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

Represents a style of water that gets drawn, based on factors such as the background. This is used to determine the color of the water, as well as other things as determined by the hooks below. More...

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

Public Member Functions

override void SetupContent ()
 If you make a new ModType, seal this override, and call M:Terraria.ModLoader.ModType.SetStaticDefaults in it.
 
int ChooseWaterfallStyle ()
 The ID of the waterfall style the game should use when this water style is in use.
 
int GetSplashDust ()
 The ID of the dust that is created when anything splashes in water.
 
int GetDropletGore ()
 The ID of the gore that represents droplets of water falling down from a block.
 
virtual void LightColorMultiplier (ref float r, ref float g, ref float b)
 Allows you to modify the light levels of the tiles behind the water. The light color components will be multiplied by the parameters.
 
virtual Color BiomeHairColor ()
 Allows you to change the hair color resulting from the biome hair dye when this water style is in use.
 
virtual Asset< Texture2D > GetRainTexture ()
 Returns the texture to be used when drawing rain of this water type.
Default uses the vanilla rain texture.
 
virtual byte GetRainVariant ()
 Return the variant of rain used. Equal to the offset in the rain texture divided by four.
Vanilla rain has three variants per biome, and so vanilla variants range from 0 to 3 * Main.maxLiquidTextures.
Default is a random number from 0 to 2, which creates normal vanilla forest biome rain.
 
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 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 ()
 

Properties

int Slot [get, set]
 The ID of the water style.
 
virtual string BlockTexture [get]
 
virtual string SlopeTexture [get]
 
virtual string Texture [get]
 The file name of this type's texture file in the mod loader's file space.
 
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

Represents a style of water that gets drawn, based on factors such as the background. This is used to determine the color of the water, as well as other things as determined by the hooks below.

Definition at line 14 of file ModWaterStyle.cs.


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