M&B: Bannerlord 1.0.0
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TaleWorlds.MountAndBlade.LineFormation Class Reference

Inherits TaleWorlds.MountAndBlade.IFormationArrangement.

Inherited by TaleWorlds.MountAndBlade.CircularFormation, TaleWorlds.MountAndBlade.SkeinFormation, TaleWorlds.MountAndBlade.SquareFormation, TaleWorlds.MountAndBlade.TransposedLineFormation, and TaleWorlds.MountAndBlade.WedgeFormation.

Public Member Functions

int GetFileCountFromWidth (float width)
 
 LineFormation (IFormation ownerFormation, bool isStaggered=true)
 
virtual IFormationArrangement Clone (IFormation formation)
 
virtual void DeepCopyFrom (IFormationArrangement arrangement)
 
void Reset ()
 
bool IsUnitPositionAvailable (int fileIndex, int rankIndex)
 Checks if unit position is a valid point in the scene More...
 
Vec2GetLocalPositionOfUnitOrDefault (int unitIndex)
 Gets the local position of unit with index of fill order More...
 
Vec2GetLocalDirectionOfUnitOrDefault (int unitIndex)
 
WorldPositionGetWorldPositionOfUnitOrDefault (int unitIndex)
 
IEnumerable< Vec2GetUnavailableUnitPositions ()
 
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...
 
void RemoveUnit (IFormationUnit unit)
 
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...
 
void OnBatchRemoveStart ()
 Notifies the arrangement that remove operations will be done in batch for performance. Child arrangements should provide their own implementation. More...
 
void OnBatchRemoveEnd ()
 
List< IFormationUnitGetUnitsToPop (int count)
 
IEnumerable< IFormationUnitGetUnitsToPopWithCondition (int count, Func< IFormationUnit, bool > currentCondition)
 
List< IFormationUnitGetUnitsToPop (int count, Vec3 targetPosition)
 
Vec2GetLocalPositionOfUnitOrDefault (IFormationUnit unit)
 
Vec2GetLocalPositionOfUnitOrDefaultWithAdjustment (IFormationUnit unit, float distanceBetweenAgentsAdjustment)
 
Vec2GetLocalDirectionOfUnitOrDefault (IFormationUnit unit)
 
WorldPositionGetWorldPositionOfUnitOrDefault (IFormationUnit unit)
 
List< IFormationUnitGetAllUnits ()
 
List< IFormationUnitGetUnpositionedUnits ()
 
Vec2GetLocalDirectionOfRelativeFormationLocation (IFormationUnit unit)
 
Vec2GetLocalWallDirectionOfRelativeFormationLocation (IFormationUnit unit)
 
void GetFormationInfo (out int fileCount, out int rankCount)
 
float GetUnitsDistanceToFrontLine (IFormationUnit unit)
 
IFormationUnit GetNeighborUnitOfLeftSide (IFormationUnit unit)
 
IFormationUnit GetNeighborUnitOfRightSide (IFormationUnit unit)
 
void SwitchUnitLocationsWithUnpositionedUnit (IFormationUnit firstUnit, IFormationUnit secondUnit)
 
void SwitchUnitLocations (IFormationUnit firstUnit, IFormationUnit secondUnit)
 
void SwitchUnitLocationsAfterUnitAddition (IFormationUnit addedUnit)
 
void BeforeFormationFrameChange ()
 
void BatchUnitPositionAvailabilities (bool isUpdatingCachedOrderedLocalPositions=true)
 
void OnFormationFrameChanged ()
 Unit position availabilities may change due to frame change. If so, this method moves units around so every unit position is available and there are no gaps in the formation. More...
 
void OnFormationDispersed ()
 
void OnUnitLostMount (IFormationUnit unit)
 
bool IsTurnBackwardsNecessary (Vec2 previousPosition, WorldPosition? newPosition, Vec2 previousDirection, bool hasNewDirection, Vec2? newDirection)
 
void TurnBackwards ()
 
float GetOccupationWidth (int unitCount)
 
void InvalidateCacheOfUnitAux (Vec2 roundedLocalPosition)
 
Vec2CreateNewPosition (int unitIndex)
 
virtual void RearrangeFrom (IFormationArrangement arrangement)
 
virtual void RearrangeTo (IFormationArrangement arrangement)
 
virtual void RearrangeTransferUnits (IFormationArrangement arrangement)
 
void FormFromWidth (int unitCountOnLine, bool skipSingleFileChangesForPerformance=false)
 
void ReserveMiddleFrontUnitPosition (IFormationUnit vanguard)
 
void ReleaseMiddleFrontUnitPosition ()
 
