M&B: Bannerlord 1.0.0
The horns sound, the ravens gather.
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TaleWorlds.MountAndBlade.MBAgentVisuals Class Reference

Inherits NativeObject.

Public Member Functions

void Tick (MBAgentVisuals parentAgentVisuals, float dt, bool entityMoving, float speed)
 
MatrixFrame GetGlobalFrame ()
 
MatrixFrame GetFrame ()
 
GameEntity GetEntity ()
 
Vec3 GetGlobalStableEyePoint (bool isHumanoid)
 
Vec3 GetGlobalStableNeckPoint (bool isHumanoid)
 
sbyte GetRealBoneIndex (HumanBone boneType)
 
CompositeComponent AddPrefabToAgentVisualBoneByBoneType (string prefabName, HumanBone boneType)
 
CompositeComponent AddPrefabToAgentVisualBoneByRealBoneIndex (string prefabName, sbyte realBoneIndex)
 
GameEntity GetAttachedWeaponEntity (int attachedWeaponIndex)
 
void SetFrame (ref MatrixFrame frame)
 
void SetEntity (GameEntity value)
 
BoneBodyTypeData GetBoneTypeData (sbyte boneIndex)
 
Skeleton GetSkeleton ()
 
void SetSkeleton (Skeleton newSkeleton)
 
void CreateParticleSystemAttachedToBone (string particleName, sbyte boneIndex, ref MatrixFrame boneLocalParticleFrame)
 
void CreateParticleSystemAttachedToBone (int runtimeParticleindex, sbyte boneIndex, ref MatrixFrame boneLocalParticleFrame)
 
void SetVisible (bool value)
 
bool GetVisible ()
 
void AddChildEntity (GameEntity entity)
 
void SetClothWindToWeaponAtIndex (Vec3 windDirection, bool isLocal, EquipmentIndex weaponIndex)
 
void RemoveChildEntity (GameEntity entity, int removeReason)
 
bool CheckResources (bool addToQueue)
 
void AddSkinMeshes (SkinGenerationParams skinParams, BodyProperties bodyProperties, bool useGPUMorph, bool useFaceCache)
 
void SetFaceGenerationParams (FaceGenerationParams faceGenerationParams)
 
void SetLodAtlasShadingIndex (int index, bool useTeamColor, uint teamColor1, uint teamColor2)
 
void ClearVisualComponents (bool removeSkeleton)
 
void LazyUpdateAgentRendererData ()
 
void AddMultiMesh (MetaMesh metaMesh, BodyMeshTypes bodyMeshIndex)
 
void ApplySkeletonScale (Vec3 mountSitBoneScale, float mountRadiusAdder, sbyte[] boneIndices, Vec3[] boneScales)
 
void UpdateSkeletonScale (int bodyDeformType)
 
void AddHorseReinsClothMesh (MetaMesh reinMesh, MetaMesh ropeMesh)
 
void BatchLastLodMeshes ()
 
void AddWeaponToAgentEntity (int slotIndex, in WeaponData weaponData, WeaponStatsData[] weaponStatsData, in WeaponData ammoWeaponData, WeaponStatsData[] ammoWeaponStatsData, GameEntity cachedEntity)
 
void UpdateQuiverMeshesWithoutAgent (int weaponIndex, int ammoCount)
 
void SetWieldedWeaponIndices (int slotIndexRightHand, int slotIndexLeftHand)
 
void ClearAllWeaponMeshes ()
 
void ClearWeaponMeshes (EquipmentIndex index)
 
void MakeVoice (int voiceId, Vec3 position)
 
void SetSetupMorphNode (bool value)
 
void UseScaledWeapons (bool value)
 
void SetClothComponentKeepStateOfAllMeshes (bool keepState)
 
MatrixFrame GetFacegenScalingMatrix ()
 
void ReplaceMeshWithMesh (MetaMesh oldMetaMesh, MetaMesh newMetaMesh, BodyMeshTypes bodyMeshIndex)
 
void SetAgentActionChannel (int actionChannelNo, int actionIndex, float channelParameter=0.0f, float blendPeriodOverride=-0.2f, bool forceFaceMorphRestart=true)
 
void SetVoiceDefinitionIndex (int voiceDefinitionIndex, float voicePitch)
 
void StartRhubarbRecord (string path, int soundId)
 Works only for humanoid animation systems. More...
 
