Namespace TinyLife
Classes
- Debug
This class contains a set of ways to include custom debug information in the game, including Cheats and DebugLines.
- GameImpl
The main class for Tiny Life, which houses a set of important game-wide properties.
- Localization
A class that houses the currently loaded language as well as allows for switching the currently selected language
- MigratingStaticJsonConverter<T>
A Newtonsoft.Json.JsonConverter<T> that doesn't actually serialize the object, but instead serializes the name given to it by the underlying Dictionary<TKey, TValue>. Optionally, the name of a Dictionary<TKey, TValue> can be passed to this converter when used in the Newtonsoft.Json.JsonConverterAttribute by passing the arguments for the StaticJsonConverter(Type, string) constructor as Newtonsoft.Json.JsonConverterAttribute.ConverterParameters.
- Music
This class handles the game's in-game music. To register new music tracks for being selected, use Register(Song, params Occasion[]).
- Need
A need is a desire that a PersonLike can have to a given extent, defined by Value. Each need is instantiated through its associated NeedType.
- NeedType
A need is a desire that a PersonLike can have to a given extent. To register a custom need type, use Register(NeedType).
- Options
The game's options, which are displayed in the Initialize(UiSystem, bool, Tab) menu and saved to disk
- PerSaveOptions
The game's per-save options, which are displayed in the Initialize(UiSystem, bool, Tab) menu and saved to disk. Note that Instance is null if there is no CurrentMap loaded.
- PerSaveOptions.MapInfo
The information for a map in a save, used by Maps. Additional data can be added due to this class being a MLEM.Data.Json.JsonTypeSafeGenericDataHolder.
- PersonalityType
A personality type is a trait that a PersonLike can have. Each personality type is meant to influence the person's behavior and abilities slightly in a certain way.
- Relationship
A relationship is a connection between two PersonLike objects. It should be noted that a relationship is not always the same between a person and the linked OtherPerson. What this means is that A can have a good relationship to B, but B can have a less good relationship to A.
- SaveHandler
A utility class used by the game for various actions and information related to saving and loading.
- SaveHandler.SaveData
A class used by Load(GameImpl, Action<string>, Action<float>) and Save(GameImpl) to store information about a save file effectively. Additional data can be added due to this class being a MLEM.Data.Json.JsonTypeSafeGenericDataHolder.
- SaveHandler.TypeMigrationInfo
A class used to store information for TypeMigrations.
Enums
- DifficultyModifier
An enumeration used for Difficulty.
- GameImpl.GameMode
An enumeration that contains values representing the different game modes the game can be in
- GameSpeed
An enumeration of all possible game speeds. The value of each value is the amount that the game's speed is multiplied with.
- GenealogyType
An enumeration that represents the type that a Relationship's genealogy can have. Note that these typs are deliberately gender-neutral.
- LnCategory
An enumeration that contains a set of localization categories. These categories are represented in a localization file as JSON objects with the given names.
- Music.Occasion
A set of occasions for a Music track to be played on.
- NameCategory
An enumeration that contains categories for pre-defined names, used by all languages, for Tinies as well as other named objects. This is used by Names.
- PersonalityType.TypeCategory
A type category is a category that a PersonalityType can have. Its category influences how it is applied and whether it can be applied in the CharacterCreator.
- RelationshipType
An enumeration type that represents the type that a Relationship can have. These are ordered by their "goodness", with closer and more familiar relationship types having higher values.
- RomanceType
An enumeration type that represents the romance type that a Relationship can have. These are ordered by their "goodness", with closer and more intimate relationship types having higher values.
- SerializerContext
A set of contexts that a Newtonsoft.Json.JsonSerializer can be used in. When a serializer is created using CreateSerializer(SerializerContext, EventHandler<ErrorEventArgs>, bool) or CreateSerializerSettings(SerializerContext, EventHandler<ErrorEventArgs>, bool), a context needs to be passed.
- Set
An enumeration that represents all of the sets of the game. Sets are groups of themed game content whose art were created by an artist from the community.
- WallDisplay
The possible modes that a Wall and Roof can display in. The ordering of this enumeration is based on how much of the walls (and roofs) can be seen.
Delegates
- Debug.CheatDelegate
A delegate method used for Cheats.
- Debug.DebugDelegate
A delegate method used for DebugLines.