NeedType - Ellpeck/TinyLifeExampleMod Wiki
public class NeedType
Inheritance System.Object 🡒 NeedType
NeedType.NeedType(string, Func<Person,float>, Func<Person,ActionType>, Func<Person,TimeSpan>, float) Constructor
Instantiates a new need type with the given settings
public NeedType(string name, System.Func<TinyLife.Objects.Person,float> passiveReduction, System.Func<TinyLife.Objects.Person,TinyLife.Actions.ActionType> needLowAction=null, System.Func<TinyLife.Objects.Person,System.TimeSpan> needLowTime=null, float solveImportance=0f);
The name of this need
The priority for solving this need over other needs, where higher numbers are more urgent
The name of this need.
Used for Localization purposes and saving to disk.
public readonly string Name;
public readonly Func<Person,ActionType> NeedLowAction;
The amount of in-game time that needs to pass until NeedLowAction is constructed and enqueued
public readonly Func<Person,TimeSpan> NeedLowTime;
The amount that a need instance's Value is reduced by automatically every update frame
public readonly Func<Person,float> PassiveReduction;
The priority for solving this need over other needs, where higher numbers represent a more urgent need.
This value defaults to 0, meaning it has no special importance.
public readonly float SolveImportance;
A list of all of the need types that are currently registered.
Register custom need types using Register(NeedType).
public static readonly IList<NeedType> Types;
public static TinyLife.NeedType Register(TinyLife.NeedType type);
The need type to register
The need typep passed, for chaining