void SetContourColor (uint? color, bool alwaysVisible=true)
 
void SetEnableOcclusionCulling (bool enable)
 
void SetAgentLodZeroOrMax (bool makeZero)
 
void SetAgentLocalSpeed (Vec2 speed)
 
void SetLookDirection (Vec3 direction)
 
void Reset ()
 
void ResetNextFrame ()
 

Static Public Member Functions

static MBAgentVisuals CreateAgentVisuals (Scene scene, string ownerName, Vec3 eyeOffset)
 
static void FillEntityWithBodyMeshesWithoutAgentVisuals (GameEntity entity, SkinGenerationParams skinParams, BodyProperties bodyProperties, MetaMesh glovesMesh)
 
static BodyMeshTypes GetBodyMeshIndex (EquipmentIndex equipmentIndex)
 

Member Function Documentation

◆ CreateAgentVisuals()

static MBAgentVisuals TaleWorlds.MountAndBlade.MBAgentVisuals.CreateAgentVisuals ( Scene  scene,
string  ownerName,
Vec3  eyeOffset 
)
static

◆ Tick()

void TaleWorlds.MountAndBlade.MBAgentVisuals.Tick ( MBAgentVisuals  parentAgentVisuals,
float  dt,
bool  entityMoving,
float  speed 
)

◆ GetGlobalFrame()

MatrixFrame TaleWorlds.MountAndBlade.MBAgentVisuals.GetGlobalFrame ( )

◆ GetFrame()

MatrixFrame TaleWorlds.MountAndBlade.MBAgentVisuals.GetFrame ( )

◆ GetEntity()

GameEntity TaleWorlds.MountAndBlade.MBAgentVisuals.GetEntity ( )

◆ GetGlobalStableEyePoint()

Vec3 TaleWorlds.MountAndBlade.MBAgentVisuals.GetGlobalStableEyePoint ( bool  isHumanoid)

◆ GetGlobalStableNeckPoint()

Vec3 TaleWorlds.MountAndBlade.MBAgentVisuals.GetGlobalStableNeckPoint ( bool  isHumanoid)

◆ GetRealBoneIndex()

sbyte TaleWorlds.MountAndBlade.MBAgentVisuals.GetRealBoneIndex ( HumanBone  boneType)

◆ AddPrefabToAgentVisualBoneByBoneType()

CompositeComponent TaleWorlds.MountAndBlade.MBAgentVisuals.AddPrefabToAgentVisualBoneByBoneType ( string  prefabName,
HumanBone  boneType 
)

◆ AddPrefabToAgentVisualBoneByRealBoneIndex()

CompositeComponent TaleWorlds.MountAndBlade.MBAgentVisuals.AddPrefabToAgentVisualBoneByRealBoneIndex ( string  prefabName,
sbyte  realBoneIndex 
)

◆ GetAttachedWeaponEntity()

GameEntity TaleWorlds.MountAndBlade.MBAgentVisuals.GetAttachedWeaponEntity ( int  attachedWeaponIndex)

◆ SetFrame()

void TaleWorlds.MountAndBlade.MBAgentVisuals.SetFrame ( ref MatrixFrame  frame)

◆ SetEntity()

void TaleWorlds.MountAndBlade.MBAgentVisuals.SetEntity ( GameEntity  value)

◆ FillEntityWithBodyMeshesWithoutAgentVisuals()

static void TaleWorlds.MountAndBlade.MBAgentVisuals.FillEntityWithBodyMeshesWithoutAgentVisuals ( GameEntity  entity,
SkinGenerationParams  skinParams,
BodyProperties  bodyProperties,
MetaMesh  glovesMesh 
)
static

◆ GetBoneTypeData()

BoneBodyTypeData TaleWorlds.MountAndBlade.MBAgentVisuals.GetBoneTypeData ( sbyte  boneIndex)

◆ GetSkeleton()

Skeleton TaleWorlds.MountAndBlade.MBAgentVisuals.GetSkeleton ( )