Vec2 GetLocalPositionOfReservedUnitPosition ()
 
virtual void OnTickOccasionallyOfUnit (IFormationUnit unit, bool arrangementChangeAllowed)
 
virtual float GetDirectionChangeTendencyOfUnit (IFormationUnit unit)
 
int GetCachedOrderedAndAvailableUnitPositionIndicesCount ()
 Used only for getting troop positions before any formation or troops are present in multiplayer, not to be used for casual formation operations More...
 
PositionIndexType GetCachedOrderedAndAvailableUnitPositionIndexAt (int i)
 Used only for getting troop positions before any formation or troops are present in multiplayer, not to be used for casual formation operations More...
 
WorldPosition GetGlobalPositionAtIndex (int indexX, int indexY)
 Used only for getting troop positions before any formation or troops are present in multiplayer, not to be used for casual formation operations More...
 
List< IFormationUnitGetAllUnits ()
 
List< IFormationUnitGetUnpositionedUnits ()
 
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...
 
void RemoveUnit (IFormationUnit unit)
 
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...
 
void OnBatchRemoveStart ()
 Notifies the arrangement that remove operations will be done in batch for performance. Child arrangements should provide their own implementation. More...
 
void OnBatchRemoveEnd ()
 
Vec2GetLocalPositionOfUnitOrDefault (int unitIndex)
 
Vec2GetLocalPositionOfUnitOrDefault (IFormationUnit unit)
 
Vec2GetLocalPositionOfUnitOrDefaultWithAdjustment (IFormationUnit unit, float distanceBetweenAgentsAdjustment)
 
Vec2GetLocalDirectionOfUnitOrDefault (int unitIndex)
 
Vec2GetLocalDirectionOfUnitOrDefault (IFormationUnit unit)
 
WorldPositionGetWorldPositionOfUnitOrDefault (int unitIndex)
 
WorldPositionGetWorldPositionOfUnitOrDefault (IFormationUnit unit)
 
List< IFormationUnitGetUnitsToPop (int count)
 
List< IFormationUnitGetUnitsToPop (int count, Vec3 targetPosition)
 
IEnumerable< IFormationUnitGetUnitsToPopWithCondition (int count, Func< IFormationUnit, bool > conditionFunction)
 
void SwitchUnitLocations (IFormationUnit firstUnit, IFormationUnit secondUnit)
 
void SwitchUnitLocationsWithUnpositionedUnit (IFormationUnit firstUnit, IFormationUnit secondUnit)
 
void SwitchUnitLocationsAfterUnitAddition (IFormationUnit addedUnit)
 
IFormationUnit GetNeighborUnitOfLeftSide (IFormationUnit unit)
 
IFormationUnit GetNeighborUnitOfRightSide (IFormationUnit unit)
 
Vec2GetLocalWallDirectionOfRelativeFormationLocation (IFormationUnit unit)
 
IEnumerable< Vec2GetUnavailableUnitPositions ()
 
float GetOccupationWidth (int unitCount)
 
Vec2CreateNewPosition (int unitIndex)
 
void BeforeFormationFrameChange ()
 
void OnFormationFrameChanged ()
 
bool IsTurnBackwardsNecessary (Vec2 previousPosition, WorldPosition? newPosition, Vec2 previousDirection, bool hasNewDirection, Vec2? newDirection)
 
void TurnBackwards ()
 
void OnFormationDispersed ()
 
void Reset ()
 
IFormationArrangement Clone (IFormation formation)
 
void DeepCopyFrom (IFormationArrangement arrangement)
 
void RearrangeTo (IFormationArrangement arrangement)
 
void RearrangeFrom (IFormationArrangement arrangement)
 
void RearrangeTransferUnits (IFormationArrangement arrangement)
 
void ReserveMiddleFrontUnitPosition (IFormationUnit vanguard)
 
void ReleaseMiddleFrontUnitPosition ()
 
Vec2 GetLocalPositionOfReservedUnitPosition ()
 
void OnTickOccasionallyOfUnit (IFormationUnit unit, bool arrangementChangeAllowed)
 
void OnUnitLostMount (IFormationUnit unit)
 
float GetDirectionChangeTendencyOfUnit (IFormationUnit unit)
 

