M&B: Bannerlord 1.0.0
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TaleWorlds.MountAndBlade.IFormation Interface Reference

Inherited by TaleWorlds.MountAndBlade.Formation.

Public Member Functions

bool GetIsLocalPositionAvailable (Vec2 localPosition, Vec2? nearestAvailableUnitPositionLocal)
 Checks if position is a valid point in the scene More...
 
bool BatchUnitPositions (MBList< Vec2i > orderedPositionIndices, MBList< Vec2 > orderedLocalPositions, MBList2D< int > availabilityTable, MBList2D< WorldPosition > globalPositionTable, int fileCount, int rankCount)
 
IFormationUnit GetClosestUnitTo (Vec2 localPosition, List< IFormationUnit > unitsWithSpaces=null, float? maxDistance=null)
 
IFormationUnit GetClosestUnitTo (IFormationUnit targetUnit, List< IFormationUnit > unitsWithSpaces=null, float? maxDistance=null)
 
void OnUnitAddedOrRemoved ()
 
void SetUnitToFollow (IFormationUnit unit, IFormationUnit toFollow, Vec2 vector)
 

Properties

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 MinimumInterval [get]
 
int? OverridenUnitCount [get]
 Should only used by dummy formations or when the formation is spawning for the first time More...
 

Member Function Documentation

◆ GetIsLocalPositionAvailable()

bool TaleWorlds.MountAndBlade.IFormation.GetIsLocalPositionAvailable ( Vec2  localPosition,
Vec2 nearestAvailableUnitPositionLocal 
)
Parameters
localPosition
Returns

◆ BatchUnitPositions()

bool TaleWorlds.MountAndBlade.IFormation.BatchUnitPositions ( MBList< Vec2i orderedPositionIndices,
MBList< Vec2 orderedLocalPositions,
MBList2D< int >  availabilityTable,
MBList2D< WorldPosition globalPositionTable,
int  fileCount,
int  rankCount 
)

◆ GetClosestUnitTo() [1/2]

IFormationUnit TaleWorlds.MountAndBlade.IFormation.GetClosestUnitTo ( Vec2  localPosition,
List< IFormationUnit unitsWithSpaces = null,
float?  maxDistance = null 
)

◆ GetClosestUnitTo() [2/2]

IFormationUnit TaleWorlds.MountAndBlade.IFormation.GetClosestUnitTo ( IFormationUnit  targetUnit,
List< IFormationUnit unitsWithSpaces = null,
float?  maxDistance = null 
)

◆ OnUnitAddedOrRemoved()

void TaleWorlds.MountAndBlade.IFormation.OnUnitAddedOrRemoved ( )

◆ SetUnitToFollow()

void TaleWorlds.MountAndBlade.IFormation.SetUnitToFollow ( IFormationUnit  unit,
IFormationUnit  toFollow,
Vec2  vector 
)

Property Documentation

◆ Interval

float TaleWorlds.MountAndBlade.IFormation.Interval
get

◆ Distance

float TaleWorlds.MountAndBlade.IFormation.Distance
get

◆ UnitDiameter

float TaleWorlds.MountAndBlade.IFormation.UnitDiameter
get

◆ MinimumInterval

float TaleWorlds.MountAndBlade.IFormation.MinimumInterval
get

◆ OverridenUnitCount

int? TaleWorlds.MountAndBlade.IFormation.OverridenUnitCount
get