Table of Contents

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.StaticMigrationInfo
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.