Static Public Member Functions

static float CalculateWidth (float interval, float unitDiameter, int unitCountOnLine)
 

Protected Member Functions

int GetUnitCountWithOverride ()
 
 LineFormation (IFormation ownerFormation, bool isDeformingOnWidthChange, bool isStaggered=true)
 
virtual bool IsUnitPositionRestrained (int fileIndex, int rankIndex)
 
virtual IEnumerable< PositionIndexTypeGetRestrainedUnitPositions ()
 
virtual bool TryGetUnitPositionIndexFromLocalPosition (Vec2 localPosition, out int fileIndex, out int rankIndex)
 
virtual Vec2 GetLocalPositionOfUnit (int fileIndex, int rankIndex)
 
virtual Vec2 GetLocalPositionOfUnitWithAdjustment (int fileIndex, int rankIndex, float distanceBetweenAgentsAdjustment)
 
virtual Vec2 GetLocalDirectionOfUnit (int fileIndex, int rankIndex)
 
virtual bool IsDeepenApplicable ()
 
virtual bool IsNarrowApplicable (int amount)
 

Protected Attributes

readonly IFormation owner
 
bool IsTransforming
 

Properties

int FileCount [get]
 
int RankCount [get]
 
bool AreLocalPositionsDirty [protected get, set]
 
float Interval [get]
 The lateral space between units on one same line More...
 
float Distance [get]
 Space between units in the direction of depth More...
 
float UnitDiameter [get]
 Size of a single unit More...
 
float Width [get, set]
 The space occupied by the formation, measured from one flank to the other More...
 
float MinimumWidth [get]
 
float Depth [get]
 The space from front to rear of the formation More...
 
bool IsStaggered [get, set]
 
virtual ? bool IsLoose [get]
 
int UnitCount [get]
 
int PositionedUnitCount [get]
 
- Properties inherited from TaleWorlds.MountAndBlade.IFormationArrangement
float Width [get, set]
 The space occupied by the formation, measured from one flank to the other More...
 
float Depth [get]
 The space from front to rear of the formation More...
 
float MinimumWidth [get]
 
bool? IsLoose [get]
 
int UnitCount [get]
 
int RankCount [get]
 
int PositionedUnitCount [get]
 
bool AreLocalPositionsDirty [set]
 

Events

Action OnWidthChanged
 
Action OnShapeChanged
 
- Events inherited from TaleWorlds.MountAndBlade.IFormationArrangement
Action OnWidthChanged
 
Action OnShapeChanged
 

Constructor & Destructor Documentation

◆ LineFormation() [1/2]

TaleWorlds.MountAndBlade.LineFormation.LineFormation ( IFormation  ownerFormation,
bool  isStaggered = true 
)

◆ LineFormation() [2/2]

TaleWorlds.MountAndBlade.LineFormation.LineFormation ( IFormation  ownerFormation,
bool  isDeformingOnWidthChange,
bool  isStaggered = true 
)
protected

Member Function Documentation

◆ GetFileCountFromWidth()

int TaleWorlds.MountAndBlade.LineFormation.GetFileCountFromWidth ( float  width)

◆ GetUnitCountWithOverride()

int TaleWorlds.MountAndBlade.LineFormation.GetUnitCountWithOverride ( )
protected

◆ Clone()

◆ DeepCopyFrom()

virtual void TaleWorlds.MountAndBlade.LineFormation.DeepCopyFrom ( IFormationArrangement  arrangement)
virtual

◆ Reset()

void TaleWorlds.MountAndBlade.LineFormation.Reset ( )

◆ IsUnitPositionRestrained()

virtual bool TaleWorlds.MountAndBlade.LineFormation.IsUnitPositionRestrained ( int  fileIndex,
int  rankIndex 
)
protectedvirtual

◆ GetRestrainedUnitPositions()

virtual IEnumerable< PositionIndexType > TaleWorlds.MountAndBlade.LineFormation.GetRestrainedUnitPositions ( )
protectedvirtual

◆ IsUnitPositionAvailable()

bool TaleWorlds.MountAndBlade.LineFormation.IsUnitPositionAvailable ( int  fileIndex,
int  rankIndex 
)
Parameters
fileIndex
rankIndex
Returns

◆ GetLocalPositionOfUnitOrDefault() [1/2]

Vec2? TaleWorlds.MountAndBlade.LineFormation.GetLocalPositionOfUnitOrDefault ( int  unitIndex)
Parameters
unitIndex
Returns

Implements TaleWorlds.MountAndBlade.IFormationArrangement.

