TinyLifeWeb/docs/api/TinyLife.Objects.FenceType.yml
2024-07-15 12:06:12 +02:00

1578 lines
58 KiB
YAML

### YamlMime:ManagedReference
items:
- uid: TinyLife.Objects.FenceType
commentId: T:TinyLife.Objects.FenceType
id: FenceType
parent: TinyLife.Objects
children:
- TinyLife.Objects.FenceType.#ctor(System.String,System.Single,MLEM.Textures.TextureRegion,System.Collections.Generic.Dictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion},Microsoft.Xna.Framework.Point,TinyLife.Utilities.ColorScheme[])
- TinyLife.Objects.FenceType.#ctor(System.String,System.Single,MLEM.Textures.TextureRegion,System.Collections.Generic.Dictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion},Microsoft.Xna.Framework.Point,TinyLife.Utilities.ColorSettings)
- TinyLife.Objects.FenceType.Colors
- TinyLife.Objects.FenceType.Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch,TinyLife.World.Map,Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point,System.Int32,Microsoft.Xna.Framework.Vector2,System.Boolean,System.Single,System.Boolean,System.Boolean,System.Int32[],MLEM.Misc.Direction2,System.Nullable{Microsoft.Xna.Framework.Color})
- TinyLife.Objects.FenceType.DrawUi(MLEM.Ui.Elements.Element,Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.GameTime,TinyLife.World.Map,System.Int32[],System.Single)
- TinyLife.Objects.FenceType.Icon
- TinyLife.Objects.FenceType.Name
- TinyLife.Objects.FenceType.Price
- TinyLife.Objects.FenceType.Register(TinyLife.Objects.FenceType)
- TinyLife.Objects.FenceType.TextureRegion
- TinyLife.Objects.FenceType.Textures
- TinyLife.Objects.FenceType.Types
langs:
- csharp
- vb
name: FenceType
nameWithType: FenceType
fullName: TinyLife.Objects.FenceType
type: Class
source:
remote:
path: TinyLife/Objects/FenceWall.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: FenceType
path: ../TinyLife/Objects/FenceWall.cs
startLine: 124
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: A fence type is a set of underlying, unchanging settinsg for a <xref href="TinyLife.Objects.FenceWall" data-throw-if-not-resolved="false"></xref> object. Fence types can be registered using <xref href="TinyLife.Objects.FenceType.Register(TinyLife.Objects.FenceType)" data-throw-if-not-resolved="false"></xref>.
example: []
syntax:
content: >-
[JsonConverter(typeof(StaticJsonConverter<FenceType>), new object[] { typeof(FenceType), "PrivateTypes" })]
public class FenceType
content.vb: >-
<JsonConverter(GetType(StaticJsonConverter(Of FenceType)), New Object() { GetType(FenceType), "PrivateTypes" })>
Public Class FenceType
inheritance:
- System.Object
inheritedMembers:
- System.Object.Equals(System.Object)
- System.Object.Equals(System.Object,System.Object)
- System.Object.GetHashCode
- System.Object.GetType
- System.Object.MemberwiseClone
- System.Object.ReferenceEquals(System.Object,System.Object)
- System.Object.ToString
extensionMethods:
- TinyLife.Objects.FenceType.TinyLife.Utilities.Extensions.JsonCopy``1
- uid: TinyLife.Objects.FenceType.Types
commentId: F:TinyLife.Objects.FenceType.Types
id: Types
parent: TinyLife.Objects.FenceType
langs:
- csharp
- vb
name: Types
nameWithType: FenceType.Types
fullName: TinyLife.Objects.FenceType.Types
type: Field
source:
remote:
path: TinyLife/Objects/FenceWall.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Types
path: ../TinyLife/Objects/FenceWall.cs
startLine: 131
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: The set of all registered fence types, including vanilla and modded ones.
example: []
syntax:
content: public static readonly ReadOnlyDictionary<string, FenceType> Types
return:
type: System.Collections.ObjectModel.ReadOnlyDictionary{System.String,TinyLife.Objects.FenceType}
content.vb: Public Shared ReadOnly Types As ReadOnlyDictionary(Of String, FenceType)
- uid: TinyLife.Objects.FenceType.Name
commentId: F:TinyLife.Objects.FenceType.Name
id: Name
parent: TinyLife.Objects.FenceType
langs:
- csharp
- vb
name: Name
nameWithType: FenceType.Name
fullName: TinyLife.Objects.FenceType.Name
type: Field
source:
remote:
path: TinyLife/Objects/FenceWall.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Name
path: ../TinyLife/Objects/FenceWall.cs
startLine: 147
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: The name of this fence type.
