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| ColumnFormation (IFormation ownerFormation, IFormationUnit vanguard=null, int columnCount=1) |
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IFormationArrangement | Clone (IFormation formation) |
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void | DeepCopyFrom (IFormationArrangement arrangement) |
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List< IFormationUnit > | GetAllUnits () |
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List< IFormationUnit > | GetUnpositionedUnits () |
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bool | AddUnit (IFormationUnit unit) |
| Adding may fail if there is no vacant position and deepening the formation does not create any new vacant positions. More...
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void | RemoveUnit (IFormationUnit unit) |
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IFormationUnit | GetUnit (int fileIndex, int rankIndex) |
| Returns the unit at the specified file and rank index Returns null if the specified position is restrained, is not valid or if there is no agent assigned to this position More...
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void | OnBatchRemoveStart () |
| Notifies the arrangement that remove operations will be done in batch for performance. Child arrangements should provide their own implementation. More...
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void | OnBatchRemoveEnd () |
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Vec2? | GetLocalPositionOfUnitOrDefault (int unitIndex) |
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Vec2? | GetLocalDirectionOfUnitOrDefault (int unitIndex) |
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Engine.? WorldPosition | GetWorldPositionOfUnitOrDefault (int unitIndex) |
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Vec2? | GetLocalPositionOfUnitOrDefault (IFormationUnit unit) |
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Vec2? | GetLocalPositionOfUnitOrDefaultWithAdjustment (IFormationUnit unit, float distanceBetweenAgentsAdjustment) |
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Engine.? WorldPosition | GetWorldPositionOfUnitOrDefault (IFormationUnit unit) |
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Vec2? | GetLocalDirectionOfUnitOrDefault (IFormationUnit unit) |
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List< IFormationUnit > | GetUnitsToPop (int count) |
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List< IFormationUnit > | GetUnitsToPop (int count, Vec3 targetPosition) |
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IEnumerable< IFormationUnit > | GetUnitsToPopWithCondition (int count, Func< IFormationUnit, bool > currentCondition) |
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void | SwitchUnitLocations (IFormationUnit firstUnit, IFormationUnit secondUnit) |
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void | SwitchUnitLocationsWithUnpositionedUnit (IFormationUnit firstUnit, IFormationUnit secondUnit) |
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void | SwitchUnitLocationsAfterUnitAddition (IFormationUnit addedUnit) |
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float | GetUnitsDistanceToFrontLine (IFormationUnit unit) |
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Vec2? | GetLocalDirectionOfRelativeFormationLocation (IFormationUnit unit) |
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Vec2? | GetLocalWallDirectionOfRelativeFormationLocation (IFormationUnit unit) |
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IEnumerable< Vec2 > | GetUnavailableUnitPositions () |
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float | GetOccupationWidth (int unitCount) |
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Vec2? | CreateNewPosition (int unitIndex) |
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void | InvalidateCacheOfUnitAux (Vec2 roundedLocalPosition) |
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void | BeforeFormationFrameChange () |
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void | OnFormationFrameChanged () |
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void | OnUnitLostMount (IFormationUnit unit) |
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bool | IsTurnBackwardsNecessary (Vec2 previousPosition, WorldPosition? newPosition, Vec2 previousDirection, bool hasNewDirection, Vec2? newDirection) |
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void | TurnBackwards () |
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void | OnFormationDispersed () |
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void | Reset () |
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virtual void | RearrangeFrom (IFormationArrangement arrangement) |
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virtual void | RearrangeTo (IFormationArrangement arrangement) |
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virtual void | RearrangeTransferUnits (IFormationArrangement arrangement) |
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void | FormFromWidth (float width) |
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IFormationUnit | GetNeighborUnitOfLeftSide (IFormationUnit unit) |
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IFormationUnit | GetNeighborUnitOfRightSide (IFormationUnit unit) |
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void | ReserveMiddleFrontUnitPosition (IFormationUnit vanguard) |
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void | ReleaseMiddleFrontUnitPosition () |
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Vec2 | GetLocalPositionOfReservedUnitPosition () |
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void | OnTickOccasionallyOfUnit (IFormationUnit unit, bool arrangementChangeAllowed) |
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float | GetDirectionChangeTendencyOfUnit (IFormationUnit unit) |
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IEnumerable< T > | GetUnitsAtVanguardFile< T > () |
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List< IFormationUnit > | GetAllUnits () |
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List< IFormationUnit > | GetUnpositionedUnits () |
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bool | AddUnit (IFormationUnit unit) |
| Adding may fail if there is no vacant position and deepening the formation does not create any new vacant positions. More...