◆ GetLocalDirectionOfUnitOrDefault() [1/2]

Vec2? TaleWorlds.MountAndBlade.LineFormation.GetLocalDirectionOfUnitOrDefault ( int  unitIndex)

◆ GetWorldPositionOfUnitOrDefault() [1/2]

WorldPosition? TaleWorlds.MountAndBlade.LineFormation.GetWorldPositionOfUnitOrDefault ( int  unitIndex)

◆ GetUnavailableUnitPositions()

IEnumerable< Vec2 > TaleWorlds.MountAndBlade.LineFormation.GetUnavailableUnitPositions ( )

◆ AddUnit()

bool TaleWorlds.MountAndBlade.LineFormation.AddUnit ( IFormationUnit  unit)
Parameters
unit
Returns

Implements TaleWorlds.MountAndBlade.IFormationArrangement.

◆ RemoveUnit()

void TaleWorlds.MountAndBlade.LineFormation.RemoveUnit ( IFormationUnit  unit)

◆ GetUnit()

IFormationUnit TaleWorlds.MountAndBlade.LineFormation.GetUnit ( int  fileIndex,
int  rankIndex 
)

◆ OnBatchRemoveStart()

void TaleWorlds.MountAndBlade.LineFormation.OnBatchRemoveStart ( )

◆ OnBatchRemoveEnd()

void TaleWorlds.MountAndBlade.LineFormation.OnBatchRemoveEnd ( )

◆ GetUnitsToPop() [1/2]

List< IFormationUnit > TaleWorlds.MountAndBlade.LineFormation.GetUnitsToPop ( int  count)

◆ GetUnitsToPopWithCondition()

IEnumerable< IFormationUnit > TaleWorlds.MountAndBlade.LineFormation.GetUnitsToPopWithCondition ( int  count,
Func< IFormationUnit, bool >  currentCondition 
)

◆ GetUnitsToPop() [2/2]

List< IFormationUnit > TaleWorlds.MountAndBlade.LineFormation.GetUnitsToPop ( int  count,
Vec3  targetPosition 
)

◆ TryGetUnitPositionIndexFromLocalPosition()

virtual bool TaleWorlds.MountAndBlade.LineFormation.TryGetUnitPositionIndexFromLocalPosition ( Vec2  localPosition,
out int  fileIndex,
out int  rankIndex 
)
protectedvirtual

◆ GetLocalPositionOfUnit()

virtual Vec2 TaleWorlds.MountAndBlade.LineFormation.GetLocalPositionOfUnit ( int  fileIndex,
int  rankIndex 
)
protectedvirtual

◆ GetLocalPositionOfUnitWithAdjustment()

virtual Vec2 TaleWorlds.MountAndBlade.LineFormation.GetLocalPositionOfUnitWithAdjustment ( int  fileIndex,
int  rankIndex,
float  distanceBetweenAgentsAdjustment 
)
protectedvirtual

◆ GetLocalDirectionOfUnit()

virtual Vec2 TaleWorlds.MountAndBlade.LineFormation.GetLocalDirectionOfUnit ( int  fileIndex,
int  rankIndex 
)
protectedvirtual

◆ GetLocalPositionOfUnitOrDefault() [2/2]

Vec2? TaleWorlds.MountAndBlade.LineFormation.GetLocalPositionOfUnitOrDefault ( IFormationUnit  unit)

◆ GetLocalPositionOfUnitOrDefaultWithAdjustment()

Vec2? TaleWorlds.MountAndBlade.LineFormation.GetLocalPositionOfUnitOrDefaultWithAdjustment ( IFormationUnit  unit,
float  distanceBetweenAgentsAdjustment 
)

◆ GetLocalDirectionOfUnitOrDefault() [2/2]

Vec2? TaleWorlds.MountAndBlade.LineFormation.GetLocalDirectionOfUnitOrDefault ( IFormationUnit  unit)

◆ GetWorldPositionOfUnitOrDefault() [2/2]

WorldPosition? TaleWorlds.MountAndBlade.LineFormation.GetWorldPositionOfUnitOrDefault ( IFormationUnit  unit)

