tModLoader v2024.11
A mod to make and play Terraria mods
|
Inherits IFilterInfoProvider, IProvideSearchFilterString, and IBestiaryInfoElement.
Inherited by SpawnConditionBestiaryInfoElement, and SpawnConditionBestiaryOverlayInfoElement.
Public Member Functions | |
FilterProviderInfoElement (string nameLanguageKey, int filterIconFrame) | |
string | GetDisplayNameKey () |
UIElement | GetFilterImage () |
string | GetSearchString (ref BestiaryUICollectionInfo info) |
UIElement | ProvideUIElement (BestiaryUICollectionInfo info) |
Use to create the UIElement for this bestiary entry. Called when the bestiary entry is clicked in-game. Use BestiaryUICollectionInfo.UnlockState to dynamically populate the UI according to how fully unlocked this particular bestiary entry is. Return null if no UIElement should be provided, which is usually the case for NPC never encountered. More... | |
string | GetDisplayNameKey () |
UIElement | GetFilterImage () |
string | GetSearchString (ref BestiaryUICollectionInfo info) |
UIElement | ProvideUIElement (BestiaryUICollectionInfo info) |
Use to create the UIElement for this bestiary entry. Called when the bestiary entry is clicked in-game. Use BestiaryUICollectionInfo.UnlockState to dynamically populate the UI according to how fully unlocked this particular bestiary entry is. Return null if no UIElement should be provided, which is usually the case for NPC never encountered. More... | |
Properties | |
int | DisplayTextPriority [get, set] |
bool | HideInPortraitInfo [get, set] |
string FilterProviderInfoElement.GetDisplayNameKey | ( | ) |
Implements IFilterInfoProvider.
UIElement FilterProviderInfoElement.GetFilterImage | ( | ) |
Implements IFilterInfoProvider.
string FilterProviderInfoElement.GetSearchString | ( | ref BestiaryUICollectionInfo | info | ) |
Implements IProvideSearchFilterString.
UIElement FilterProviderInfoElement.ProvideUIElement | ( | BestiaryUICollectionInfo | info | ) |
Use to create the UIElement for this bestiary entry. Called when the bestiary entry is clicked in-game. Use BestiaryUICollectionInfo.UnlockState to dynamically populate the UI according to how fully unlocked this particular bestiary entry is. Return null if no UIElement should be provided, which is usually the case for NPC never encountered.
if (info.UnlockState == BestiaryEntryUnlockState.NotKnownAtAll_0) return null;
// other code creating and returning a UIElement showing info
Implements IBestiaryInfoElement.