example: []
syntax:
content: public readonly string Name
return:
type: System.String
content.vb: Public ReadOnly Name As String
- uid: TinyLife.Objects.FenceType.Price
commentId: F:TinyLife.Objects.FenceType.Price
id: Price
parent: TinyLife.Objects.FenceType
langs:
- csharp
- vb
name: Price
nameWithType: FenceType.Price
fullName: TinyLife.Objects.FenceType.Price
type: Field
source:
remote:
path: TinyLife/Objects/FenceWall.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Price
path: ../TinyLife/Objects/FenceWall.cs
startLine: 151
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: The price of a single element of this fence type.
example: []
syntax:
content: public readonly float Price
return:
type: System.Single
content.vb: Public ReadOnly Price As Single
- uid: TinyLife.Objects.FenceType.Icon
commentId: F:TinyLife.Objects.FenceType.Icon
id: Icon
parent: TinyLife.Objects.FenceType
langs:
- csharp
- vb
name: Icon
nameWithType: FenceType.Icon
fullName: TinyLife.Objects.FenceType.Icon
type: Field
source:
remote:
path: TinyLife/Objects/FenceWall.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Icon
path: ../TinyLife/Objects/FenceWall.cs
startLine: 155
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: The build mode icon that this fence type optionally uses.
example: []
syntax:
content: public readonly TextureRegion Icon
return:
type: MLEM.Textures.TextureRegion
content.vb: Public ReadOnly Icon As TextureRegion
- uid: TinyLife.Objects.FenceType.Colors
commentId: F:TinyLife.Objects.FenceType.Colors
id: Colors
parent: TinyLife.Objects.FenceType
langs:
- csharp
- vb
name: Colors
nameWithType: FenceType.Colors
fullName: TinyLife.Objects.FenceType.Colors
type: Field
source:
remote:
path: TinyLife/Objects/FenceWall.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Colors
path: ../TinyLife/Objects/FenceWall.cs
startLine: 159
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: The color settings to use for this fence wall.
example: []
syntax:
content: public readonly ColorSettings Colors
return:
type: TinyLife.Utilities.ColorSettings
content.vb: Public ReadOnly Colors As ColorSettings
- uid: TinyLife.Objects.FenceType.Textures
commentId: F:TinyLife.Objects.FenceType.Textures
id: Textures
parent: TinyLife.Objects.FenceType
langs:
- csharp
- vb
name: Textures
nameWithType: FenceType.Textures
fullName: TinyLife.Objects.FenceType.Textures
type: Field
source:
remote:
path: TinyLife/Objects/FenceWall.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Textures
path: ../TinyLife/Objects/FenceWall.cs
startLine: 163
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: The texture atlas that this fence type's <xref href="TinyLife.Objects.FenceType.TextureRegion" data-throw-if-not-resolved="false"></xref> is on.
example: []
syntax:
content: public readonly Dictionary<Point, TextureRegion> Textures
return:
type: System.Collections.Generic.Dictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion}
content.vb: Public ReadOnly Textures As Dictionary(Of Point, TextureRegion)
- uid: TinyLife.Objects.FenceType.TextureRegion
commentId: F:TinyLife.Objects.FenceType.TextureRegion
id: TextureRegion
parent: TinyLife.Objects.FenceType
langs:
- csharp
- vb
name: TextureRegion
nameWithType: FenceType.TextureRegion
fullName: TinyLife.Objects.FenceType.TextureRegion
type: Field
source:
remote:
path: TinyLife/Objects/FenceWall.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: TextureRegion
path: ../TinyLife/Objects/FenceWall.cs
startLine: 168
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: >-
The texture region on this fence's type <xref href="TinyLife.Objects.FenceType.Textures" data-throw-if-not-resolved="false"></xref> that marks the base region for this fence type.
