TModLoader v1.4.4.9
TModLoader source code documentation
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Terraria.ModLoader.ModSceneEffect Class Referenceabstract

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...

+ Inheritance diagram for Terraria.ModLoader.ModSceneEffect:
+ Collaboration diagram for Terraria.ModLoader.ModSceneEffect:

Public Member Functions

virtual float GetWeight (Player player)
 Is invoked when two or more modded SceneEffect layers are active within the same P:Terraria.ModLoader.ModSceneEffect.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).
 
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 T:Terraria.Graphics.Shaders.ScreenShaderData or T:Terraria.Graphics.Effects.CustomSky, add them in a Load hook, then call M:Terraria.Player.ManageSpecialBiomeVisuals(System.String,System.Boolean,Microsoft.Xna.Framework.Vector2). See the ExampleMod if you do not have access to the source code.
This runs even if M:Terraria.ModLoader.ModSceneEffect.IsSceneEffectActive(Terraria.Player) returns false. Check isActive for the active status.
 
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.
 
virtual bool IsLoadingEnabled (Mod mod)
 Allows you to stop M:Terraria.ModLoader.Mod.AddContent(Terraria.ModLoader.ILoadable) from actually adding this content. Useful for items that can be disabled by a config.
 
virtual void SetupContent ()
 If you make a new ModType, seal this override, and call M:Terraria.ModLoader.ModType.SetStaticDefaults in it.
 
virtual void SetStaticDefaults ()
 Allows you to modify the properties after initial loading has completed.
 
virtual void Unload ()
 Allows you to safely unload things you added in M:Terraria.ModLoader.ModType.Load.
 
string PrettyPrintName ()
 
virtual TModType Clone (TEntity newEntity)
 Create a copy of this instanced global. Called when an entity is cloned.
 
virtual TModType NewInstance (TEntity entity)
 Create a new instance of this ModType for a specific entity.
 

Protected Member Functions

override void Register ()
 
virtual void InitTemplateInstance ()
 Create dummy objects for instanced mod-types.
 
override void InitTemplateInstance ()
 Create dummy objects for instanced mod-types.
 
virtual void ValidateType ()
 Check for the correct overrides of different hook methods and fields and properties.
 
TEntity CreateTemplateEntity ()
 

Package Functions

void RegisterSceneEffect (ModSceneEffect modSceneEffect)
 Forcefully registers the provided ModSceneEffect to LoaderManager. ModBiome and direct implementations call this. Does NOT cache the return type.
 
float GetCorrWeight (Player player)
 Combines Priority and Weight to determine what SceneEffect should be active. Priority is used to do primary sorting with respect to vanilla SceneEffect. Weight will be used if multiple SceneEffect have the same SceneEffectPriority so as to attempt to distinguish them based on their needs.
 

Properties

int Type [get, set]
 
virtual ModWaterStyle WaterStyle [get]
 The ModWaterStyle that will apply to water.
 
virtual ModSurfaceBackgroundStyle SurfaceBackgroundStyle [get]
 The ModSurfaceBackgroundStyle that will draw its background when the player is on the surface.
 
virtual ModUndergroundBackgroundStyle UndergroundBackgroundStyle [get]
 The ModUndergroundBackgroundStyle that will draw its background when the player is underground.
 
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 string MapBackground [get]
 The path to the texture that will display behind the map. Should be 115x65.
 
virtual SceneEffectPriority Priority [get]
 The T:Terraria.ModLoader.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 CaptureBiome.TileColorStyle TileColorStyle [get]
 Used to apply secondary color shading for the capture camera. For example, darkening the background with the GlowingMushroom style.
 
Mod Mod [get, set]
 The mod this belongs to.
 
virtual string Name [get]
 The internal name of this.
 
string FullName [get]
 The internal name of this, including the mod it is from.
 
TEntity Entity [get, set]
 
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].
 
virtual bool CloneNewInstances [get]
 Whether to create new instances of this mod type via M:Terraria.ModLoader.ModType`2.Clone(`0) or via the default constructor Defaults to false (default constructor).
 

Private Member Functions

void ILoadable. Load (Mod mod)
 Called when loading the type.
 

Private Attributes

bool? _isCloneable
 

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.

Definition at line 9 of file ModSceneEffect.cs.


The documentation for this class was generated from the following file: