|
TModLoader v1.4.4.9
TModLoader source code documentation
|
Namespaces | |
| namespace | Achievements |
| namespace | Audio |
| namespace | Chat |
| namespace | Cinematics |
| namespace | DataStructures |
| namespace | Enums |
| namespace | GameContent |
| namespace | GameInput |
| namespace | Graphics |
| namespace | ID |
| namespace | Initializers |
| namespace | IO |
| namespace | Localization |
| namespace | Map |
| namespace | ModLoader |
| namespace | Modules |
| namespace | Net |
| namespace | ObjectData |
| namespace | Physics |
| namespace | Server |
| namespace | Social |
| namespace | Testing |
| namespace | UI |
| namespace | Utilities |
| namespace | WorldBuilding |
Classes | |
| struct | AdvancedPopupRequest |
| class | Animation |
| struct | BitsByte |
| class | Chest |
| Represents a non-T:Terraria.Player inventory, such as chests, portable storage, or NPC shops. More... | |
| class | Cloud |
| class | Collision |
| class | CombatText |
| Represents floating text in the game world most typically used for damage numbers and healing numbers. For non-overlapping in-game text, such as reforge messages, use T:Terraria.PopupText instead. Use the M:Terraria.CombatText.NewText(Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Color,System.Int32,System.Boolean,System.Boolean) or M:Terraria.CombatText.NewText(Microsoft.Xna.Framework.Rectangle,Microsoft.Xna.Framework.Color,System.String,System.Boolean,System.Boolean) methods to create a new instance. In multiplayer, F:Terraria.ID.MessageID.CombatTextInt and F:Terraria.ID.MessageID.CombatTextString network messages can be used to sync a combat text if manually spawned. <VariousTextOptionsSummary> Summary of options to display text to the user: • M:Terraria.Main.NewText(System.String,System.Byte,System.Byte,System.Byte) to display a message in chat. • T:Terraria.CombatText to display floating damage numbers in-game. Used for damage and healing numbers. • T:Terraria.PopupText to display non-overlapping floating in-game text. Used for reforge and item pickup messages. </VariousTextOptionsSummary> More... | |
| class | DelegateMethods |
| class | Dust |
| Dust are particles effects used to add visual elements to weapons and other effects. Dust are completely visual and should never be used as a gameplay element. Dust count limits are imposed by the game to keep perfomance consistent, so Dust are not guaranteed to spawn when code attempts to spawn them. More... | |
| class | Entity |
| class | EquipmentLoadout |
| class | FrameSkipTest |
| class | Framing |
| struct | GetItemSettings |
| class | Gore |
| class | HitTile |
| class | IngameOptions |
| class | Item |
| interface | ITileData |
| class | Lang |
| class | Lighting |
| class | Liquid |
| class | LiquidBuffer |
| struct | LiquidData |
| class | Main |
| class | MessageBuffer |
| class | Minecart |
| class | MonoLaunch |
| class | Mount |
| class | NetMessage |
| class | Netplay |
| class | NPC |
| struct | NPCSpawnParams |
| class | Player |
| class | PopupText |
| Represents an in-world floating text object. <VariousTextOptionsSummary> Summary of options to display text to the user: • M:Terraria.Main.NewText(System.String,System.Byte,System.Byte,System.Byte) to display a message in chat. • T:Terraria.CombatText to display floating damage numbers in-game. Used for damage and healing numbers. • T:Terraria.PopupText to display non-overlapping floating in-game text. Used for reforge and item pickup messages. </VariousTextOptionsSummary> More... | |
| class | Program |
| class | Projectile |
| class | Rain |
| class | Recipe |
| A Recipe is a collection of ingredients, tiles, and a resulting Item. This is how players can craft items in the game. The Basic Recipes Guideteaches how to add new recipes to the game and how to manipulate existing recipes. Use M:Terraria.Recipe.Create(System.Int32,System.Int32) to create a Recipe instance resulting in the specified item. Use M:Terraria.Recipe.AddIngredient(System.Int32,System.Int32) to add ingredients and M:Terraria.Recipe.AddTile(System.Int32) to add crafting stations. Finally, use M:Terraria.Recipe.Register to complete the recipe and register it to the game. Recipes can only be added in M:Terraria.ModLoader.ModSystem.AddRecipes, M:Terraria.ModLoader.ModItem.AddRecipes, and M:Terraria.ModLoader.GlobalItem.AddRecipes. Recipes should be edited only in M:Terraria.ModLoader.ModSystem.PostAddRecipes. More... | |
| class | RecipeGroup |
| class | Ref |
| class | RemoteClient |
| class | RemoteServer |
| class | SceneMetrics |
| struct | SceneMetricsScanSettings |
| struct | ShoppingSettings |
| class | Sign |
| class | Star |
| class | StrayMethods |
| class | TestHighFPSIssues |
| struct | Tile |
| A data structure used for accessing information about tiles, walls, wires, and liquids at a single position in the world. More... | |
| struct | TileColorCache |
| class | TileData |
| class | TileDataPacking |
| struct | Tilemap |
| struct | TileObject |
| struct | TileTypeData |
| struct | TileWallBrightnessInvisibilityData |
| struct | TileWallWireStateData |
| class | TimeLogger |
| class | Utils |
| struct | WallTypeData |
| class | WaterfallID |
| class | WaterfallManager |
| struct | WhipSettings |
| class | Wiring |
| class | WorldGen |
| class | WorldSections |
Enumerations | |
| enum | ItemSerializationContext { SavingAndLoading , Syncing } |
| enum | PartyHatColor { None = 0 , Blue = 1 , Pink = 2 , Cyan = 3 , Purple = 4 , White = 5 , Count = 5 } |
| enum | PlayerSpawnContext { ReviveFromDeath , SpawningIntoWorld , RecallFromItem } |
| enum | PopupTextContext { RegularItemPickup , ItemPickupToVoidContainer , SonarAlert , ItemReforge , ItemCraft , Advanced } |
| A context for a generated T:Terraria.PopupText. More... | |
| enum | ZoomContext { Unscaled , World , Unscaled_MouseInWorld , UI } |
Functions | |
| record | Condition (LocalizedText Description, Func< bool > Predicate) |
| delegate void | ResolutionChangeEvent (int width, int height) |
| delegate void | TileChangeReceivedEvent (int x, int y, int count, TileChangeType type) |