Additional regions are gathered to the right of this region.
example: []
syntax:
content: public readonly Point TextureRegion
return:
type: Microsoft.Xna.Framework.Point
content.vb: Public ReadOnly TextureRegion As Point
- uid: TinyLife.Objects.FenceType.#ctor(System.String,System.Single,MLEM.Textures.TextureRegion,System.Collections.Generic.Dictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion},Microsoft.Xna.Framework.Point,TinyLife.Utilities.ColorScheme[])
commentId: M:TinyLife.Objects.FenceType.#ctor(System.String,System.Single,MLEM.Textures.TextureRegion,System.Collections.Generic.Dictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion},Microsoft.Xna.Framework.Point,TinyLife.Utilities.ColorScheme[])
id: '#ctor(System.String,System.Single,MLEM.Textures.TextureRegion,System.Collections.Generic.Dictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion},Microsoft.Xna.Framework.Point,TinyLife.Utilities.ColorScheme[])'
parent: TinyLife.Objects.FenceType
langs:
- csharp
- vb
name: FenceType(string, float, TextureRegion, Dictionary<Point, TextureRegion>, Point, params ColorScheme[])
nameWithType: FenceType.FenceType(string, float, TextureRegion, Dictionary<Point, TextureRegion>, Point, params ColorScheme[])
fullName: TinyLife.Objects.FenceType.FenceType(string, float, MLEM.Textures.TextureRegion, System.Collections.Generic.Dictionary<Microsoft.Xna.Framework.Point, MLEM.Textures.TextureRegion>, Microsoft.Xna.Framework.Point, params TinyLife.Utilities.ColorScheme[])
type: Constructor
source:
remote:
path: TinyLife/Objects/FenceWall.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: .ctor
path: ../TinyLife/Objects/FenceWall.cs
startLine: 179
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Creates a new fence type with the given settings.
example: []
syntax:
content: public FenceType(string name, float price, TextureRegion icon, Dictionary<Point, TextureRegion> textures, Point textureRegion, params ColorScheme[] colorSchemes)
parameters:
- id: name
type: System.String
description: The name of this fence type.
- id: price
type: System.Single
description: The price of a single element of this fence type.
- id: icon
type: MLEM.Textures.TextureRegion
description: The build mode icon that this fence type optionally uses.
- id: textures
type: System.Collections.Generic.Dictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion}
description: The texture atlas that this fence type's &lt;see cref="TextureRegion"/&gt; is on.
- id: textureRegion
type: Microsoft.Xna.Framework.Point
description: The texture region on this fence's type &lt;see cref="Textures"/&gt; that marks the base region for this fence type.
- id: colorSchemes
type: TinyLife.Utilities.ColorScheme[]
description: The color schemes that each layer of this fence type uses.
content.vb: Public Sub New(name As String, price As Single, icon As TextureRegion, textures As Dictionary(Of Point, TextureRegion), textureRegion As Point, ParamArray colorSchemes As ColorScheme())
overload: TinyLife.Objects.FenceType.#ctor*
nameWithType.vb: FenceType.New(String, Single, TextureRegion, Dictionary(Of Point, TextureRegion), Point, ParamArray ColorScheme())
fullName.vb: TinyLife.Objects.FenceType.New(String, Single, MLEM.Textures.TextureRegion, System.Collections.Generic.Dictionary(Of Microsoft.Xna.Framework.Point, MLEM.Textures.TextureRegion), Microsoft.Xna.Framework.Point, ParamArray TinyLife.Utilities.ColorScheme())
name.vb: New(String, Single, TextureRegion, Dictionary(Of Point, TextureRegion), Point, ParamArray ColorScheme())
- uid: TinyLife.Objects.FenceType.#ctor(System.String,System.Single,MLEM.Textures.TextureRegion,System.Collections.Generic.Dictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion},Microsoft.Xna.Framework.Point,TinyLife.Utilities.ColorSettings)
commentId: M:TinyLife.Objects.FenceType.#ctor(System.String,System.Single,MLEM.Textures.TextureRegion,System.Collections.Generic.Dictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion},Microsoft.Xna.Framework.Point,TinyLife.Utilities.ColorSettings)
id: '#ctor(System.String,System.Single,MLEM.Textures.TextureRegion,System.Collections.Generic.Dictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion},Microsoft.Xna.Framework.Point,TinyLife.Utilities.ColorSettings)'
parent: TinyLife.Objects.FenceType
langs:
- csharp
- vb
name: FenceType(string, float, TextureRegion, Dictionary<Point, TextureRegion>, Point, ColorSettings)
nameWithType: FenceType.FenceType(string, float, TextureRegion, Dictionary<Point, TextureRegion>, Point, ColorSettings)
fullName: TinyLife.Objects.FenceType.FenceType(string, float, MLEM.Textures.TextureRegion, System.Collections.Generic.Dictionary<Microsoft.Xna.Framework.Point, MLEM.Textures.TextureRegion>, Microsoft.Xna.Framework.Point, TinyLife.Utilities.ColorSettings)
type: Constructor
source:
remote:
path: TinyLife/Objects/FenceWall.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: .ctor
path: ../TinyLife/Objects/FenceWall.cs
startLine: 191
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Creates a new fence type with the given settings.
