Table of Contents

Class UnfinishedWoodwork

Namespace
TinyLife.Objects
Assembly
Tiny Life.dll

An unfinished woodwork is the item that is placed and worked on when using a WoodworkingTable

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

Constructors

UnfinishedWoodwork(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 UnfinishedWoodwork(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

Recipe

The WoodworkingRecipe that is currently being worked on

[DataMember]
public WoodworkingRecipe Recipe

Field Value

WoodworkingRecipe

SelectedColors

The indices of the colors for the Output that have been selected by the player

[DataMember]
public int[] SelectedColors

Field Value

int[]

TimeWorked

The amount of in-game time that this woodwork has already been worked on. If this value reaches or exceeds CraftingTime, the woodwork will be complete.

[DataMember]
public TimeSpan TimeWorked

Field Value

TimeSpan

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. 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

time GameTime

The game time

batch object

The sprite batch to draw with, which is either a Microsoft.Xna.Framework.Graphics.SpriteBatch or MLEM.Graphics.StaticSpriteBatch.

pos Vector2

The position, in world space, that the furniture is at

floor float

The floor to draw at.

drawPos Vector2

The position, in draw space, to draw the furniture at

overrideColor Color?

An optional color to override the default colors of the furniture

rotation Direction2

The rotation that the furniture should be drawn with.

colors int[]

The colors to draw the furniture with

drawScale float

The scale to draw the furniture with

pivot bool

Whether or not to move the furniture by its texture's pivot point

parent ParentInfo

The object that this furniture is latched on to, or null if there is none

depthOffset float

A value that is added onto the calculated depth of the object

items List<StaticSpriteBatch.Item>

A list of sprite batch items that items should be added to if the batch is a MLEM.Graphics.StaticSpriteBatch.

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

appliedMigrations AppliedMigrations

Returns

bool

false if the object is not valid, true otherwise