Class NeedType
Inheritance
System.Object
NeedType
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetHashCode()
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
System.Object.ToString()
Assembly: Tiny Life.dll
Syntax
[JsonConverter(typeof(NeedType.Converter))]
public class NeedType : IEmotionSource
Constructors
NeedType(String, Func<Person, Single>, Func<Person, ActionType>, Func<Person, TimeSpan>, Single, Single)
Instantiates a new need type with the given settings
Declaration
public NeedType(string name, Func<Person, float> passiveReduction, Func<Person, ActionType> needLowAction = null, Func<Person, TimeSpan> needLowTime = null, float solveImportance = 0F, float solvePercentage = 0.5F)
Parameters
Type |
Name |
Description |
System.String |
name |
The name of this need
|
System.Func<Person, System.Single> |
passiveReduction |
The amount that this need instance's Value is reduced by automatically every update frame
|
System.Func<Person, ActionType> |
needLowAction |
The action that is executed when this need's value is very low
|
System.Func<Person, System.TimeSpan> |
needLowTime |
The amount of in-game time until needLowAction is enqueued
|
System.Single |
solveImportance |
The priority for solving this need over other needs, where higher numbers are more urgent
|
System.Single |
solvePercentage |
|
Fields
Energy
Declaration
public static readonly NeedType Energy
Field Value
Entertainment
Declaration
public static readonly NeedType Entertainment
Field Value
Hunger
Declaration
public static readonly NeedType Hunger
Field Value
Hygiene
Declaration
public static readonly NeedType Hygiene
Field Value
Name
The name of this need.
Used for Localization purposes and saving to disk.
Declaration
public readonly string Name
Field Value
Type |
Description |
System.String |
|
NeedLowAction
The ActionType that is constructed and executed when this need type's Value is very low
Declaration
public readonly Func<Person, ActionType> NeedLowAction
Field Value
NeedLowTime
The amount of in-game time that needs to pass until NeedLowAction is constructed and enqueued
Declaration
public readonly Func<Person, TimeSpan> NeedLowTime
Field Value
Type |
Description |
System.Func<Person, System.TimeSpan> |
|
PassiveReduction
The amount that a need instance's Value is reduced by automatically every update frame
Declaration
public readonly Func<Person, float> PassiveReduction
Field Value
Type |
Description |
System.Func<Person, System.Single> |
|
Social
Declaration
public static readonly NeedType Social
Field Value
SolveImportance
The priority for solving this need over other needs, where higher numbers represent a more urgent need.
This value defaults to 0, meaning it has no special importance.
Declaration
public readonly float SolveImportance
Field Value
Type |
Description |
System.Single |
|
SolvePercentage
Declaration
public readonly float SolvePercentage
Field Value
Type |
Description |
System.Single |
|
Toilet
Declaration
public static readonly NeedType Toilet
Field Value
Types
A list of all of the need types that are currently registered.
Register custom need types using Register(NeedType).
Declaration
public static readonly ReadOnlyCollection<NeedType> Types
Field Value
Type |
Description |
System.Collections.ObjectModel.ReadOnlyCollection<NeedType> |
|
Properties
SourceString
A (localized) string that is displayed when hovering over an EmotionModifier that has this source
Declaration
public string SourceString { get; }
Property Value
Type |
Description |
System.String |
|
Methods
Register(NeedType)
Declaration
public static NeedType Register(NeedType type)
Parameters
Type |
Name |
Description |
NeedType |
type |
The need type to register
|
Returns
Type |
Description |
NeedType |
The need typep passed, for chaining
|
Implements
Extension Methods