example: []
syntax:
content: public FenceType(string name, float price, TextureRegion icon, Dictionary<Point, TextureRegion> textures, Point textureRegion, ColorSettings colors)
parameters:
- id: name
type: System.String
description: The name of this fence type.
- id: price
type: System.Single
description: The price of a single element of this fence type.
- id: icon
type: MLEM.Textures.TextureRegion
description: The build mode icon that this fence type optionally uses.
- id: textures
type: System.Collections.Generic.Dictionary{Microsoft.Xna.Framework.Point,MLEM.Textures.TextureRegion}
description: The texture atlas that this fence type's &lt;see cref="TextureRegion"/&gt; is on.
- id: textureRegion
type: Microsoft.Xna.Framework.Point
description: The texture region on this fence's type &lt;see cref="Textures"/&gt; that marks the base region for this fence type.
- id: colors
type: TinyLife.Utilities.ColorSettings
description: The color settings that this fence type uses.
content.vb: Public Sub New(name As String, price As Single, icon As TextureRegion, textures As Dictionary(Of Point, TextureRegion), textureRegion As Point, colors As ColorSettings)
overload: TinyLife.Objects.FenceType.#ctor*
nameWithType.vb: FenceType.New(String, Single, TextureRegion, Dictionary(Of Point, TextureRegion), Point, ColorSettings)
fullName.vb: TinyLife.Objects.FenceType.New(String, Single, MLEM.Textures.TextureRegion, System.Collections.Generic.Dictionary(Of Microsoft.Xna.Framework.Point, MLEM.Textures.TextureRegion), Microsoft.Xna.Framework.Point, TinyLife.Utilities.ColorSettings)
name.vb: New(String, Single, TextureRegion, Dictionary(Of Point, TextureRegion), Point, ColorSettings)
- uid: TinyLife.Objects.FenceType.Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch,TinyLife.World.Map,Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point,System.Int32,Microsoft.Xna.Framework.Vector2,System.Boolean,System.Single,System.Boolean,System.Boolean,System.Int32[],MLEM.Misc.Direction2,System.Nullable{Microsoft.Xna.Framework.Color})
commentId: M:TinyLife.Objects.FenceType.Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch,TinyLife.World.Map,Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point,System.Int32,Microsoft.Xna.Framework.Vector2,System.Boolean,System.Single,System.Boolean,System.Boolean,System.Int32[],MLEM.Misc.Direction2,System.Nullable{Microsoft.Xna.Framework.Color})
id: Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch,TinyLife.World.Map,Microsoft.Xna.Framework.Point,Microsoft.Xna.Framework.Point,System.Int32,Microsoft.Xna.Framework.Vector2,System.Boolean,System.Single,System.Boolean,System.Boolean,System.Int32[],MLEM.Misc.Direction2,System.Nullable{Microsoft.Xna.Framework.Color})
parent: TinyLife.Objects.FenceType
langs:
- csharp
- vb
name: Draw(GameTime, SpriteBatch, Map, Point, Point, int, Vector2, bool, float, bool, bool, int[], Direction2, Color?)
nameWithType: FenceType.Draw(GameTime, SpriteBatch, Map, Point, Point, int, Vector2, bool, float, bool, bool, int[], Direction2, Color?)
