Class Plant
public class Plant : Furniture, IGenericDataHolder, IUpdatingObject
- Inheritance
-
JsonTypeSafeGenericDataHolderPlant
- Implements
-
IGenericDataHolder
- Inherited Members
-
Furniture.OnRandomQuality(PersonLike, ActionInfo, bool, SkillType, bool, Dictionary<Quality, float>)JsonTypeSafeGenericDataHolder.GetDataKeys()
- Extension Methods
Constructors
Plant(Guid, FurnitureType, int[], Map, Vector2, float)
public Plant(Guid id, FurnitureType type, int[] colors, Map map, Vector2 pos, float floor)
Parameters
idGuidtypeFurnitureTypecolorsint[]mapMapposVector2floorfloat
Fields
PlantType
[DataMember]
public PlantType PlantType
Field Value
RemainingNourishedTime
[DataMember]
public TimeSpan RemainingNourishedTime
Field Value
RemainingTimeInStage
[DataMember]
public TimeSpan RemainingTimeInStage
Field Value
RemainingWateredTime
[DataMember]
public TimeSpan RemainingWateredTime
Field Value
Stage
[DataMember]
public Plant.GrowthStage Stage
Field Value
TimesHarvested
[DataMember]
public int TimesHarvested
Field Value
TotalUnwateredTime
[DataMember]
public TimeSpan TotalUnwateredTime
Field Value
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
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.
GetDebugLines(GameImpl, List<string>)
Returns the debug lines that should be displayed in Debug when hovering over this object. By default, OnGetDebugLines is invoked, and the id and position of this object are appended to the list of lines.
public override void GetDebugLines(GameImpl game, List<string> lines)
Parameters
GetDescription(List<string>, bool)
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)
Parameters
descriptionList<string>The description to add to.
forHoverInfoboolWhether this method is being called by GetHoverInfo(Tooltip) (or by build mode).
GetHarvestQuality(PersonLike)
public Quality GetHarvestQuality(PersonLike person)
Parameters
personPersonLike
Returns
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 virtual void Update(GameTime time, TimeSpan passedInGame, float speedMultiplier)
Parameters
timeGameTimeThe game's time
passedInGameTimeSpanThe amount of time that has passed since the last call
speedMultiplierfloatThe game speed multiplier, which represents how fast things should happen, which is usually determined by Speed
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