mirror of
https://github.com/Ellpeck/TinyLifeWeb.git
synced 2024-11-12 07:09:10 +01:00
1183 lines
40 KiB
YAML
Generated
1183 lines
40 KiB
YAML
Generated
### YamlMime:ManagedReference
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items:
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- uid: TinyLife.Objects.Light
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commentId: T:TinyLife.Objects.Light
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id: Light
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parent: TinyLife.Objects
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children:
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- TinyLife.Objects.Light.#ctor(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Single,MLEM.Textures.TextureRegion,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Color)
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- TinyLife.Objects.Light.CircleTexture
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- TinyLife.Objects.Light.Color
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- TinyLife.Objects.Light.Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch)
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- TinyLife.Objects.Light.Floor
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- TinyLife.Objects.Light.IsDisabled
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- TinyLife.Objects.Light.Map
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- TinyLife.Objects.Light.Position
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- TinyLife.Objects.Light.PositionOffset
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- TinyLife.Objects.Light.Rotation
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- TinyLife.Objects.Light.Scale
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- TinyLife.Objects.Light.ScreenPosOffset
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- TinyLife.Objects.Light.Size
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- TinyLife.Objects.Light.Texture
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- TinyLife.Objects.Light.VisualWorldOffset
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langs:
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- csharp
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- vb
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name: Light
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nameWithType: Light
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fullName: TinyLife.Objects.Light
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type: Class
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assemblies:
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- Tiny Life
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namespace: TinyLife.Objects
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summary: >-
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A light is a semi-object that can be added to a <xref href="TinyLife.World.Map" data-throw-if-not-resolved="false"></xref> using <xref href="TinyLife.World.Map.AddLight(TinyLife.Objects.Light)" data-throw-if-not-resolved="false"></xref>.
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A light draws a light texture onto a lightmap and, as such, adds lighting to the rendered world.
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example: []
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syntax:
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content: public class Light
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content.vb: Public Class Light
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inheritance:
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- System.Object
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inheritedMembers:
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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.Objects.Light.TinyLife.Utilities.Extensions.JsonCopy``1
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- uid: TinyLife.Objects.Light.CircleTexture
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commentId: F:TinyLife.Objects.Light.CircleTexture
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id: CircleTexture
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parent: TinyLife.Objects.Light
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langs:
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- csharp
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- vb
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name: CircleTexture
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nameWithType: Light.CircleTexture
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fullName: TinyLife.Objects.Light.CircleTexture
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type: Field
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assemblies:
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- Tiny Life
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namespace: TinyLife.Objects
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summary: A texture that can be used as the <xref href="TinyLife.Objects.Light.Texture" data-throw-if-not-resolved="false"></xref> of a light that is circular
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example: []
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syntax:
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content: public static readonly TextureRegion CircleTexture
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return:
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type: MLEM.Textures.TextureRegion
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content.vb: Public Shared ReadOnly CircleTexture As TextureRegion
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- uid: TinyLife.Objects.Light.Map
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commentId: F:TinyLife.Objects.Light.Map
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id: Map
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parent: TinyLife.Objects.Light
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langs:
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- csharp
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- vb
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name: Map
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nameWithType: Light.Map
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fullName: TinyLife.Objects.Light.Map
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type: Field
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assemblies:
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- Tiny Life
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namespace: TinyLife.Objects
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summary: The map that this light is on
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example: []
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syntax:
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content: public readonly Map Map
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return:
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type: TinyLife.World.Map
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content.vb: Public ReadOnly Map As Map
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- uid: TinyLife.Objects.Light.Texture
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commentId: F:TinyLife.Objects.Light.Texture
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id: Texture
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parent: TinyLife.Objects.Light
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langs:
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- csharp
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- vb
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name: Texture
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nameWithType: Light.Texture
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fullName: TinyLife.Objects.Light.Texture
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type: Field
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assemblies:
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- Tiny Life
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namespace: TinyLife.Objects
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summary: >-
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The texture that this light currently has.
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A custom texture can be used, or any of the static texture regions in this class, including <xref href="TinyLife.Objects.Light.CircleTexture" data-throw-if-not-resolved="false"></xref>.
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example: []
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syntax:
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content: public readonly TextureRegion Texture
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return:
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type: MLEM.Textures.TextureRegion
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content.vb: Public ReadOnly Texture As TextureRegion
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- uid: TinyLife.Objects.Light.Position
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commentId: P:TinyLife.Objects.Light.Position
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id: Position
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parent: TinyLife.Objects.Light
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langs:
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- csharp
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- vb
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name: Position
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nameWithType: Light.Position
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fullName: TinyLife.Objects.Light.Position
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type: Property
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assemblies:
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- Tiny Life
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namespace: TinyLife.Objects
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summary: >-
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The position of this light, in world space.
