tModLoader v2024.08
A mod to make and play Terraria mods
ModSceneEffect Class Reference

ModSceneEffect is an abstract class that your classes can derive from. It serves as a container for handling exclusive SceneEffect content such as backgrounds, music, and water styling. More...

Inherits ModType< TEntity, TModType >.

Inherited by ModBiome.

Public Member Functions

virtual float GetWeight (Player player)
 Is invoked when two or more modded SceneEffect layers are active within the same Priority group to attempt to determine which one should take precedence, if it matters. It's uncommon to have the need to assign a weight - you'd have to specifically believe that you don't need higher SceneEffectPriority, but do need to be the active SceneEffect within the priority you designated. Analogously, if SceneEffect were competing in a wrestling match, this would be how likely the SceneEffect should win within its weight class. Is intentionally bounded at a max of 100% (1) to reduce complexity. Defaults to 50% (0.5). Typical calculations may include: 1) how many tiles are present as a percentage of target amount; 2) how far away you are from the cause of the SceneEffect
 
virtual bool IsSceneEffectActive (Player player)
 Return true to make the SceneEffect apply its effects (as long as its priority and weight allow that). More...
 
virtual void SpecialVisuals (Player player, bool isActive)
 Allows you to create special visual effects in the area around the player. For example, the Blood Moon's red filter on the screen or the Slime Rain's falling slime in the background. You must create classes that override ScreenShaderData or CustomSky, add them in a Load hook, then call Player.ManageSpecialBiomeVisuals. See the ExampleMod if you do not have access to the source code.
This runs even if IsSceneEffectActive returns false. Check isActive for the active status.
 
- Public Member Functions inherited from ModType< TEntity, TModType >
virtual TModType Clone (TEntity newEntity)
 Create a copy of this instanced global. Called when an entity is cloned. More...
 
virtual bool IsLoadingEnabled (Mod mod)
 Allows you to stop Mod.AddContent from actually adding this content. Useful for items that can be disabled by a config. More...
 
virtual void Load ()
 Allows you to perform one-time loading tasks. Beware that mod content has not finished loading here, things like ModContent lookup tables or ID Sets are not fully populated. More...
 
virtual TModType NewInstance (TEntity entity)
 Create a new instance of this ModType for a specific entity More...
 
string PrettyPrintName ()
 
virtual void SetStaticDefaults ()
 Allows you to modify the properties after initial loading has completed. More...
 
virtual void SetupContent ()
 If you make a new ModType, seal this override, and call SetStaticDefaults in it. More...
 
virtual void Unload ()
 Allows you to safely unload things you added in Load. More...
 
virtual bool IsLoadingEnabled (Mod mod)
 Whether or not this type should be loaded when it's told to. Returning false disables Mod.AddContent from actually loading this type. More...
 
abstract void Load (Mod mod)
 Called when loading the type. More...
 
abstract void Unload ()
 Called during unloading when needed. More...
 
- Public Member Functions inherited from ModType< TEntity >
virtual TModType Clone (TEntity newEntity)
 Create a copy of this instanced global. Called when an entity is cloned. More...
 
virtual bool IsLoadingEnabled (Mod mod)
 Allows you to stop Mod.AddContent from actually adding this content. Useful for items that can be disabled by a config. More...
 
virtual void Load ()
 Allows you to perform one-time loading tasks. Beware that mod content has not finished loading here, things like ModContent lookup tables or ID Sets are not fully populated. More...
 
virtual TModType NewInstance (TEntity entity)
 Create a new instance of this ModType for a specific entity More...
 
string PrettyPrintName ()
 
virtual void SetStaticDefaults ()
 Allows you to modify the properties after initial loading has completed. More...
 
virtual void SetupContent ()
 If you make a new ModType, seal this override, and call SetStaticDefaults in it. More...
 
virtual void Unload ()
 Allows you to safely unload things you added in Load. More...
 

Protected Member Functions

override void Register ()
 If you make a new ModType, seal this override. More...
 
