PKHeX/PKHeX.Core/Editing/ISpriteBuilder.cs
Kurt 95fbf66a6e
Refactor: Gen3/4 Lead Encounters, property fixing (#4193)
In addition to the Method 1 (and other sibling PIDIV types) correlation, an encounter can only be triggered if the calls prior land on the Method {1} seed. The RNG community has dubbed these patterns as "Method J" (D/P/Pt), "Method K" (HG/SS), and "Method H" (Gen3, coined by yours truly). The basic gist of these is that they are pre-requisites, like the Shadow locks of Colosseum/XD. 

Rename/re-type a bunch of properties to get the codebase more in line with correct property names & more obvious underlying types.
2024-02-22 21:20:54 -06:00

26 lines
983 B
C#

namespace PKHeX.Core;
/// <summary>
/// Interface describing how to obtain a <see cref="T"/> from the implementer.
/// </summary>
/// <typeparam name="T">Type of sprite that can be generated.</typeparam>
public interface ISpriteBuilder<T>
{
/// <summary>
/// Gets a sprite using the requested parameters.
/// </summary>
T GetSprite(ushort species, byte form, byte gender, uint formarg, int heldItem, bool isEgg, Shiny shiny,
EntityContext context = EntityContext.None);
/// <summary>
/// Revises the sprite using the requested parameters.
/// </summary>
T GetSprite(T baseSprite, ushort species, int heldItem, bool isEgg, Shiny shiny,
EntityContext context = EntityContext.None);
/// <summary>
/// Initializes the implementation with the context details from the <see cref="sav"/>.
/// </summary>
/// <param name="sav">Save File context the sprites will be generated for</param>
void Initialize(SaveFile sav);
}