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Note that, if this position is changed, this light's current <xref href="TinyLife.World.MapSection" data-throw-if-not-resolved="false"></xref> is changed automatically if needed.
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example: []
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syntax:
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content: public Vector2 Position { get; set; }
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parameters: []
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return:
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type: Microsoft.Xna.Framework.Vector2
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content.vb: Public Property Position As Vector2
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overload: TinyLife.Objects.Light.Position*
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- uid: TinyLife.Objects.Light.Floor
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commentId: F:TinyLife.Objects.Light.Floor
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id: Floor
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parent: TinyLife.Objects.Light
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langs:
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- csharp
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- vb
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name: Floor
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nameWithType: Light.Floor
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fullName: TinyLife.Objects.Light.Floor
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type: Field
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assemblies:
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- Tiny Life
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namespace: TinyLife.Objects
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summary: The floor this light is on.
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example: []
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syntax:
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content: public float Floor
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return:
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type: System.Single
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content.vb: Public Floor As Single
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- uid: TinyLife.Objects.Light.PositionOffset
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commentId: F:TinyLife.Objects.Light.PositionOffset
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id: PositionOffset
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parent: TinyLife.Objects.Light
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langs:
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- csharp
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- vb
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name: PositionOffset
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nameWithType: Light.PositionOffset
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fullName: TinyLife.Objects.Light.PositionOffset
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type: Field
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assemblies:
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- Tiny Life
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namespace: TinyLife.Objects
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summary: >-
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An offset from this light's <xref href="TinyLife.Objects.Light.Position" data-throw-if-not-resolved="false"></xref>, in world space, that is applied before the <xref href="TinyLife.Utilities.Extensions.ToScreenPos(Microsoft.Xna.Framework.Vector2%2cSystem.Single%2cSystem.Boolean%2cSystem.Boolean%2cSystem.Boolean)" data-throw-if-not-resolved="false"></xref> call.
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This can be used if the light should be drawn in a different location than its <xref href="TinyLife.Objects.Light.Position" data-throw-if-not-resolved="false"></xref>, which also determines the room and section that it is in.
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example: []
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syntax:
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content: public Vector2 PositionOffset
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return:
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type: Microsoft.Xna.Framework.Vector2
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content.vb: Public PositionOffset As Vector2
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- uid: TinyLife.Objects.Light.ScreenPosOffset
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commentId: F:TinyLife.Objects.Light.ScreenPosOffset
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id: ScreenPosOffset
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parent: TinyLife.Objects.Light
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langs:
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- csharp
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- vb
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name: ScreenPosOffset
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nameWithType: Light.ScreenPosOffset
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fullName: TinyLife.Objects.Light.ScreenPosOffset
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type: Field
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assemblies:
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- Tiny Life
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namespace: TinyLife.Objects
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summary: >-
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An offset from this light's screen-space draw position, also in screen space.
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This is added to the final draw position in <xref href="TinyLife.Objects.Light.Draw(Microsoft.Xna.Framework.GameTime%2cMicrosoft.Xna.Framework.Graphics.SpriteBatch)" data-throw-if-not-resolved="false"></xref>, after <xref href="TinyLife.Utilities.Extensions.ToScreenPos(Microsoft.Xna.Framework.Vector2%2cSystem.Single%2cSystem.Boolean%2cSystem.Boolean%2cSystem.Boolean)" data-throw-if-not-resolved="false"></xref> has already been called.
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example: []
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syntax:
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content: public Vector2 ScreenPosOffset
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return:
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type: Microsoft.Xna.Framework.Vector2
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content.vb: Public ScreenPosOffset As Vector2
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- uid: TinyLife.Objects.Light.VisualWorldOffset
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commentId: F:TinyLife.Objects.Light.VisualWorldOffset
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id: VisualWorldOffset
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parent: TinyLife.Objects.Light
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langs:
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- csharp
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- vb
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name: VisualWorldOffset
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nameWithType: Light.VisualWorldOffset
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fullName: TinyLife.Objects.Light.VisualWorldOffset
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type: Field
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assemblies:
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- Tiny Life
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namespace: TinyLife.Objects
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summary: >-
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An offset from this light's world-space draw position, also in world space.
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This is translated to screen space using <xref href="TinyLife.Utilities.Extensions.ToScreenPos(Microsoft.Xna.Framework.Vector2%2cSystem.Single%2cSystem.Boolean%2cSystem.Boolean%2cSystem.Boolean)" data-throw-if-not-resolved="false"></xref> and added to the final draw position in <xref href="TinyLife.Objects.Light.Draw(Microsoft.Xna.Framework.GameTime%2cMicrosoft.Xna.Framework.Graphics.SpriteBatch)" data-throw-if-not-resolved="false"></xref>.
