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| SkeinFormation (IFormation owner) |
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override IFormationArrangement | Clone (IFormation formation) |
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Public Member Functions inherited from TaleWorlds.MountAndBlade.LineFormation |
int | GetFileCountFromWidth (float width) |
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| LineFormation (IFormation ownerFormation, bool isStaggered=true) |
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virtual IFormationArrangement | Clone (IFormation formation) |
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virtual void | DeepCopyFrom (IFormationArrangement arrangement) |
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void | Reset () |
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bool | IsUnitPositionAvailable (int fileIndex, int rankIndex) |
| Checks if unit position is a valid point in the scene More...
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Vec2? | GetLocalPositionOfUnitOrDefault (int unitIndex) |
| Gets the local position of unit with index of fill order More...
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Vec2? | GetLocalDirectionOfUnitOrDefault (int unitIndex) |
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WorldPosition? | GetWorldPositionOfUnitOrDefault (int unitIndex) |
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IEnumerable< Vec2 > | GetUnavailableUnitPositions () |
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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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List< IFormationUnit > | GetUnitsToPop (int count) |
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IEnumerable< IFormationUnit > | GetUnitsToPopWithCondition (int count, Func< IFormationUnit, bool > currentCondition) |
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List< IFormationUnit > | GetUnitsToPop (int count, Vec3 targetPosition) |
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Vec2? | GetLocalPositionOfUnitOrDefault (IFormationUnit unit) |
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Vec2? | GetLocalPositionOfUnitOrDefaultWithAdjustment (IFormationUnit unit, float distanceBetweenAgentsAdjustment) |
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Vec2? | GetLocalDirectionOfUnitOrDefault (IFormationUnit unit) |
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WorldPosition? | GetWorldPositionOfUnitOrDefault (IFormationUnit unit) |
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List< IFormationUnit > | GetAllUnits () |
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List< IFormationUnit > | GetUnpositionedUnits () |
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Vec2? | GetLocalDirectionOfRelativeFormationLocation (IFormationUnit unit) |
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Vec2? | GetLocalWallDirectionOfRelativeFormationLocation (IFormationUnit unit) |
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void | GetFormationInfo (out int fileCount, out int rankCount) |
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float | GetUnitsDistanceToFrontLine (IFormationUnit unit) |
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IFormationUnit | GetNeighborUnitOfLeftSide (IFormationUnit unit) |
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IFormationUnit | GetNeighborUnitOfRightSide (IFormationUnit unit) |
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void | SwitchUnitLocationsWithUnpositionedUnit (IFormationUnit firstUnit, IFormationUnit secondUnit) |
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void | SwitchUnitLocations (IFormationUnit firstUnit, IFormationUnit secondUnit) |
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void | SwitchUnitLocationsAfterUnitAddition (IFormationUnit addedUnit) |
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void | BeforeFormationFrameChange () |
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void | BatchUnitPositionAvailabilities (bool isUpdatingCachedOrderedLocalPositions=true) |
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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...
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void | OnFormationDispersed () |
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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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float | GetOccupationWidth (int unitCount) |
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void | InvalidateCacheOfUnitAux (Vec2 roundedLocalPosition) |
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Vec2? | CreateNewPosition (int unitIndex) |
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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 (int unitCountOnLine, bool skipSingleFileChangesForPerformance=false) |
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void | ReserveMiddleFrontUnitPosition (IFormationUnit vanguard) |
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void | ReleaseMiddleFrontUnitPosition () |
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Vec2 | GetLocalPositionOfReservedUnitPosition () |
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virtual void | OnTickOccasionallyOfUnit (IFormationUnit unit, bool arrangementChangeAllowed) |
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virtual float | GetDirectionChangeTendencyOfUnit (IFormationUnit unit) |
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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...
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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...
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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...
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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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