OverlayWallHanging - Ellpeck/TinyLifeExampleMod Wiki

Tiny Life

TinyLife.Objects

OverlayWallHanging Class

A class for a wall-hung object like TinyLife.Objects.FurnitureType.LgbtFlags and TinyLife.Objects.FurnitureType.WorkoutPosters.
Objects that use this class have a default "border" texture that requires all rotations to be present as usual, and an overlay texture that automatically gets rotated and mirrored.
To set a default border texture that is different from the overlay, TextureName should be set explicitly.

public class OverlayWallHanging : TinyLife.Objects.Furniture

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

Constructors

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

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

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

Parameters

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

Methods

OverlayWallHanging.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);

Parameters

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