinyLife.Uis.Menus.TransitionType.html
|
|
- name: ','
|
|
- name: " "
|
|
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|
|
name: TransitionType
|
|
href: TinyLife.Uis.Menus.TransitionType.html
|
|
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|
|
- name: " "
|
|
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|
|
name: float
|
|
isExternal: true
|
|
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|
|
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|
|
- name: " "
|
|
- uid: System.Single
|
|
name: float
|
|
isExternal: true
|
|
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|
|
- name: ','
|
|
- name: " "
|
|
- uid: System.Single
|
|
name: float
|
|
isExternal: true
|
|
href: https://learn.microsoft.com/dotnet/api/system.single
|
|
- name: ','
|
|
- name: " "
|
|
- uid: Microsoft.Xna.Framework.Color
|
|
name: Color
|
|
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|
|
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|
|
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|
|
spec.vb:
|
|
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|
|
name: Transition
|
|
href: TinyLife.Uis.Menus.html#TinyLife_Uis_Menus_Transition_System_Action_System_Action_TinyLife_Uis_Menus_TransitionType_TinyLife_Uis_Menus_TransitionType_System_Single_System_Single_System_Single_System_Nullable_Microsoft_Xna_Framework_Color__
|
|
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|
|
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|
|
name: Action
|
|
isExternal: true
|
|
href: https://learn.microsoft.com/dotnet/api/system.action
|
|
- name: ','
|
|
- name: " "
|
|
- uid: System.Action
|
|
name: Action
|
|
isExternal: true
|
|
href: https://learn.microsoft.com/dotnet/api/system.action
|
|
- name: ','
|
|
- name: " "
|
|
- uid: TinyLife.Uis.Menus.TransitionType
|
|
name: TransitionType
|
|
href: TinyLife.Uis.Menus.TransitionType.html
|
|
- name: ','
|
|
- name: " "
|
|
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|
|
name: TransitionType
|
|
href: TinyLife.Uis.Menus.TransitionType.html
|
|
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|
|
- name: " "
|
|
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|
|
name: Single
|
|
isExternal: true
|
|
href: https://learn.microsoft.com/dotnet/api/system.single
|
|
- name: ','
|
|
- name: " "
|
|
- uid: System.Single
|
|
name: Single
|
|
isExternal: true
|
|
href: https://learn.microsoft.com/dotnet/api/system.single
|
|
- name: ','
|
|
- name: " "
|
|
- uid: System.Single
|
|
name: Single
|
|
isExternal: true
|
|
href: https://learn.microsoft.com/dotnet/api/system.single
|
|
- name: ','
|
|
- name: " "
|
|
- uid: Microsoft.Xna.Framework.Color
|
|
name: Color
|
|
isExternal: true
|
|
- name: '?'
|
|
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|
|
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|
|
commentId: Overload:TinyLife.GameImpl.SwitchMap
|
|
href: TinyLife.GameImpl.html#TinyLife_GameImpl_SwitchMap_TinyLife_World_Map_System_Action_System_Action_
|
|
name: SwitchMap
|
|
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|
|
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|
|
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|
|
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|
|
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|
|
name: Speed
|
|
nameWithType: GameImpl.Speed
|
|
fullName: TinyLife.GameImpl.Speed
|
|
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|
|
commentId: Overload:TinyLife.GameImpl.CanBeExtremelyFast
|
|
href: TinyLife.GameImpl.html#TinyLife_GameImpl_CanBeExtremelyFast
|
|
name: CanBeExtremelyFast
|
|
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|
|
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|
|
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|
|
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|
|
parent: TinyLife.Uis
|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
name: CurrentTool
|
|
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|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
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|
|
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|
|
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|
|
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|
|
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|
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|
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|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
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|
|
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|
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|
|
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|
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|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
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|
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|
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|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
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|
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|
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|
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|
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|
|
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|
|
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|
|
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|
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|
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|
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|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
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|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
spec.vb:
|
|
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|
|
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|
|
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|
|
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|
|
- name: (
|
|
- name: Of
|
|
- name: " "
|
|
- name: T
|
|
- name: )
|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
- name: )
|
|
spec.vb:
|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
- name: )
|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
commentId: Overload:TinyLife.GameImpl.IsLotVisible
|
|
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|
|
name: IsLotVisible
|
|
nameWithType: GameImpl.IsLotVisible
|
|
fullName: TinyLife.GameImpl.IsLotVisible
|
|
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|
|
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|
|
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|
|
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|
|
name: SwitchMap(Map, Action, Action)
|
|
nameWithType: GameImpl.SwitchMap(Map, Action, Action)
|
|
fullName: TinyLife.GameImpl.SwitchMap(TinyLife.World.Map, System.Action, System.Action)
|
|
spec.csharp:
|
|
- uid: TinyLife.GameImpl.SwitchMap(TinyLife.World.Map,System.Action,System.Action)
|
|
name: SwitchMap
|
|
href: TinyLife.GameImpl.html#TinyLife_GameImpl_SwitchMap_TinyLife_World_Map_System_Action_System_Action_
|
|
- name: (
|
|
- uid: TinyLife.World.Map
|
|
name: Map
|
|
href: TinyLife.World.Map.html
|
|
- name: ','
|
|
- name: " "
|
|
- uid: System.Action
|
|
name: Action
|
|
isExternal: true
|
|
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|
|
- name: ','
|
|
- name: " "
|
|
- uid: System.Action
|
|
name: Action
|
|
isExternal: true
|
|
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|
|
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|
|
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|
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|
|
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|
|
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|
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|
|
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|
|
name: Map
|
|
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|
|
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|
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- name: " "
|
|
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|
|
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|
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|
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|
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|
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|
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|
|
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|
|
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|
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|
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|
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|
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|
|
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|
|
name: Map
|
|
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|
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|
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|
|
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|
|
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|
|
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|
|
spec.csharp:
|
|
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|
|
name: IsTransitioning
|
|
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|
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|
|
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|
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|
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|
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|
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|
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|
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|
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|
|
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|
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|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
|
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|
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|
|
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|
|
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|
|
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|
|
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|
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|
|
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|
|
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|
|
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|
|
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|
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|
|
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|
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|
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|
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|
|
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|
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|
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|
|
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|
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|
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|
|
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|
|
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|
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|
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|
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|
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
|
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|
|
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|
|
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|
|
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|
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|
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|
|
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