◆ IsDeepenApplicable()

virtual bool TaleWorlds.MountAndBlade.LineFormation.IsDeepenApplicable ( )
protectedvirtual

◆ IsNarrowApplicable()

virtual bool TaleWorlds.MountAndBlade.LineFormation.IsNarrowApplicable ( int  amount)
protectedvirtual

◆ GetAllUnits()

List< IFormationUnit > TaleWorlds.MountAndBlade.LineFormation.GetAllUnits ( )

◆ GetUnpositionedUnits()

List< IFormationUnit > TaleWorlds.MountAndBlade.LineFormation.GetUnpositionedUnits ( )

◆ GetLocalDirectionOfRelativeFormationLocation()

Vec2? TaleWorlds.MountAndBlade.LineFormation.GetLocalDirectionOfRelativeFormationLocation ( IFormationUnit  unit)

◆ GetLocalWallDirectionOfRelativeFormationLocation()

Vec2? TaleWorlds.MountAndBlade.LineFormation.GetLocalWallDirectionOfRelativeFormationLocation ( IFormationUnit  unit)

◆ GetFormationInfo()

void TaleWorlds.MountAndBlade.LineFormation.GetFormationInfo ( out int  fileCount,
out int  rankCount 
)

◆ GetUnitsDistanceToFrontLine()

float TaleWorlds.MountAndBlade.LineFormation.GetUnitsDistanceToFrontLine ( IFormationUnit  unit)

◆ GetNeighborUnitOfLeftSide()

IFormationUnit TaleWorlds.MountAndBlade.LineFormation.GetNeighborUnitOfLeftSide ( IFormationUnit  unit)

◆ GetNeighborUnitOfRightSide()

IFormationUnit TaleWorlds.MountAndBlade.LineFormation.GetNeighborUnitOfRightSide ( IFormationUnit  unit)

◆ SwitchUnitLocationsWithUnpositionedUnit()

void TaleWorlds.MountAndBlade.LineFormation.SwitchUnitLocationsWithUnpositionedUnit ( IFormationUnit  firstUnit,
IFormationUnit  secondUnit 
)

◆ SwitchUnitLocations()

void TaleWorlds.MountAndBlade.LineFormation.SwitchUnitLocations ( IFormationUnit  firstUnit,
IFormationUnit  secondUnit 
)

◆ SwitchUnitLocationsAfterUnitAddition()

void TaleWorlds.MountAndBlade.LineFormation.SwitchUnitLocationsAfterUnitAddition ( IFormationUnit  addedUnit)

◆ BeforeFormationFrameChange()

void TaleWorlds.MountAndBlade.LineFormation.BeforeFormationFrameChange ( )

◆ BatchUnitPositionAvailabilities()

void TaleWorlds.MountAndBlade.LineFormation.BatchUnitPositionAvailabilities ( bool  isUpdatingCachedOrderedLocalPositions = true)

◆ OnFormationFrameChanged()

void TaleWorlds.MountAndBlade.LineFormation.OnFormationFrameChanged ( )
Parameters
removedUnits

Implements TaleWorlds.MountAndBlade.IFormationArrangement.

◆ OnFormationDispersed()

void TaleWorlds.MountAndBlade.LineFormation.OnFormationDispersed ( )

◆ OnUnitLostMount()

void TaleWorlds.MountAndBlade.LineFormation.OnUnitLostMount ( IFormationUnit  unit)

◆ IsTurnBackwardsNecessary()

bool TaleWorlds.MountAndBlade.LineFormation.IsTurnBackwardsNecessary ( Vec2  previousPosition,
WorldPosition newPosition,
Vec2  previousDirection,
bool  hasNewDirection,
Vec2 newDirection 
)

◆ TurnBackwards()

void TaleWorlds.MountAndBlade.LineFormation.TurnBackwards ( )

◆ GetOccupationWidth()

float TaleWorlds.MountAndBlade.LineFormation.GetOccupationWidth ( int  unitCount)

◆ InvalidateCacheOfUnitAux()

void TaleWorlds.MountAndBlade.LineFormation.InvalidateCacheOfUnitAux ( Vec2  roundedLocalPosition)

◆ CreateNewPosition()

Vec2? TaleWorlds.MountAndBlade.LineFormation.CreateNewPosition ( int  unitIndex)

◆ RearrangeFrom()

virtual void TaleWorlds.MountAndBlade.LineFormation.RearrangeFrom ( IFormationArrangement  arrangement)
virtual

