This class represents a type of modded tree. The tree will share a tile ID with the vanilla trees (5), so that the trees can freely convert between each other if the soil below is converted. This class encapsulates several functions that distinguish each type of tree from each other.
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Inherits ITree.
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virtual bool | CanDropAcorn () |
| Whether or not this tree can drop acorns. Returns true by default. More...
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virtual int | CreateDust () |
| Return the type of dust created when this tree is destroyed. Returns 7 by default. More...
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abstract int | DropWood () |
| The ID of the item that is dropped in bulk when this tree is destroyed. More...
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abstract Asset< Texture2D > | GetBranchTextures () |
| Return the texture containing the possible tree branches that can be drawn next to this tree. The framing was determined under <cref>SetTreeFoliageSettings</cref>
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abstract Asset< Texture2D > | GetTexture () |
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abstract Asset< Texture2D > | GetTopTextures () |
| Return the texture containing the possible tree tops that can be drawn above this tree. The framing was determined under <cref>SetTreeFoliageSettings</cref>
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virtual int | SaplingGrowthType (ref int style) |
| Defines the sapling that can eventually grow into a tree. The type of the sapling should be returned here. Returns 20 and style 0 by default. The style parameter will determine which sapling is chosen if multiple sapling types share the same ID; even if you only have a single sapling in an ID, you must still set this to 0. More...
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abstract void | SetStaticDefaults () |
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abstract void | SetTreeFoliageSettings (Tile tile, ref int xoffset, ref int treeFrame, ref int floorY, ref int topTextureFrameWidth, ref int topTextureFrameHeight) |
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virtual bool | Shake (int x, int y, ref bool createLeaves) |
| Executed on tree shake, return false to skip vanilla tree shake drops.
The x and y coordinates correspond to the top of the tree, where items usually spawn. More...
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virtual int | TreeLeaf () |
| Return the type of gore created when the tree grow, being shook and falling leaves on windy days, returns -1 by default More...
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bool | Shake (int x, int y, ref bool createLeaves) |
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int | TreeLeaf () |
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abstract Asset< Texture2D > | GetTexture () |
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void ILoadable. | Load (Mod mod) |
| Called when loading the type. More...
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abstract void | SetStaticDefaults () |
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void ILoadable. | Unload () |
| Called during unloading when needed. More...
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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...
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abstract void | Load (Mod mod) |
| Called when loading the type. More...
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abstract void | Unload () |
| Called during unloading when needed. More...
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const int | VanillaStyleCount = 7 |
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const int | VanillaTopTextureCount = 100 |
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This class represents a type of modded tree. The tree will share a tile ID with the vanilla trees (5), so that the trees can freely convert between each other if the soil below is converted. This class encapsulates several functions that distinguish each type of tree from each other.
◆ CanDropAcorn()
virtual bool ModTree.CanDropAcorn |
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Whether or not this tree can drop acorns. Returns true by default.
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◆ CreateDust()
virtual int ModTree.CreateDust |
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Return the type of dust created when this tree is destroyed. Returns 7 by default.
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◆ DropWood()
abstract int ModTree.DropWood |
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pure virtual |
The ID of the item that is dropped in bulk when this tree is destroyed.
- Returns
◆ GetTexture()
abstract Asset< Texture2D > ModTree.GetTexture |
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pure virtual |
◆ SaplingGrowthType()
virtual int ModTree.SaplingGrowthType |
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ref int |
style | ) |
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virtual |
Defines the sapling that can eventually grow into a tree. The type of the sapling should be returned here. Returns 20 and style 0 by default. The style parameter will determine which sapling is chosen if multiple sapling types share the same ID; even if you only have a single sapling in an ID, you must still set this to 0.
- Parameters
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- Returns
◆ SetStaticDefaults()
abstract void ModTree.SetStaticDefaults |
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pure virtual |
◆ Shake()
virtual bool ModTree.Shake |
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int |
x, |
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int |
y, |
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ref bool |
createLeaves |
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Executed on tree shake, return false to skip vanilla tree shake drops.
The x and y coordinates correspond to the top of the tree, where items usually spawn.
- Returns
Implements ITree.
◆ TreeLeaf()
virtual int ModTree.TreeLeaf |
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Return the type of gore created when the tree grow, being shook and falling leaves on windy days, returns -1 by default
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Implements ITree.
◆ CountsAsTreeType
virtual TreeTypes ModTree.CountsAsTreeType |
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get |
Used mostly for vanilla tree shake loot tables
Implements ITree.
◆ GrowsOnTileId
int [] ModTree.GrowsOnTileId |
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getset |
◆ PlantTileId
The tree will share a tile ID with the vanilla trees (5), so that the trees can freely convert between each other if the soil below is converted.
Implements IPlant.
◆ VanillaCount