Table of Contents

Class CleanEverythingAction

Namespace
TinyLife.Actions
Assembly
Tiny Life.dll

An action is something that a Person does. An action is always derived from an underlying ActionType that contains various action settings. Actions can be queued up for a person (ActionQueue) or currently active (CurrentActions). To create a more complex action, it is best to extend MultiAction. You can find a multitude of action-related events in Person, like OnActionsCompleted.

public class CleanEverythingAction : Action, IGenericDataHolder
Inheritance
JsonTypeSafeGenericDataHolder
CleanEverythingAction
Implements
IGenericDataHolder
Inherited Members
JsonTypeSafeGenericDataHolder.GetDataKeys()
Extension Methods

Constructors

CleanEverythingAction(ActionType, ActionInfo)

Creates a new action with the given action information.

public CleanEverythingAction(ActionType type, ActionInfo info)

Parameters

type ActionType

The type for this action.

info ActionInfo

The information for this action.

Fields

CleaningActions

A set of actions that should be executed by this action when cleaning everything. This set can have an arbitrary amount of custom actions added to it that will automatically be queried and executed when someone cleans everything. This set of actions is also used for various lot employments, including the ones for the Cafe and Bar lot types.

public static readonly List<Func<ActionType>> CleaningActions

Field Value

List<Func<ActionType>>

Methods

IsCompleted()

This method is called every update frame by a Person if this action is currently active to check if it should be stopped. If this returns a result other than Completed, OnCompleted(CompletionType) will be called and the action is stopped. By default, only ForceResult modifies the completion type, otherwise Active is returned.

public override CompletionType IsCompleted()

Returns

CompletionType

The current completion type of this action

OnCompleted(CompletionType)

This method is called when this action IsCompleted(), or if it is canceled from an outside source. Note that, if this method is called as a result of IsCompleted(), the CompletionType passed will be the same. By default, only OnActionCompleted(Action, CompletionType, bool) is called.

public override void OnCompleted(CompletionType type)

Parameters

type CompletionType

The type that this action completed with

Update(GameTime, TimeSpan, float)

This method is called every update frame if this action is currently active. By default, only the ElapsedTime is modified in this method and ActionUpdate(Action, GameTime, TimeSpan, float, bool) is called.

public override void Update(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

Validate(Person)

Validates this action's data. This is called when a map is loaded from disk. When returning false on this method, the action is removed from the Person.

public override bool Validate(Person person)

Parameters

person Person

The person that this action belongs to

Returns

bool

Whether or not the action is still valid (or if it has invalid data)