mirror of
https://github.com/kwsch/PKHeX
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95fbf66a6e
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.
26 lines
983 B
C#
26 lines
983 B
C#
namespace PKHeX.Core;
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/// <summary>
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/// Interface describing how to obtain a <see cref="T"/> from the implementer.
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/// </summary>
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/// <typeparam name="T">Type of sprite that can be generated.</typeparam>
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public interface ISpriteBuilder<T>
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{
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/// <summary>
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/// Gets a sprite using the requested parameters.
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/// </summary>
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T GetSprite(ushort species, byte form, byte gender, uint formarg, int heldItem, bool isEgg, Shiny shiny,
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EntityContext context = EntityContext.None);
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/// <summary>
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/// Revises the sprite using the requested parameters.
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/// </summary>
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T GetSprite(T baseSprite, ushort species, int heldItem, bool isEgg, Shiny shiny,
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EntityContext context = EntityContext.None);
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/// <summary>
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/// Initializes the implementation with the context details from the <see cref="sav"/>.
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/// </summary>
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/// <param name="sav">Save File context the sprites will be generated for</param>
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void Initialize(SaveFile sav);
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}
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