◆ SetSkeleton()

void TaleWorlds.MountAndBlade.MBAgentVisuals.SetSkeleton ( Skeleton  newSkeleton)

◆ CreateParticleSystemAttachedToBone() [1/2]

void TaleWorlds.MountAndBlade.MBAgentVisuals.CreateParticleSystemAttachedToBone ( string  particleName,
sbyte  boneIndex,
ref MatrixFrame  boneLocalParticleFrame 
)

◆ CreateParticleSystemAttachedToBone() [2/2]

void TaleWorlds.MountAndBlade.MBAgentVisuals.CreateParticleSystemAttachedToBone ( int  runtimeParticleindex,
sbyte  boneIndex,
ref MatrixFrame  boneLocalParticleFrame 
)

◆ SetVisible()

void TaleWorlds.MountAndBlade.MBAgentVisuals.SetVisible ( bool  value)

◆ GetVisible()

bool TaleWorlds.MountAndBlade.MBAgentVisuals.GetVisible ( )

◆ AddChildEntity()

void TaleWorlds.MountAndBlade.MBAgentVisuals.AddChildEntity ( GameEntity  entity)

◆ SetClothWindToWeaponAtIndex()

void TaleWorlds.MountAndBlade.MBAgentVisuals.SetClothWindToWeaponAtIndex ( Vec3  windDirection,
bool  isLocal,
EquipmentIndex  weaponIndex 
)

◆ RemoveChildEntity()

void TaleWorlds.MountAndBlade.MBAgentVisuals.RemoveChildEntity ( GameEntity  entity,
int  removeReason 
)

◆ CheckResources()

bool TaleWorlds.MountAndBlade.MBAgentVisuals.CheckResources ( bool  addToQueue)

◆ AddSkinMeshes()

void TaleWorlds.MountAndBlade.MBAgentVisuals.AddSkinMeshes ( SkinGenerationParams  skinParams,
BodyProperties  bodyProperties,
bool  useGPUMorph,
bool  useFaceCache 
)

◆ SetFaceGenerationParams()

void TaleWorlds.MountAndBlade.MBAgentVisuals.SetFaceGenerationParams ( FaceGenerationParams  faceGenerationParams)

◆ SetLodAtlasShadingIndex()

void TaleWorlds.MountAndBlade.MBAgentVisuals.SetLodAtlasShadingIndex ( int  index,
bool  useTeamColor,
uint  teamColor1,
uint  teamColor2 
)

◆ ClearVisualComponents()

void TaleWorlds.MountAndBlade.MBAgentVisuals.ClearVisualComponents ( bool  removeSkeleton)

◆ LazyUpdateAgentRendererData()

void TaleWorlds.MountAndBlade.MBAgentVisuals.LazyUpdateAgentRendererData ( )

◆ AddMultiMesh()

void TaleWorlds.MountAndBlade.MBAgentVisuals.AddMultiMesh ( MetaMesh  metaMesh,
BodyMeshTypes  bodyMeshIndex 
)

◆ ApplySkeletonScale()

void TaleWorlds.MountAndBlade.MBAgentVisuals.ApplySkeletonScale ( Vec3  mountSitBoneScale,
float  mountRadiusAdder,
sbyte[]  boneIndices,
Vec3[]  boneScales 
)

◆ UpdateSkeletonScale()

void TaleWorlds.MountAndBlade.MBAgentVisuals.UpdateSkeletonScale ( int  bodyDeformType)

◆ AddHorseReinsClothMesh()

void TaleWorlds.MountAndBlade.MBAgentVisuals.AddHorseReinsClothMesh ( MetaMesh  reinMesh,
MetaMesh  ropeMesh 
)

◆ BatchLastLodMeshes()

void TaleWorlds.MountAndBlade.MBAgentVisuals.BatchLastLodMeshes ( )

◆ AddWeaponToAgentEntity()

void TaleWorlds.MountAndBlade.MBAgentVisuals.AddWeaponToAgentEntity ( int  slotIndex,
in WeaponData  weaponData,
WeaponStatsData[]  weaponStatsData,
in WeaponData  ammoWeaponData,
WeaponStatsData[]  ammoWeaponStatsData,
GameEntity  cachedEntity 
)

