This serves as the central class from which tile-related functions are supported and carried out.
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static void | AdjTiles (Player player, int type) |
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static void | AnimateTiles () |
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static int | AutoSelect (int i, int j, Player player) |
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static bool | CanDropAcorn (int type) |
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static bool | CanExplode (int i, int j) |
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static bool | CanGrowModCactus (int type) |
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static bool | CanGrowModPalmTree (int type) |
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static bool | CanGrowModTree (int type) |
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static bool | CanKillTile (int i, int j, int type, ref bool blockDamaged) |
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static bool | CanPlace (int i, int j, int type) |
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static bool | CanReplace (int i, int j, int type, int tileTypeBeingPlaced) |
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static void | ChangeWaterfallStyle (int type, ref int style) |
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static void | CheckModTile (int i, int j, int type) |
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static int | CloseDoorID (Tile tile) |
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static bool | CreateDust (int i, int j, int type, ref int dustType) |
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static string | DefaultContainerName (int type, int frameX, int frameY) |
| Returns the default name for a modded chest or dresser with the provided FrameX and FrameY values.
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static void | DrawEffects (int i, int j, int type, SpriteBatch spriteBatch, ref TileDrawInfo drawData) |
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static bool | Drop (int i, int j, int type, bool includeLargeObjectDrops=true) |
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static void | DropCritterChance (int i, int j, int type, ref int wormChance, ref int grassHopperChance, ref int jungleGrubChance) |
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static void | DropPalmTreeWood (int type, ref int wood) |
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static void | DropTreeWood (int type, ref int wood) |
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static void | FloorVisuals (int type, Player player) |
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static Texture2D | GetCactusTexture (int type) |
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static int | GetItemDropFromTypeAndStyle (int type, int style=0) |
| Retrieves the item type that would drop from a tile of the specified type and style. This method is only reliable for modded tile types. This method can be used in ModTile.GetItemDrops(int, int) for tiles that have custom tile style logic. If the specified style is not found, a fallback item will be returned if one has been registered through ModTile.RegisterItemDrop(int, int[]) usage.
Modders querying modded tile drops should use ModTile.GetItemDrops(int, int) directly rather that use this method so that custom drop logic is accounted for.
A return of 0 indicates that no item would drop from the tile. More...
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static void | GetItemDrops (int x, int y, Tile tileCache, bool includeLargeObjectDrops=false, bool includeAllModdedLargeObjectDrops=false) |
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static ModTile | GetTile (int type) |
| Gets the ModTile instance with the given type. If no ModTile with the given type exists, returns null. More...
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static bool | HasSmartInteract (int i, int j, int type, SmartInteractScanSettings settings) |
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static bool | HasWalkDust (int type) |
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static void | HitWire (int i, int j, int type) |
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static bool | IsClosedDoor (int type) |
| Returns true if the tile is a vanilla or modded closed door.
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static bool | IsClosedDoor (Tile tile) |
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static bool | IsLockedChest (int i, int j, int type) |
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static bool | IsModMusicBox (Tile tile) |
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static ? bool | IsTileBiomeSightable (int i, int j, int type, ref Color sightColor) |
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static ? bool | IsTileDangerous (int i, int j, int type, Player player) |
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static ? bool | IsTileSpelunkable (int i, int j, int type) |
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static void | KillMultiTile (int i, int j, int frameX, int frameY, int type) |
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static bool | KillSound (int i, int j, int type, bool fail) |
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static void | KillTile (int i, int j, int type, ref bool fail, ref bool effectOnly, ref bool noItem) |
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static bool | LockChest (int i, int j, int type, ref short frameXAdjustment, ref bool manual) |
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static void | ModifyFrameMerge (int type, int i, int j, ref int up, ref int down, ref int left, ref int right, ref int upLeft, ref int upRight, ref int downLeft, ref int downRight) |
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static void | ModifyLight (int i, int j, int type, ref float r, ref float g, ref float b) |
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static void | ModifySittingTargetInfo (int i, int j, int type, ref TileRestingInfo info) |
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static void | ModifySleepingTargetInfo (int i, int j, int type, ref TileRestingInfo info) |
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static void | ModifySmartInteractCoords (int type, ref int width, ref int height, ref int frameWidth, ref int frameHeight, ref int extraY) |
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static void | ModifyTorchLuck (Player player, ref float positiveLuck, ref float negativeLuck) |
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static void | MouseOver (int i, int j) |
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static void | MouseOverFar (int i, int j) |
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static void | NearbyEffects (int i, int j, int type, bool closer) |
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static void | NumDust (int i, int j, int type, bool fail, ref int numDust) |
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static int | OpenDoorID (Tile tile) |
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static void | PalmTreeDust (Tile tile, ref int dust) |
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static void | PickPowerCheck (Tile target, int pickPower, ref int damage) |
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static void | PlaceInWorld (int i, int j, Item item) |
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static void | PostDraw (int i, int j, int type, SpriteBatch spriteBatch) |
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static void | PostSetupTileMerge () |
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static void | PostTileFrame (int type, int i, int j, int up, int down, int left, int right, int upLeft, int upRight, int downLeft, int downRight) |
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static bool | PreDraw (int i, int j, int type, SpriteBatch spriteBatch) |
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static bool | PreHitWire (int i, int j, int type) |
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static void | RandomUpdate (int i, int j, int type) |
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static void | RecountTiles (SceneMetrics metrics) |
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static bool | RightClick (int i, int j) |
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static bool | SaplingGrowthType (int soilType, ref int saplingType, ref int style) |
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static void | SetAnimationFrame (int type, int i, int j, ref int frameXOffset, ref int frameYOffset) |
| Sets the animation frame. Sets frameYOffset = modTile.animationFrameHeight * Main.tileFrame[type]; and then calls ModTile.AnimateIndividualTile More...
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static void | SetDrawPositions (int i, int j, ref int width, ref int offsetY, ref int height, ref short tileFrameX, ref short tileFrameY) |
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static void | SetSpriteEffects (int i, int j, int type, ref SpriteEffects spriteEffects) |
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static bool | Slope (int i, int j, int type) |
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static void | SpecialDraw (int type, int specialTileX, int specialTileY, SpriteBatch spriteBatch) |
| Special Draw calls ModTile and GlobalTile SpecialDraw methods. Special Draw is called at the end of the DrawSpecialTilesLegacy loop, allowing for basically another layer above tiles. Use DrawEffects hook to queue for SpecialDraw.
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static bool | TileFrame (int i, int j, int type, ref bool resetFrame, ref bool noBreak) |
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static void | TreeDust (Tile tile, ref int dust) |
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static bool | UnlockChest (int i, int j, int type, ref short frameXAdjustment, ref int dustType, ref bool manual) |
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static void | WalkDust (int type, ref int dustType, ref bool makeDust, ref Color color) |
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