◆ RearrangeTo()

virtual void TaleWorlds.MountAndBlade.LineFormation.RearrangeTo ( IFormationArrangement  arrangement)
virtual

◆ RearrangeTransferUnits()

virtual void TaleWorlds.MountAndBlade.LineFormation.RearrangeTransferUnits ( IFormationArrangement  arrangement)
virtual

◆ CalculateWidth()

static float TaleWorlds.MountAndBlade.LineFormation.CalculateWidth ( float  interval,
float  unitDiameter,
int  unitCountOnLine 
)
static

◆ FormFromWidth()

void TaleWorlds.MountAndBlade.LineFormation.FormFromWidth ( int  unitCountOnLine,
bool  skipSingleFileChangesForPerformance = false 
)

◆ ReserveMiddleFrontUnitPosition()

void TaleWorlds.MountAndBlade.LineFormation.ReserveMiddleFrontUnitPosition ( IFormationUnit  vanguard)

◆ ReleaseMiddleFrontUnitPosition()

void TaleWorlds.MountAndBlade.LineFormation.ReleaseMiddleFrontUnitPosition ( )

◆ GetLocalPositionOfReservedUnitPosition()

Vec2 TaleWorlds.MountAndBlade.LineFormation.GetLocalPositionOfReservedUnitPosition ( )

◆ OnTickOccasionallyOfUnit()

virtual void TaleWorlds.MountAndBlade.LineFormation.OnTickOccasionallyOfUnit ( IFormationUnit  unit,
bool  arrangementChangeAllowed 
)
virtual

◆ GetDirectionChangeTendencyOfUnit()

virtual float TaleWorlds.MountAndBlade.LineFormation.GetDirectionChangeTendencyOfUnit ( IFormationUnit  unit)
virtual

◆ GetCachedOrderedAndAvailableUnitPositionIndicesCount()

int TaleWorlds.MountAndBlade.LineFormation.GetCachedOrderedAndAvailableUnitPositionIndicesCount ( )

◆ GetCachedOrderedAndAvailableUnitPositionIndexAt()

PositionIndexType TaleWorlds.MountAndBlade.LineFormation.GetCachedOrderedAndAvailableUnitPositionIndexAt ( int  i)

◆ GetGlobalPositionAtIndex()

WorldPosition TaleWorlds.MountAndBlade.LineFormation.GetGlobalPositionAtIndex ( int  indexX,
int  indexY 
)

Member Data Documentation

◆ owner

readonly IFormation TaleWorlds.MountAndBlade.LineFormation.owner
protected

◆ IsTransforming

bool TaleWorlds.MountAndBlade.LineFormation.IsTransforming
protected

Property Documentation

◆ FileCount

int TaleWorlds.MountAndBlade.LineFormation.FileCount
getprotected

◆ RankCount

int TaleWorlds.MountAndBlade.LineFormation.RankCount
get

◆ AreLocalPositionsDirty

bool TaleWorlds.MountAndBlade.LineFormation.AreLocalPositionsDirty
protected getset

◆ Interval

float TaleWorlds.MountAndBlade.LineFormation.Interval
getprotected

◆ Distance

float TaleWorlds.MountAndBlade.LineFormation.Distance
getprotected

◆ UnitDiameter

float TaleWorlds.MountAndBlade.LineFormation.UnitDiameter
getprotected

◆ Width

float TaleWorlds.MountAndBlade.LineFormation.Width
getset

◆ MinimumWidth

float TaleWorlds.MountAndBlade.LineFormation.MinimumWidth
get

◆ Depth

float TaleWorlds.MountAndBlade.LineFormation.Depth
get

◆ IsStaggered

bool TaleWorlds.MountAndBlade.LineFormation.IsStaggered
getset

◆ IsLoose

virtual ? bool TaleWorlds.MountAndBlade.LineFormation.IsLoose
get

◆ UnitCount

int TaleWorlds.MountAndBlade.LineFormation.UnitCount
get

◆ PositionedUnitCount

int TaleWorlds.MountAndBlade.LineFormation.PositionedUnitCount
get

Event Documentation

◆ OnWidthChanged

Action TaleWorlds.MountAndBlade.LineFormation.OnWidthChanged

◆ OnShapeChanged

Action TaleWorlds.MountAndBlade.LineFormation.OnShapeChanged