Table of Contents

Class Fridge

Namespace
TinyLife.Objects
Assembly
Tiny Life.dll

A fridge is a Furniture that can contain a set of Items that a Person can interact with. For any Items that are food, their ExpirationTime is increased while in a fridge.

public class Fridge : Furniture, IGenericDataHolder, IUpdatingObject
Inheritance
JsonTypeSafeGenericDataHolder
Fridge
Implements
IGenericDataHolder
Inherited Members
JsonTypeSafeGenericDataHolder.GetDataKeys()
Extension Methods

Constructors

Fridge(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 Fridge(Guid id, FurnitureType type, int[] colors, Map map, Vector2 pos, float floor)

Parameters

id Guid

The id to apply to the created furniture instance

type FurnitureType

The type to create an instance of

colors int[]

The colors to apply to the furniture

map Map

The map to create the furniture on

pos Vector2

The position that the furniture should have

floor float

The floor that this object is on.

Fields

Items

The items that this fridge contains. To add or remove items to or from this fridge, simply modify this collection.

[DataMember]
public readonly HashSet<Furniture> Items

Field Value

HashSet<Furniture>

Properties

CurrentMode

A property that returns the current IUpdatingObject.UpdateMode for this updating object. This property defaults to returning MajorIfActive. When moving updating objects between update modes (ie changing the return value), objects are moved automatically after the respective update is invoked. This means that update mode changes don't occur immediately. See the documentation for each IUpdatingObject.UpdateMode for more information.

public IUpdatingObject.UpdateMode CurrentMode { get; }

Property Value

IUpdatingObject.UpdateMode

Methods

Update(GameTime, TimeSpan, float)

The update method, which is called every update frame by the underlying Map, as well as additional places like the FurnitureStorage. Because of this, some actions might only want to be invoked if an object IsInWorld. To call this method while invoking all required events, use DoUpdate(GameTime, TimeSpan, float).

public void Update(GameTime time, TimeSpan passedInGame, float speedMultiplier)

Parameters

time GameTime

The game's time

passedInGame TimeSpan

The amount of time that has passed since the last call

speedMultiplier float

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

Validate()

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()

Returns

bool

false if the object is not valid, true otherwise