Table of Contents

Class BehaviorAction

Namespace
TinyLife.Actions
Assembly
Tiny Life.dll

A behavior-based action is an Action that invokes an underlying ActionBehavior in the appropriate places. This type of action can be useful for when an action uses a basic behavior, but does a more complex additional action. See BehaviorAction<T> for a generic version with some additional functionality.

public abstract class BehaviorAction : MultiAction, IGenericDataHolder
Inheritance
JsonTypeSafeGenericDataHolder
BehaviorAction
Implements
IGenericDataHolder
Derived
Inherited Members
JsonTypeSafeGenericDataHolder.GetDataKeys()
Extension Methods

Constructors

BehaviorAction(ActionInfo, Type)

protected BehaviorAction(ActionInfo info, Type behaviorType)

Parameters

info ActionInfo
behaviorType Type

BehaviorAction(ActionType, ActionInfo, Type)

protected BehaviorAction(ActionType type, ActionInfo info, Type behaviorType)

Parameters

type ActionType
info ActionInfo
behaviorType Type

Properties

Behavior

The underlying ActionBehavior that this action uses and invokes

public ActionBehavior Behavior { get; protected set; }

Property Value

ActionBehavior

FullyInProgress

Returns whether this action is currently "properly" in progress. This is used by MultiAction and SocialAction and returns true only once the first actions are completed or the conversation has started, respectively. By default, this property is true if InProgressTime is greater than Zero.

public override bool FullyInProgress { get; }

Property Value

bool

Whether this action is fully in progress

Methods

AndThenInitialize()

Initializes the main action. This method is called after Handler has all completed.

protected override void AndThenInitialize()

AndThenOnCompleted(CompletionType)

MultiAction version of OnCompleted(CompletionType). This method gets called when the main action completes.

protected override void AndThenOnCompleted(CompletionType type)

Parameters

type CompletionType

The completion of the main action

AndThenUpdate(GameTime, TimeSpan, float)

MultiAction version of Update(GameTime, TimeSpan, float). This method is called every update frame while the main action is active. By default, only MainElapsedTime is increased.

protected override void AndThenUpdate(GameTime time, TimeSpan passedInGame, float speedMultiplier)

Parameters

time GameTime

The current game time

passedInGame TimeSpan

The amount of time that has passed, in game time

speedMultiplier float

The game speed multiplier, which represents how fast things should happen, which is usually determined by Speed

CanMultitask(Action)

Return true on this method if this action can be multi-tasked along with the passed Action. To actually check this property, CanMultitask(Action, Action) should be used as it compares both objects. A multi-tasking is an action that is currently active along with another action. By default, multi-tasking is disallowed for any action.

public override bool CanMultitask(Action other)

Parameters

other Action

The action to multi-task with

Returns

bool

Whether this action can be multi-tasked

CreateFirstActions()

Return a set of actions that should be executed before this action. Even if the yield statement is used, all actions will be collected into a list at the start of this action's invocation. If no action gets returned in this function, this action fails. If the returned set only contains null items, no first actions will be executed.

protected override IEnumerable<Action> CreateFirstActions()

Returns

IEnumerable<Action>

A set of actions that should run before this action

CreateLastActions()

Return a set of actions that should be executed after this action. Even if the yield statement is used, all actions will be collected into a list after the main action is finished. If no action gets returned in this function, this action fails. If the returned set only contains null items, no last actions will be executed, which is also this method's default behavior.

protected override IEnumerable<Action> CreateLastActions()

Returns

IEnumerable<Action>

A set of actions that should run after this action

GetIconObject()

Returns the map object that is displayed in the action queue in the top left of the screen. Note that this value is ignored if this action's type has a Texture. By default, the GetActionObject<T>(bool) is returned.

public override MapObject GetIconObject()

Returns

MapObject

The icon object

GetNextAction(CompletionType)

Returns an action that should be queued up immediately after this action completes. The queued up action is immediately started in the slot that this action occupied. Can be null, and is null by default.

public override Action GetNextAction(CompletionType completion)

Parameters

completion CompletionType

The type that this action completed with

Returns

Action

The follow-up action