Class Fence
A fence is a furniture used by things like CountryFence that auto-connects similarly to CornerFurniture, but by actually adding additional connection textures onto the regular object textures
[Obsolete("Use the new FenceWall system instead")]
public class Fence : Furniture, IGenericDataHolder
- Inheritance
-
JsonTypeSafeGenericDataHolderFence
- Implements
-
IGenericDataHolder
- Inherited Members
-
JsonTypeSafeGenericDataHolder.GetDataKeys()
- Extension Methods
Constructors
Fence(Guid, FurnitureType, int[], Map, Vector2, float)
Creates a new furniture instance. By default, this is done using Construct<T>(int[], Map, Vector2, float, Guid?).
public Fence(Guid id, FurnitureType type, int[] colors, Map map, Vector2 pos, float floor)
Parameters
idGuidThe id to apply to the created furniture instance
typeFurnitureTypeThe type to create an instance of
colorsint[]The colors to apply to the furniture
mapMapThe map to create the furniture on
posVector2The position that the furniture should have
floorfloatThe floor that this object is on.
Methods
Draw(GameTime, object, Vector2, float, Vector2, Color?, Direction2, int[], float, bool, ParentInfo, float, List<Item>)
Draws this furniture in the world with the given settings. When overriding this method, furniture objects should use DrawColumns(Map, Vector2, float, object, Vector2, TextureRegion, Color, Vector2, Point, List<Item>, bool, ParentInfo, float, SpriteEffects, bool) for drawing their textures or alternatively manually calculate the depth to draw with using GetDepth(Vector2, float, float, bool, bool, bool). This is a more generalized version of Draw(GameTime, object, Vector2, Color?, List<Item>).
public override void Draw(GameTime time, object batch, Vector2 pos, float floor, Vector2 drawPos, Color? overrideColor, Direction2 rotation, int[] colors, float drawScale, bool pivot, ParentInfo parent, float depthOffset, List<StaticSpriteBatch.Item> items)
Parameters
timeGameTimeThe game time
batchobjectThe sprite batch to draw with, which is either a Microsoft.Xna.Framework.Graphics.SpriteBatch or MLEM.Graphics.StaticSpriteBatch.
posVector2The position, in world space, that the furniture is at
floorfloatThe floor to draw at.
drawPosVector2The position, in draw space, to draw the furniture at
overrideColorColor?An optional color to override the default colors of the furniture
rotationDirection2The rotation that the furniture should be drawn with.
colorsint[]The colors to draw the furniture with
drawScalefloatThe scale to draw the furniture with
pivotboolWhether or not to move the furniture by its texture's pivot point
parentParentInfoThe object that this furniture is latched on to, or null if there is none
depthOffsetfloatA value that is added onto the calculated depth of the object
itemsList<StaticSpriteBatch.Item>A list of sprite batch items that items should be added to if the
batchis a MLEM.Graphics.StaticSpriteBatch.
OnNeighborChanged(Furniture)
This method gets called when any neighboring furniture changes in NotifyNeighbors(). The neighboring furniture is passed. By default, this method does nothing, so calling base is not necessary.
protected override void OnNeighborChanged(Furniture neighbor)
Parameters
neighborFurnitureThe neighbor furniture that changed
ShouldConnectTo(Furniture)
This method returns whether this furniture instance should connect to the neighbor furniture.
By default, this is only true if the FurnitureType is the same.
protected virtual bool ShouldConnectTo(Furniture neighbor)
Parameters
neighborFurnitureThe neighbor furniture
Returns
- bool
Whether they should connect
Validate(AppliedMigrations)
This method is called when this object is loaded from disk. Returning false on this method causes the object to be removed from the map. By default, this method invokes OnValidated and OnEventsAttachable.
public override bool Validate(AppliedMigrations appliedMigrations)
Parameters
appliedMigrationsAppliedMigrations
Returns
- bool
false if the object is not valid, true otherwise