public class Painting : Furniture, IGenericDataHolder
- Inherited Members
MapObject.DrawColumns(Map, Vector2, float, object, Vector2, TextureRegion, Color, float, Point, List<StaticSpriteBatch.Item>, bool, ParentInfo, float, SpriteEffects, bool)JsonTypeSafeGenericDataHolder.GetDataKeys()
- Extension Methods
Painting(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 Painting(Guid id, FurnitureType type, int colors, Map map, Vector2 pos, float floor)
The id to apply to the created furniture instance
The type to create an instance of
The colors to apply to the furniture
The map to create the furniture on
The position that the furniture should have
The floor that this object is on.
[DataMember] public bool EmitsCreativeEmotion
The type of painting that this object displays
[DataMember] public PaintingType PaintingType
The progress that has been done on this painting by the Creator so far. This value defaults to 1, which is 100%.
[DataMember] public float Progress
CanExecuteAction(ActionType, ActionInfo, bool, bool)
Returns whether the given
action can be executed at this map object.
By default, this method returns Valid for all actions, but Furniture additionally returns custom results based on whether the furniture is Broken or based on AreUtilitiesDisabled.
public override CanExecuteResult CanExecuteAction(ActionType action, ActionInfo info, bool automatic, bool isAuxiliary)
The action that is querying whether it can be executed.
The action info.
Whether the action was started automatically.
Whether this object is auxiliary (or the main action object).
Whether this object allows the action to be executed at it.
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. 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)
The game time
The sprite batch to draw with, which is either a Microsoft.Xna.Framework.Graphics.SpriteBatch or MLEM.Graphics.StaticSpriteBatch.
The position, in world space, that the furniture is at
The floor to draw at.
The position, in draw space, to draw the furniture at
An optional color to override the default colors of the furniture
The rotation of the furniture
The colors to draw the furniture with
The scale to draw the furniture with
Whether or not to move the furniture by its texture's pivot point
The object that this furniture is latched on to, or null if there is none
A value that is added onto the calculated depth of the object
A list of sprite batch items that items should be added to if the
batchis a MLEM.Graphics.StaticSpriteBatch.
This method allows adding a set of strings to the
description list that get displayed when the object is hovered over in the build mode or household storage UIs.
By default, this method adds various strings related to the ElectricityRating, Quality, Creator, and also invokes the OnGetDescription event.
public override void GetDescription(List<string> description, bool forHoverInfo)
The description to add to.
Whether this method is being called by GetHoverInfo(Tooltip) (or by build mode).
public override float GetPrice()
This furniture item's price.
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()
false if the object is not valid, true otherwise