TinyLife_World - Ellpeck/TinyLifeExampleMod Wiki

Tiny Life

TinyLife.World Namespace

Classes
BillsMail A Mail type that represents bills for a Household to pay
Door An opening is some sort of extrusion in a Wall, like a window or a door.Openings are created from their underlying OpeningType.
ExportedHousehold This class represents an exported version of a Household, storing all of the Map-independent data.
ExportedLot An exported lot is all of the relevant data of a Lot that should be exported to a file when clicking the "Export" button in the build menu.To create an exported lot from a lot, use Export().
Household A household is a set of Person instances that live together on the same Lot
Lot A lot is a designated area in the world (created using the LotTool).In the way it works, it acts similarly to a small Map, allowing the retrieval of various object types only in its designated area.A lot has a LotType, which determines what things can be done on the lot.
LotEmployment A lot employment is a job that a Person executes somewhat perpetually. A person with a LotEmployment does not live on a Lot or in a Household, but instead either works at their lot employment or "leaves the city" through an TinyLife.Actions.BeAwayFromLotEmploymentAction.Lot employments can be added to lots using Employments or to a map using MapWideEmployments.
LotEmployment.Instance An instance of a LotEmployment.This is used by LotEmployment to store additional info about their employment.
LotType A lot type is data for a Lot that determines the required furniture on the lot as well as whether the lot is residential or not.Additionally, custom lot types can define different reasons and interactions for Person objects to visit lots of the type.
Mail A class used for sending and receiving mail.To add new mail to be sent to a Household, use SendMail(Mail).
Map A map holds all of the data about a city, like its tiles, its objects and its roads.A map is split into MapSection objects which allows faster retrieval of objects in an area.
MapSection A map section is a small area in a TinyLife.World.MapSection.Map that actually contains the area's objects.A map section is always SizexSize tiles large.
Opening An opening is some sort of extrusion in a Wall, like a window or a door.Openings are created from their underlying OpeningType.
OpeningType An opening is some sort of extrusion in a Wall, like a window or a door.An opening type stores data that can be used to construct a Opening instance.
Roof A roof is an object on a Map that is on a higher level and cannot be interacted with by people
RoofType A roof type stores settings and configurations for Roof instances.To register a new roof type, use Register(RoofType).
Room A room is an area on a Map that is surrounded by Wall objects
SwingingDoor An opening is some sort of extrusion in a Wall, like a window or a door.Openings are created from their underlying OpeningType.
Tile A tile is an object on a Map that represents the covering of the ground (or the ground itself)
Wall A wall is an element of a Map that stops traversal and that has a Wallpaper and optionally an Opening attached to it.
Wallpaper A wallpaper is a single-instanced object that can be attached to a Wall, which makes the wall render a different texture.To register custom wallpapers, use Register(string, int, UniformTextureAtlas, Point, TextureRegion, ColorScheme[]). Note that registered wallpapers need to use a texture generated by ApplyWallpaperMasks(Texture2D, int, int, Action<UniformTextureAtlas>).
Interfaces
IPricedObject A priced object is an object that has a floating point price value attached to it.In the world of Tiny Life, prices are written as "tiny bucks", but they don't necessarily resemble the prices of the American dollar.
Enums
LockType A flags enumeration that determines which groups of people a SwingingDoor is locked for.Use IsLockedFor(LockType, Person, Lot) to determine whether a combined lock type flag is locked for a given person.
RoofStyle A style for a RoofType to have.If Draw(GameTime, SpriteBatch, Map, Rectangle, Direction2, int, Wallpaper, float) has custom behavior for a custom roof type, Custom should be used.
WallMode This enumeration defines the possible rendering types for Wallpaper.By default, Full is rendered, but an Opening can change the type to allow for windows, doors etc.
Delegates
DrawDelegate(GameTime, SpriteBatch, Vector2, Nullable<Color>) A delegate used by events that are invoked when something is drawn.This event has no EventPhase attached to it, since drawing is done in a sorted fashion anyway.
UpdateDelegate(GameTime, TimeSpan, GameSpeed, EventPhase) A delegate used by events that are invoked when something is updated