Inherited by TaleWorlds.MountAndBlade.Formation.
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| bool | GetIsLocalPositionAvailable (Vec2 localPosition, Vec2? nearestAvailableUnitPositionLocal) |
| | Checks if position is a valid point in the scene More...
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| bool | BatchUnitPositions (MBList< Vec2i > orderedPositionIndices, MBList< Vec2 > orderedLocalPositions, MBList2D< int > availabilityTable, MBList2D< WorldPosition > globalPositionTable, int fileCount, int rankCount) |
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| IFormationUnit | GetClosestUnitTo (Vec2 localPosition, List< IFormationUnit > unitsWithSpaces=null, float? maxDistance=null) |
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| IFormationUnit | GetClosestUnitTo (IFormationUnit targetUnit, List< IFormationUnit > unitsWithSpaces=null, float? maxDistance=null) |
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| void | OnUnitAddedOrRemoved () |
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| void | SetUnitToFollow (IFormationUnit unit, IFormationUnit toFollow, Vec2 vector) |
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◆ GetIsLocalPositionAvailable()
| bool TaleWorlds.MountAndBlade.IFormation.GetIsLocalPositionAvailable |
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Vec2 |
localPosition, |
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Vec2? |
nearestAvailableUnitPositionLocal |
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) |
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◆ BatchUnitPositions()
| bool TaleWorlds.MountAndBlade.IFormation.BatchUnitPositions |
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MBList< Vec2i > |
orderedPositionIndices, |
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MBList< Vec2 > |
orderedLocalPositions, |
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MBList2D< int > |
availabilityTable, |
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MBList2D< WorldPosition > |
globalPositionTable, |
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int |
fileCount, |
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int |
rankCount |
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) |
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◆ GetClosestUnitTo() [1/2]
| IFormationUnit TaleWorlds.MountAndBlade.IFormation.GetClosestUnitTo |
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Vec2 |
localPosition, |
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List< IFormationUnit > |
unitsWithSpaces = null, |
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float? |
maxDistance = null |
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) |
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◆ GetClosestUnitTo() [2/2]
◆ OnUnitAddedOrRemoved()
| void TaleWorlds.MountAndBlade.IFormation.OnUnitAddedOrRemoved |
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| ) |
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◆ SetUnitToFollow()
◆ Interval
| float TaleWorlds.MountAndBlade.IFormation.Interval |
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get |
◆ Distance
| float TaleWorlds.MountAndBlade.IFormation.Distance |
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get |
◆ UnitDiameter
| float TaleWorlds.MountAndBlade.IFormation.UnitDiameter |
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get |
◆ MinimumInterval
| float TaleWorlds.MountAndBlade.IFormation.MinimumInterval |
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get |
◆ OverridenUnitCount
| int? TaleWorlds.MountAndBlade.IFormation.OverridenUnitCount |
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get |