Table of Contents

Class StoreAction

Namespace
TinyLife.Actions
Assembly
Tiny Life.dll

The Store action can be invoked by a Person, causing them to walk to the object, pick it up and then store it into their Household's FurnitureStorage. To add new items that have this ability, you can add them to the Items collection.

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

Fields

Items

The items that can be stored using the Store action. Items added to this collection need no other properties or requirements, and will simply be stored when this action is invoked.

public static readonly Dictionary<FurnitureType, ActionType.CanExecuteDelegate> Items

Field Value

Dictionary<FurnitureType, ActionType.CanExecuteDelegate>

Methods

AndThenInitialize()

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

protected override void AndThenInitialize()

AndThenIsCompleted()

MultiAction version of IsCompleted(). This method returns whether or not the main action is completed.

protected override CompletionType AndThenIsCompleted()

Returns

CompletionType

Whether the main action is completed

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

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