◆ UpdateQuiverMeshesWithoutAgent()

void TaleWorlds.MountAndBlade.MBAgentVisuals.UpdateQuiverMeshesWithoutAgent ( int  weaponIndex,
int  ammoCount 
)

◆ SetWieldedWeaponIndices()

void TaleWorlds.MountAndBlade.MBAgentVisuals.SetWieldedWeaponIndices ( int  slotIndexRightHand,
int  slotIndexLeftHand 
)

◆ ClearAllWeaponMeshes()

void TaleWorlds.MountAndBlade.MBAgentVisuals.ClearAllWeaponMeshes ( )

◆ ClearWeaponMeshes()

void TaleWorlds.MountAndBlade.MBAgentVisuals.ClearWeaponMeshes ( EquipmentIndex  index)

◆ MakeVoice()

void TaleWorlds.MountAndBlade.MBAgentVisuals.MakeVoice ( int  voiceId,
Vec3  position 
)

◆ SetSetupMorphNode()

void TaleWorlds.MountAndBlade.MBAgentVisuals.SetSetupMorphNode ( bool  value)

◆ UseScaledWeapons()

void TaleWorlds.MountAndBlade.MBAgentVisuals.UseScaledWeapons ( bool  value)

◆ SetClothComponentKeepStateOfAllMeshes()

void TaleWorlds.MountAndBlade.MBAgentVisuals.SetClothComponentKeepStateOfAllMeshes ( bool  keepState)

◆ GetFacegenScalingMatrix()

MatrixFrame TaleWorlds.MountAndBlade.MBAgentVisuals.GetFacegenScalingMatrix ( )

◆ ReplaceMeshWithMesh()

void TaleWorlds.MountAndBlade.MBAgentVisuals.ReplaceMeshWithMesh ( MetaMesh  oldMetaMesh,
MetaMesh  newMetaMesh,
BodyMeshTypes  bodyMeshIndex 
)

◆ SetAgentActionChannel()

void TaleWorlds.MountAndBlade.MBAgentVisuals.SetAgentActionChannel ( int  actionChannelNo,
int  actionIndex,
float  channelParameter = 0.0f,
float  blendPeriodOverride = -0.2f,
bool  forceFaceMorphRestart = true 
)

◆ SetVoiceDefinitionIndex()

void TaleWorlds.MountAndBlade.MBAgentVisuals.SetVoiceDefinitionIndex ( int  voiceDefinitionIndex,
float  voicePitch 
)

◆ StartRhubarbRecord()

void TaleWorlds.MountAndBlade.MBAgentVisuals.StartRhubarbRecord ( string  path,
int  soundId 
)
Parameters
path
soundId

◆ SetContourColor()

void TaleWorlds.MountAndBlade.MBAgentVisuals.SetContourColor ( uint?  color,
bool  alwaysVisible = true 
)

◆ SetEnableOcclusionCulling()

void TaleWorlds.MountAndBlade.MBAgentVisuals.SetEnableOcclusionCulling ( bool  enable)

◆ SetAgentLodZeroOrMax()

void TaleWorlds.MountAndBlade.MBAgentVisuals.SetAgentLodZeroOrMax ( bool  makeZero)
Parameters
makeZeroIf false agent lod will be set to max.

◆ SetAgentLocalSpeed()

void TaleWorlds.MountAndBlade.MBAgentVisuals.SetAgentLocalSpeed ( Vec2  speed)

◆ SetLookDirection()

void TaleWorlds.MountAndBlade.MBAgentVisuals.SetLookDirection ( Vec3  direction)

◆ GetBodyMeshIndex()

static BodyMeshTypes TaleWorlds.MountAndBlade.MBAgentVisuals.GetBodyMeshIndex ( EquipmentIndex  equipmentIndex)
static

◆ Reset()

void TaleWorlds.MountAndBlade.MBAgentVisuals.Reset ( )

◆ ResetNextFrame()

void TaleWorlds.MountAndBlade.MBAgentVisuals.ResetNextFrame ( )