Namespace TinyLife
Classes
ChoicePromptInfo
A choice prompt info is a set of data that can be used in OpenChoicePrompt(ChoicePromptInfo) to display a set of options to the player, one of which is randomly chosen to be "correct", causing a positive effect to happen. Choice prompts are used by JobType, but can also be used in custom circumstances.
ChoicePromptInfo.Option
An option is a possible action and outcome for a ChoicePromptInfo. It is randomly chosen to be correct or incorrect, based on a multitude of factors that can be specified in the constructors.
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
Need
A need is a desire that a Person 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 Person 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 TinyLife.Uis.OptionsMenu.Initialize(MLEM.Ui.UiSystem,System.Boolean,TinyLife.Uis.OptionsMenu.Tab) menu and saved to disk
PerSaveOptions
The game's per-save options, which are displayed in the TinyLife.Uis.OptionsMenu.Initialize(MLEM.Ui.UiSystem,System.Boolean,TinyLife.Uis.OptionsMenu.Tab) menu and saved to disk. Note that Instance is null if there is no Map loaded.
PersonalityType
A personality type is a trait that a Person 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 Person 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.
Enums
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.
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.
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.