- Protected Member Functions inherited from ModType< TEntity, TModType >
abstract TEntity CreateTemplateEntity ()
 
virtual void InitTemplateInstance ()
 Create dummy objects for instanced mod-types More...
 
override void InitTemplateInstance ()
 Create dummy objects for instanced mod-types More...
 
abstract void Register ()
 If you make a new ModType, seal this override. More...
 
virtual void ValidateType ()
 Check for the correct overrides of different hook methods and fields and properties More...
 
- Protected Member Functions inherited from ModType< TEntity >
abstract TEntity CreateTemplateEntity ()
 
virtual void InitTemplateInstance ()
 Create dummy objects for instanced mod-types More...
 
override void InitTemplateInstance ()
 Create dummy objects for instanced mod-types
 
abstract void Register ()
 If you make a new ModType, seal this override. More...
 
virtual void ValidateType ()
 Check for the correct overrides of different hook methods and fields and properties More...
 

Properties

virtual string MapBackground [get]
 The path to the texture that will display behind the map. Should be 115x65.
 
virtual int Music [get]
 The music that will play. -1 for letting other music play, 0 for no music, >0 for the given music to play. Defaults to -1.
 
virtual SceneEffectPriority Priority [get]
 The SceneEffectPriority of this SceneEffect layer. Determines the relative position compared to a vanilla SceneEffect. Analogously, if SceneEffect were competing in a wrestling match, this would be the 'Weight Class' that this SceneEffect is competing in.
 
virtual ModSurfaceBackgroundStyle SurfaceBackgroundStyle [get]
 The ModSurfaceBackgroundStyle that will draw its background when the player is on the surface.
 
virtual CaptureBiome.TileColorStyle TileColorStyle [get]
 Used to apply secondary color shading for the capture camera. For example, darkening the background with the GlowingMushroom style.
 
int Type [get, set]
 
virtual ModUndergroundBackgroundStyle UndergroundBackgroundStyle [get]
 The ModUndergroundBackgroundStyle that will draw its background when the player is underground.
 
virtual ModWaterStyle WaterStyle [get]
 The ModWaterStyle that will apply to water.
 
- Properties inherited from ModType< TEntity, TModType >
virtual bool CloneNewInstances [get]
 Whether to create new instances of this mod type via Clone(TEntity) or via the default constructor Defaults to false (default constructor).
 
TEntity Entity [get, set]
 
string FullName [get]
 The internal name of this, including the mod it is from. More...
 
virtual bool IsCloneable [get]
 Whether or not this type is cloneable. Cloning is supported if
all reference typed fields in each sub-class which doesn't override Clone are marked with [CloneByReference]
 
Mod Mod [get, set]
 The mod this belongs to. More...
 
virtual string Name [get]
 The internal name of this. More...
 
- Properties inherited from IModType
string FullName [get]
 => $"{Mod.Name}/{Name}" More...
 
Mod Mod [get]
 The mod this belongs to. More...
 
string Name [get]
 The internal name of this instance. More...
 
- Properties inherited from ModType< TEntity >
virtual bool CloneNewInstances [get]
 Whether to create new instances of this mod type via Clone(TEntity) or via the default constructor Defaults to false (default constructor).
 
TEntity Entity [get, set]
 
string FullName [get]
 The internal name of this, including the mod it is from. More...
 
virtual bool IsCloneable [get]
 Whether or not this type is cloneable. Cloning is supported if
all reference typed fields in each sub-class which doesn't override Clone are marked with [CloneByReference]
 
Mod Mod [get, set]
 The mod this belongs to. More...
 
virtual string Name [get]
 The internal name of this. More...
 

Detailed Description

ModSceneEffect is an abstract class that your classes can derive from. It serves as a container for handling exclusive SceneEffect content such as backgrounds, music, and water styling.

Member Function Documentation

◆ IsSceneEffectActive()

virtual bool ModSceneEffect.IsSceneEffectActive ( Player  player)
virtual

Return true to make the SceneEffect apply its effects (as long as its priority and weight allow that).

Reimplemented in ModBiome.

◆ Register()

override void ModSceneEffect.Register ( )
protectedvirtual

If you make a new ModType, seal this override.

Implements ModType< TEntity >.