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example: []
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syntax:
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content: public Vector2 VisualWorldOffset
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return:
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type: Microsoft.Xna.Framework.Vector2
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content.vb: Public VisualWorldOffset As Vector2
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- uid: TinyLife.Objects.Light.Size
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commentId: F:TinyLife.Objects.Light.Size
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id: Size
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parent: TinyLife.Objects.Light
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langs:
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- csharp
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- vb
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name: Size
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nameWithType: Light.Size
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fullName: TinyLife.Objects.Light.Size
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type: Field
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assemblies:
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- Tiny Life
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namespace: TinyLife.Objects
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summary: >-
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The size, in world space, of this light, centered on its <xref href="TinyLife.Objects.Light.Position" data-throw-if-not-resolved="false"></xref>.
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This value is multiplied with <xref href="TinyLife.Utilities.TextureHandler.TileWidth" data-throw-if-not-resolved="false"></xref> and <xref href="TinyLife.Utilities.TextureHandler.TileHeight" data-throw-if-not-resolved="false"></xref>.
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example: []
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syntax:
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content: public Vector2 Size
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return:
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type: Microsoft.Xna.Framework.Vector2
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content.vb: Public Size As Vector2
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- uid: TinyLife.Objects.Light.Rotation
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commentId: F:TinyLife.Objects.Light.Rotation
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id: Rotation
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parent: TinyLife.Objects.Light
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langs:
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- csharp
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- vb
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name: Rotation
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nameWithType: Light.Rotation
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fullName: TinyLife.Objects.Light.Rotation
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type: Field
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assemblies:
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- Tiny Life
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namespace: TinyLife.Objects
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summary: >-
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The rotation that this light displays with, in radians.
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Rotation is applied around the center of the light's <xref href="TinyLife.Objects.Light.Texture" data-throw-if-not-resolved="false"></xref>.
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example: []
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syntax:
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content: public float Rotation
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return:
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type: System.Single
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content.vb: Public Rotation As Single
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- uid: TinyLife.Objects.Light.Color
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commentId: F:TinyLife.Objects.Light.Color
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id: Color
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parent: TinyLife.Objects.Light
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langs:
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- csharp
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- vb
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name: Color
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nameWithType: Light.Color
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fullName: TinyLife.Objects.Light.Color
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type: Field
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assemblies:
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- Tiny Life
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namespace: TinyLife.Objects
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summary: >-
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The color that this light renders with.
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Note that, when drawing, this color is passed through <xref href="MLEM.Graphics.ColorExtensions.Invert(Microsoft.Xna.Framework.Color)" data-throw-if-not-resolved="false"></xref> due to the way the lightmap is drawn.
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example: []
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syntax:
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content: public Color Color
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return:
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type: Microsoft.Xna.Framework.Color
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content.vb: Public Color As Color
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- uid: TinyLife.Objects.Light.IsDisabled
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commentId: F:TinyLife.Objects.Light.IsDisabled
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id: IsDisabled
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parent: TinyLife.Objects.Light
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langs:
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- csharp
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- vb
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name: IsDisabled
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nameWithType: Light.IsDisabled
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fullName: TinyLife.Objects.Light.IsDisabled
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type: Field
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assemblies:
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- Tiny Life
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namespace: TinyLife.Objects
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summary: >-
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Whether this light is currently disabled.
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If a light is disabled, it will not be rendered.
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example: []
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syntax:
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content: public bool IsDisabled
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return:
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type: System.Boolean
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content.vb: Public IsDisabled As Boolean
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- uid: TinyLife.Objects.Light.Scale
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commentId: F:TinyLife.Objects.Light.Scale
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id: Scale
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parent: TinyLife.Objects.Light
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langs:
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- csharp
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- vb
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name: Scale
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nameWithType: Light.Scale
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fullName: TinyLife.Objects.Light.Scale
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type: Field
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assemblies:
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- Tiny Life
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namespace: TinyLife.Objects
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summary: The scale that this light is drawn with.
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example: []
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syntax:
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content: public float Scale
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return:
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type: System.Single
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content.vb: Public Scale As Single
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- uid: TinyLife.Objects.Light.#ctor(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Single,MLEM.Textures.TextureRegion,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Color)
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commentId: M:TinyLife.Objects.Light.#ctor(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Single,MLEM.Textures.TextureRegion,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Color)
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id: '#ctor(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Single,MLEM.Textures.TextureRegion,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Color)'
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parent: TinyLife.Objects.Light
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langs:
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- csharp
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- vb
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name: Light(Map, Vector2, float, TextureRegion, Vector2, Color)
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nameWithType: Light.Light(Map, Vector2, float, TextureRegion, Vector2, Color)
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fullName: TinyLife.Objects.Light.Light(TinyLife.World.Map, Microsoft.Xna.Framework.Vector2, float, MLEM.Textures.TextureRegion, Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Color)
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type: Constructor
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assemblies:
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- Tiny Life
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namespace: TinyLife.Objects
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summary: Creates a new light with the given settings
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example: []
|
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syntax:
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content: public Light(Map map, Vector2 position, float floor, TextureRegion texture, Vector2 size, Color color)
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parameters:
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- id: map
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type: TinyLife.World.Map
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description: The map to add the light to
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- id: position
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type: Microsoft.Xna.Framework.Vector2
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description: The light's position, in world space
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- id: floor
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type: System.Single
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description: The floor this light is on.