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void | RemoveUnit (IFormationUnit unit) |
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IFormationUnit | GetUnit (int fileIndex, int rankIndex) |
| Returns the unit at the specified file and rank index Returns null if the specified position is restrained, is not valid or if there is no agent assigned to this position More...
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void | OnBatchRemoveStart () |
| Notifies the arrangement that remove operations will be done in batch for performance. Child arrangements should provide their own implementation. More...
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void | OnBatchRemoveEnd () |
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Vec2? | GetLocalPositionOfUnitOrDefault (int unitIndex) |
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Vec2? | GetLocalPositionOfUnitOrDefault (IFormationUnit unit) |
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Vec2? | GetLocalPositionOfUnitOrDefaultWithAdjustment (IFormationUnit unit, float distanceBetweenAgentsAdjustment) |
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Vec2? | GetLocalDirectionOfUnitOrDefault (int unitIndex) |
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Vec2? | GetLocalDirectionOfUnitOrDefault (IFormationUnit unit) |
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WorldPosition? | GetWorldPositionOfUnitOrDefault (int unitIndex) |
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WorldPosition? | GetWorldPositionOfUnitOrDefault (IFormationUnit unit) |
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List< IFormationUnit > | GetUnitsToPop (int count) |
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List< IFormationUnit > | GetUnitsToPop (int count, Vec3 targetPosition) |
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IEnumerable< IFormationUnit > | GetUnitsToPopWithCondition (int count, Func< IFormationUnit, bool > conditionFunction) |
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void | SwitchUnitLocations (IFormationUnit firstUnit, IFormationUnit secondUnit) |
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void | SwitchUnitLocationsWithUnpositionedUnit (IFormationUnit firstUnit, IFormationUnit secondUnit) |
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void | SwitchUnitLocationsAfterUnitAddition (IFormationUnit addedUnit) |
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IFormationUnit | GetNeighborUnitOfLeftSide (IFormationUnit unit) |
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IFormationUnit | GetNeighborUnitOfRightSide (IFormationUnit unit) |
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Vec2? | GetLocalWallDirectionOfRelativeFormationLocation (IFormationUnit unit) |
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IEnumerable< Vec2 > | GetUnavailableUnitPositions () |
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float | GetOccupationWidth (int unitCount) |
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Vec2? | CreateNewPosition (int unitIndex) |
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void | BeforeFormationFrameChange () |
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void | OnFormationFrameChanged () |
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bool | IsTurnBackwardsNecessary (Vec2 previousPosition, WorldPosition? newPosition, Vec2 previousDirection, bool hasNewDirection, Vec2? newDirection) |
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void | TurnBackwards () |
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void | OnFormationDispersed () |
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void | Reset () |
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IFormationArrangement | Clone (IFormation formation) |
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void | DeepCopyFrom (IFormationArrangement arrangement) |
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void | RearrangeTo (IFormationArrangement arrangement) |
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void | RearrangeFrom (IFormationArrangement arrangement) |
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void | RearrangeTransferUnits (IFormationArrangement arrangement) |
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void | ReserveMiddleFrontUnitPosition (IFormationUnit vanguard) |
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void | ReleaseMiddleFrontUnitPosition () |
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Vec2 | GetLocalPositionOfReservedUnitPosition () |
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void | OnTickOccasionallyOfUnit (IFormationUnit unit, bool arrangementChangeAllowed) |
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void | OnUnitLostMount (IFormationUnit unit) |
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float | GetDirectionChangeTendencyOfUnit (IFormationUnit unit) |
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