CornerFurniture - Ellpeck/TinyLifeExampleMod Wiki

Tiny Life


CornerFurniture Class

A corner furniture is a piece of furniture that has an additional set of corner textures that it can display in various conditions.
The default CornerFurniture class can be used for things like hedges, which only have a single vertical and horizontal rotation each.
For objects like counters which have four distinct rotations, the subclass Counter can be used.
For objects with custom connection logic, you can override ShouldConnectTo(Furniture) and GetCornerStatus(Dictionary<Direction2,Direction2>).

public class CornerFurniture : TinyLife.Objects.Furniture

Inheritance System.Object 🡒 MLEM.Misc.GenericDataHolder 🡒 MapObject 🡒 Furniture 🡒 CornerFurniture



CornerFurniture.CornerFurniture(Guid, FurnitureType, int[], Map, Vector2) Constructor

Creates a new furniture instance.
By default, this is done using Construct(int[], Map, Vector2, Nullable<Guid>).

public CornerFurniture(System.Guid id, TinyLife.Objects.FurnitureType type, int[] colors, TinyLife.World.Map map, Microsoft.Xna.Framework.Vector2 pos);


id System.Guid
The id to apply to the created furniture instance

type FurnitureType
The type to create an instance of

colors System.Int32[]
The colors to apply to the furniture

map Map
The map to create the furniture on

pos Microsoft.Xna.Framework.Vector2
The position that the furniture should have


CornerFurniture.Draw(GameTime, SpriteBatch, Vector2, Vector2, Nullable<Color>, Direction2, int[], float, bool, Furniture, AbstractSpot, float, bool) Method

Draws this furniture in the world with the given settings.
This is a more generalized version of Draw(GameTime, SpriteBatch, Vector2, Nullable<Color>)

public override void Draw(Microsoft.Xna.Framework.GameTime time, Microsoft.Xna.Framework.Graphics.SpriteBatch batch, Microsoft.Xna.Framework.Vector2 pos, Microsoft.Xna.Framework.Vector2 drawPos, System.Nullable<Microsoft.Xna.Framework.Color> overrideColor, MLEM.Misc.Direction2 rotation, int[] colors, float drawScale, bool pivot, TinyLife.Objects.Furniture parent, TinyLife.Objects.AbstractSpot parentSpot, float depthOffset, bool held);


time Microsoft.Xna.Framework.GameTime
The game time

batch Microsoft.Xna.Framework.Graphics.SpriteBatch
The sprite batch to draw with

pos Microsoft.Xna.Framework.Vector2
The position, in world space, that the furniture is at

drawPos Microsoft.Xna.Framework.Vector2
The position, in draw space, to draw the furniture at

overrideColor System.Nullable<Microsoft.Xna.Framework.Color>
An optional color to override the default colors of the furniture

rotation MLEM.Misc.Direction2
The rotation of the furniture

colors System.Int32[]
The colors to draw the furniture with

drawScale System.Single
The scale to draw the furniture with

pivot System.Boolean
Whether or not to move the furniture by its texture's pivot point

parent Furniture
The object that this furniture is latched on to, or null if there is none

parentSpot AbstractSpot
The object spot that this furntiture is in, or null if there is none

depthOffset System.Single
A value that is added onto the calculated depth of the object

held System.Boolean
Whether or not this item is currently being held by a Person

CornerFurniture.GetCornerStatus(Dictionary<Direction2,Direction2>) Method

A method that is used to determine the corner status that this furniture should have, based on the given neighborRotations.
The neighbor rotations are previously gathered based on the information returned for each neighbor in ShouldConnectTo(Furniture).

protected virtual MLEM.Misc.Direction2 GetCornerStatus(System.Collections.Generic.Dictionary<MLEM.Misc.Direction2,MLEM.Misc.Direction2> neighborRotations);


neighborRotations System.Collections.Generic.Dictionary<MLEM.Misc.Direction2,MLEM.Misc.Direction2>
The rotations of each neighbor, where the keys are the direction that the neighbor is in, and the values are the neighbor's Rotation


The direction of the texture that should be used for this corner, or MLEM.Misc.Direction2 for no connection

CornerFurniture.OnNeighborChanged(Furniture) Method

This method gets called when any neighboring furniture changes. The neighboring furniture is passed.
By default, this method does nothing, so calling base is not necessary.

protected override void OnNeighborChanged(TinyLife.Objects.Furniture neighbor);


neighbor Furniture
The neighbor furniture that changed

CornerFurniture.ShouldConnectTo(Furniture) Method

A method that determines whether this corner furniture should connect to the given neighboring furniture.
If this method returns true, the neighbor's rotation is passed to GetCornerStatus(Dictionary<Direction2,Direction2>).

protected virtual bool ShouldConnectTo(TinyLife.Objects.Furniture neighbor);


neighbor Furniture
The neighbor to connect to


Whether this object should connect to the neighbor furniture

CornerFurniture.Validate() Method

This method is called when this object is loaded from disk.
Returning false on this method causes the object to be removed from the map.
By default, this method invokes OnValidated and OnEventsAttachable.

public override bool Validate();


false if the object is not valid, true otherwise