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- id: texture
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type: MLEM.Textures.TextureRegion
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description: The light's texture
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- id: size
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type: Microsoft.Xna.Framework.Vector2
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description: The size of the light, centered on its <code class="paramref">position</code>
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- id: color
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type: Microsoft.Xna.Framework.Color
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description: The color to render the light with
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content.vb: Public Sub New(map As Map, position As Vector2, floor As Single, texture As TextureRegion, size As Vector2, color As Color)
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overload: TinyLife.Objects.Light.#ctor*
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nameWithType.vb: Light.New(Map, Vector2, Single, TextureRegion, Vector2, Color)
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fullName.vb: TinyLife.Objects.Light.New(TinyLife.World.Map, Microsoft.Xna.Framework.Vector2, Single, MLEM.Textures.TextureRegion, Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Color)
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name.vb: New(Map, Vector2, Single, TextureRegion, Vector2, Color)
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- uid: TinyLife.Objects.Light.Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch)
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commentId: M:TinyLife.Objects.Light.Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch)
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|
id: Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch)
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parent: TinyLife.Objects.Light
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|
langs:
|
|
- csharp
|
|
- vb
|
|
name: Draw(GameTime, SpriteBatch)
|
|
nameWithType: Light.Draw(GameTime, SpriteBatch)
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|
fullName: TinyLife.Objects.Light.Draw(Microsoft.Xna.Framework.GameTime, Microsoft.Xna.Framework.Graphics.SpriteBatch)
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|
type: Method
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|
assemblies:
|
|
- Tiny Life
|
|
namespace: TinyLife.Objects
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|
summary: Draws the light in the world with the given sprite batch, at its current <xref href="TinyLife.Objects.Light.Position" data-throw-if-not-resolved="false"></xref> and with its current <xref href="TinyLife.Objects.Light.Color" data-throw-if-not-resolved="false"></xref>
|
|
example: []
|
|
syntax:
|
|
content: public virtual void Draw(GameTime time, SpriteBatch batch)
|
|
parameters:
|
|
- id: time
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|
type: Microsoft.Xna.Framework.GameTime
|
|
description: The game's current time, which can be used for animations
|
|
- id: batch
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|
type: Microsoft.Xna.Framework.Graphics.SpriteBatch
|
|
description: The sprite batch to draw the light with
|
|
content.vb: Public Overridable Sub Draw(time As GameTime, batch As SpriteBatch)
|
|
overload: TinyLife.Objects.Light.Draw*
|
|
references:
|
|
- uid: TinyLife.World.Map
|
|
commentId: T:TinyLife.World.Map
|
|
parent: TinyLife.World
|
|
href: TinyLife.World.Map.html
|
|
name: Map
|
|
nameWithType: Map
|
|
fullName: TinyLife.World.Map
|
|
- uid: TinyLife.World.Map.AddLight(TinyLife.Objects.Light)
|
|
commentId: M:TinyLife.World.Map.AddLight(TinyLife.Objects.Light)
|
|
href: TinyLife.World.Map.html#TinyLife_World_Map_AddLight_TinyLife_Objects_Light_
|
|
name: AddLight(Light)
|
|
nameWithType: Map.AddLight(Light)
|
|
fullName: TinyLife.World.Map.AddLight(TinyLife.Objects.Light)
|
|
spec.csharp:
|
|
- uid: TinyLife.World.Map.AddLight(TinyLife.Objects.Light)
|
|
name: AddLight
|
|
href: TinyLife.World.Map.html#TinyLife_World_Map_AddLight_TinyLife_Objects_Light_
|
|
- name: (
|
|
- uid: TinyLife.Objects.Light
|
|
name: Light
|
|
href: TinyLife.Objects.Light.html
|
|
- name: )
|
|
spec.vb:
|
|
- uid: TinyLife.World.Map.AddLight(TinyLife.Objects.Light)
|
|
name: AddLight
|
|
href: TinyLife.World.Map.html#TinyLife_World_Map_AddLight_TinyLife_Objects_Light_
|
|
- name: (
|
|
- uid: TinyLife.Objects.Light
|
|
name: Light
|
|
href: TinyLife.Objects.Light.html
|
|
- name: )
|
|
- uid: TinyLife.Objects
|
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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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