fullName: TinyLife.Objects.FenceType.Draw(Microsoft.Xna.Framework.GameTime, Microsoft.Xna.Framework.Graphics.SpriteBatch, TinyLife.World.Map, Microsoft.Xna.Framework.Point, Microsoft.Xna.Framework.Point, int, Microsoft.Xna.Framework.Vector2, bool, float, bool, bool, int[], MLEM.Misc.Direction2, Microsoft.Xna.Framework.Color?)
type: Method
source:
remote:
path: TinyLife/Objects/FenceWall.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Draw
path: ../TinyLife/Objects/FenceWall.cs
startLine: 217
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Draws this fence type at the given location with the given settings.
example: []
syntax:
content: public virtual void Draw(GameTime time, SpriteBatch batch, Map map, Point pos1, Point pos2, int floor, Vector2 drawPos, bool vertical, float scale, bool hasPoleNeg, bool hasPolePos, int[] colors, Direction2 cameraRotation, Color? overrideColor = null)
parameters:
- id: time
type: Microsoft.Xna.Framework.GameTime
description: The game time.
- id: batch
type: Microsoft.Xna.Framework.Graphics.SpriteBatch
description: The sprite batch to use for drawing.
- id: map
type: TinyLife.World.Map
description: The map this fence wall is on.
- id: pos1
type: Microsoft.Xna.Framework.Point
description: The first position in the <xref href="TinyLife.Objects.WallLike.Positions" data-throw-if-not-resolved="false"></xref> array.
- id: pos2
type: Microsoft.Xna.Framework.Point
description: The second position in the <xref href="TinyLife.Objects.WallLike.Positions" data-throw-if-not-resolved="false"></xref> array.
- id: floor
type: System.Int32
description: The floor.
- id: drawPos
type: Microsoft.Xna.Framework.Vector2
description: The position, in screen space, to draw at.
- id: vertical
type: System.Boolean
description: Whether the fence wall is vertical.
- id: scale
type: System.Single
description: The scale to draw with.
- id: hasPoleNeg
type: System.Boolean
description: Whether the fence drawn has a pole in the negative direction.
- id: hasPolePos
type: System.Boolean
description: Whether the fence drawn has a pole in the positive direction.
- id: colors
type: System.Int32[]
description: The color indices in this fence type's <xref href="TinyLife.Objects.FenceType.Colors" data-throw-if-not-resolved="false"></xref> to draw with.
- id: cameraRotation
type: MLEM.Misc.Direction2
description: The camera rotation to draw with.
- id: overrideColor
type: System.Nullable{Microsoft.Xna.Framework.Color}
description: An optional override color to use instead of this fence type's <xref href="TinyLife.Objects.FenceType.Colors" data-throw-if-not-resolved="false"></xref>.
content.vb: Public Overridable Sub Draw(time As GameTime, batch As SpriteBatch, map As Map, pos1 As Point, pos2 As Point, floor As Integer, drawPos As Vector2, vertical As Boolean, scale As Single, hasPoleNeg As Boolean, hasPolePos As Boolean, colors As Integer(), cameraRotation As Direction2, overrideColor As Color? = Nothing)
overload: TinyLife.Objects.FenceType.Draw*
nameWithType.vb: FenceType.Draw(GameTime, SpriteBatch, Map, Point, Point, Integer, Vector2, Boolean, Single, Boolean, Boolean, Integer(), Direction2, Color?)
fullName.vb: TinyLife.Objects.FenceType.Draw(Microsoft.Xna.Framework.GameTime, Microsoft.Xna.Framework.Graphics.SpriteBatch, TinyLife.World.Map, Microsoft.Xna.Framework.Point, Microsoft.Xna.Framework.Point, Integer, Microsoft.Xna.Framework.Vector2, Boolean, Single, Boolean, Boolean, Integer(), MLEM.Misc.Direction2, Microsoft.Xna.Framework.Color?)
name.vb: Draw(GameTime, SpriteBatch, Map, Point, Point, Integer, Vector2, Boolean, Single, Boolean, Boolean, Integer(), Direction2, Color?)
