Table of Contents

Class RemoveTool

Namespace
TinyLife.Tools
Assembly
Tiny Life.dll

A tool is a type of game mode that is currently active. Tools are split up into the PlayModeTool and BuildTools, the latter of which holds all tools that can be found in the build menu.

public class RemoveTool : Tool
Inheritance
RemoveTool
Inherited Members
Extension Methods

Constructors

RemoveTool()

public RemoveTool()

Methods

CanUndoRedo()

Returns whether or not the UndoRedoStack can currently operate and thus, whether the Undo() or Redo() actions can be called.

public override bool CanUndoRedo()

Returns

bool

Whether the undo or redo commands can be used right now.

Draw(GameTime, SpriteBatch)

This method is called every draw frame for the CurrentTool. Note that this method is only called if the mouse is not hovering over any ui elements. By default, this method invokes OnDraw.

public override void Draw(GameTime time, SpriteBatch batch)

Parameters

time GameTime

The game's time

batch SpriteBatch

The sprite batch used for drawing

GetMouseCursor()

Returns the CursorType that this tool should currently display. By default, Default is returned.

public override CursorType GetMouseCursor()

Returns

CursorType

The cursor type

PlayDestroySound()

Plays the destroy sound

public static void PlayDestroySound()

RemoveFurniture(Furniture, UndoableAction)

Removes the given furniture from the world, additionally removing all of its GetChildren<T>() and adding the required amount of Money Note that the furniture's parent-child relationships are not edited or removed, so UnlinkParentsAndChildren() should be called if the furniture is added into a household storage or similar.

public static bool RemoveFurniture(Furniture furniture, UndoableAction action)

Parameters

furniture Furniture

The furniture item to remove

action UndoableAction

The undoable action that this method should add its actions to. If this method should be executed immediately, use the UndoableAction immediate constructor.

Returns

bool

Whether the removal was a success, which is only false if the passed furniture has the NonSellable category

RemoveNonGroundTile(Point, int, UndoableAction)

Removes the given non-ground tile from the map, restores the appropriate amount of money, remoevs any furniture that was on the ground, and spawns the appropriate particles.

public static bool RemoveNonGroundTile(Point pos, int floor, UndoableAction action)

Parameters

pos Point

The position of the tile to remove.

floor int

The floor of the tile to remove.

action UndoableAction

The undoable action that this method should add its actions to. If this method should be executed immediately, use the UndoableAction immediate constructor.

Returns

bool

Whether the tile will be successfully removed as part of the action.

RemoveRoof(Roof, UndoableAction, Rectangle?)

Removes the given roof from the world, additionally removing any CeilingHanging furniture below it and returning the money for the objects

public static void RemoveRoof(Roof roof, UndoableAction action, Rectangle? newRoof = null)

Parameters

roof Roof

The roof to remove

action UndoableAction

The undoable action that this method should add its actions to. If this method should be executed immediately, use the UndoableAction immediate constructor.

newRoof Rectangle?

The area of a roof that replaces this one, or null if this roof is just being removed without a replacement.

RemoveStairs(Stairs, UndoableAction)

Removes the given stairs from the world and refunds the appropriate amount of money.

public static void RemoveStairs(Stairs stairs, UndoableAction action)

Parameters

stairs Stairs

The stairs to remove.

action UndoableAction

The undoable action that this method should add its actions to. If this method should be executed immediately, use the UndoableAction immediate constructor.

RemoveWall(WallLike, UndoableAction)

Removes the given wall from the world, additionally removing any hanging Furniture and adding the required amount of Money

public static void RemoveWall(WallLike wall, UndoableAction action)

Parameters

wall WallLike

The wall to remove

action UndoableAction

The undoable action that this method should add its actions to. If this method should be executed immediately, use the UndoableAction immediate constructor.

ShouldHighlightSelectedObject(object)

Whether or not the SelectedObject should currently have a white highlight around it. This method defaults to return true if IsCursorOnUi() is false.

public override bool ShouldHighlightSelectedObject(object obj)

Parameters

obj object

The selected object, which can be a MapObject or a WallLike.

Returns

bool

Whether or not the selected object should be highlighted

SpawnDestroyParticles(RectangleF, float, float, params (TextureRegion, Color)[])

Spawns a set of particles for an arbitrary object being destroyed. If a Furniture is destroyed, SpawnDestroyParticles(Furniture) should be used instead.

public static void SpawnDestroyParticles(RectangleF area, float floor, float amountMultiplier, params (TextureRegion, Color)[] textures)

Parameters

area RectangleF

The area to spawn particles in.

floor float

The floor to spawn particles on.

amountMultiplier float

The amount of particles that should be spawned, which will be multiplied with the size of the area

textures (TextureRegion, Color)[]

The textures and their colors to choose from when spawning the particles.

SpawnDestroyParticles(Furniture)

Spawns a set of particles for the given Furniture being destroyed. The particles are based on the furniture's textures and colors.

public static void SpawnDestroyParticles(Furniture furniture)

Parameters

furniture Furniture

The furniture whose particles to spawn.

SpawnDestroyParticles(WallLike)

Spawns a set of particles for the given WallLike object being destroyed. The particles are based on the item's textures and colors.

public static void SpawnDestroyParticles(WallLike wall)

Parameters

wall WallLike

The wall whose particles to spawn.

StoreOrRemoveFurniture(Furniture, UndoableAction)

Stores the passed Furniture into the current household's FurnitureStorage, or, if there is no current household, removes the object using RemoveFurniture(Furniture, UndoableAction) instead. If the passed furniture is in the world and has children, the children are also stored (or removed) recursively.

public static bool StoreOrRemoveFurniture(Furniture furniture, UndoableAction action)

Parameters

furniture Furniture

The furniture to store (or remove)

action UndoableAction

The undoable action that this method should add its actions to. If this method should be executed immediately, use the UndoableAction immediate constructor.

Returns

bool

Whether the storage or removal was a success, which is only false if there is no current household and the passed furniture has the NonSellable category

Update(GameTime)

This method is called every update frame for the CurrentTool. By default, this method updates the MousePos and invokes OnUpdate, and also manages the UndoRedoStack.

public override void Update(GameTime time)

Parameters

time GameTime

The game's time