- uid: TinyLife.Objects.FenceType.DrawUi(MLEM.Ui.Elements.Element,Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.GameTime,TinyLife.World.Map,System.Int32[],System.Single)
commentId: M:TinyLife.Objects.FenceType.DrawUi(MLEM.Ui.Elements.Element,Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.GameTime,TinyLife.World.Map,System.Int32[],System.Single)
id: DrawUi(MLEM.Ui.Elements.Element,Microsoft.Xna.Framework.Graphics.SpriteBatch,Microsoft.Xna.Framework.GameTime,TinyLife.World.Map,System.Int32[],System.Single)
parent: TinyLife.Objects.FenceType
langs:
- csharp
- vb
name: DrawUi(Element, SpriteBatch, GameTime, Map, int[], float)
nameWithType: FenceType.DrawUi(Element, SpriteBatch, GameTime, Map, int[], float)
fullName: TinyLife.Objects.FenceType.DrawUi(MLEM.Ui.Elements.Element, Microsoft.Xna.Framework.Graphics.SpriteBatch, Microsoft.Xna.Framework.GameTime, TinyLife.World.Map, int[], float)
type: Method
source:
remote:
path: TinyLife/Objects/FenceWall.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: DrawUi
path: ../TinyLife/Objects/FenceWall.cs
startLine: 261
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Draws this fence in UI space, based on the position and size of the given <xref href="MLEM.Ui.Elements.Element" data-throw-if-not-resolved="false"></xref>.
example: []
syntax:
content: public virtual void DrawUi(Element e, SpriteBatch batch, GameTime time, Map map, int[] colors, float drawScale)
parameters:
- id: e
type: MLEM.Ui.Elements.Element
description: The element to base position and size on.
- id: batch
type: Microsoft.Xna.Framework.Graphics.SpriteBatch
description: The sprite batch to use for drawing.
- id: time
type: Microsoft.Xna.Framework.GameTime
description: The game time.
- id: map
type: TinyLife.World.Map
description: The map.
- id: colors
type: System.Int32[]
description: The color indices in this fence type's <xref href="TinyLife.Objects.FenceType.Colors" data-throw-if-not-resolved="false"></xref> to draw with.
- id: drawScale
type: System.Single
description: The scale to draw with.
content.vb: Public Overridable Sub DrawUi(e As Element, batch As SpriteBatch, time As GameTime, map As Map, colors As Integer(), drawScale As Single)
overload: TinyLife.Objects.FenceType.DrawUi*
nameWithType.vb: FenceType.DrawUi(Element, SpriteBatch, GameTime, Map, Integer(), Single)
fullName.vb: TinyLife.Objects.FenceType.DrawUi(MLEM.Ui.Elements.Element, Microsoft.Xna.Framework.Graphics.SpriteBatch, Microsoft.Xna.Framework.GameTime, TinyLife.World.Map, Integer(), Single)
name.vb: DrawUi(Element, SpriteBatch, GameTime, Map, Integer(), Single)
- uid: TinyLife.Objects.FenceType.Register(TinyLife.Objects.FenceType)
commentId: M:TinyLife.Objects.FenceType.Register(TinyLife.Objects.FenceType)
id: Register(TinyLife.Objects.FenceType)
parent: TinyLife.Objects.FenceType
langs:
- csharp
- vb
name: Register(FenceType)
nameWithType: FenceType.Register(FenceType)
fullName: TinyLife.Objects.FenceType.Register(TinyLife.Objects.FenceType)
type: Method
source:
remote:
path: TinyLife/Objects/FenceWall.cs
branch: main
repo: https://git.ellpeck.de/Ellpeck/TinyLife
id: Register
path: ../TinyLife/Objects/FenceWall.cs
startLine: 273
assemblies:
- Tiny Life
namespace: TinyLife.Objects
summary: Registers the given fence type into the <xref href="TinyLife.Objects.FenceType.Types" data-throw-if-not-resolved="false"></xref> registry and returns it.
example: []
syntax:
content: public static FenceType Register(FenceType type)
parameters:
- id: type
type: TinyLife.Objects.FenceType
description: The fence type to register.
return:
type: TinyLife.Objects.FenceType
description: The registered fence type <code class="paramref">type</code>.
content.vb: Public Shared Function Register(type As FenceType) As FenceType
overload: TinyLife.Objects.FenceType.Register*
references:
- uid: TinyLife.Objects.FenceWall
commentId: T:TinyLife.Objects.FenceWall
href: TinyLife.Objects.FenceWall.html
name: FenceWall
nameWithType: FenceWall
fullName: TinyLife.Objects.FenceWall
- uid: TinyLife.Objects.FenceType.Register(TinyLife.Objects.FenceType)
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