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    M&B: Bannerlord 1.1.0
    
   The horns sound, the ravens gather. 
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Public Types | |
| enum | NavigationState {  NoTarget , GoToTarget , AtTargetPosition , UseMachine }  | 
Public Member Functions | |
| AgentNavigator (Agent agent, LocationCharacter locationCharacter) | |
| AgentNavigator (Agent agent) | |
| void | OnStopUsingGameObject () | 
| void | OnAgentRemoved (Agent agent) | 
| void | SetTarget (UsableMachine usableMachine, bool isInitialTarget=false) | 
| void | SetTargetFrame (WorldPosition position, float rotation, float rangeThreshold=1.0f, float rotationThreshold=-10.0f, Agent.AIScriptedFrameFlags flags=Agent.AIScriptedFrameFlags.None, bool disableClearTargetWhenTargetIsReached=false) | 
| void | ClearTarget () | 
| void | Tick (float dt, bool isSimulation=false) | 
| float | GetDistanceToTarget (UsableMachine target) | 
| bool | IsTargetReached () | 
| void | HoldAndHideRecentlyUsedMeshes () | 
| void | RecoverRecentlyUsedMeshes () | 
| bool | CanSeeAgent (Agent otherAgent) | 
| bool | IsCarryingSomething () | 
| void | SetPrefabVisibility (sbyte realBoneIndex, string prefabName, bool isVisible) | 
| bool | GetPrefabVisibility (sbyte realBoneIndex, string prefabName) | 
| void | SetSpecialItem () | 
| void | SetItemsVisibility (bool isVisible) | 
| void | SetCommonArea (Alley alley) | 
| void | ForceThink (float inSeconds) | 
| T | AddBehaviorGroup< T > () | 
| T | GetBehaviorGroup< T > () | 
| AgentBehavior | GetBehavior< T > () | 
| bool | HasBehaviorGroup< T > () | 
| void | RemoveBehaviorGroup< T > () | 
| void | RefreshBehaviorGroups (bool isSimulation) | 
| AgentBehavior | GetActiveBehavior () | 
| AgentBehaviorGroup | GetActiveBehaviorGroup () | 
Public Attributes | |
| readonly Agent | OwnerAgent | 
Properties | |
| UsableMachine | TargetUsableMachine [get] | 
| WorldPosition | TargetPosition [get] | 
| Vec2 | TargetDirection [get] | 
| GameEntity | TargetEntity [get] | 
| Alley | MemberOfAlley [get] | 
| string | SpecialTargetTag [get, set] | 
| NavigationState | _agentState [get] | 
| bool | CharacterHasVisiblePrefabs [get] | 
| SandBox.AgentNavigator.AgentNavigator | ( | Agent | agent, | 
| LocationCharacter | locationCharacter | ||
| ) | 
| SandBox.AgentNavigator.AgentNavigator | ( | Agent | agent | ) | 
| void SandBox.AgentNavigator.OnStopUsingGameObject | ( | ) | 
| void SandBox.AgentNavigator.OnAgentRemoved | ( | Agent | agent | ) | 
| void SandBox.AgentNavigator.SetTarget | ( | UsableMachine | usableMachine, | 
| bool | isInitialTarget = false  | 
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| ) | 
| void SandBox.AgentNavigator.SetTargetFrame | ( | WorldPosition | position, | 
| float | rotation, | ||
| float | rangeThreshold = 1::0f,  | 
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| float | rotationThreshold = -10::0f,  | 
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| Agent::AIScriptedFrameFlags | flags = Agent::AIScriptedFrameFlags::None,  | 
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| bool | disableClearTargetWhenTargetIsReached = false  | 
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| ) | 
| void SandBox.AgentNavigator.ClearTarget | ( | ) | 
| void SandBox.AgentNavigator.Tick | ( | float | dt, | 
| bool | isSimulation = false  | 
        ||
| ) | 
| float SandBox.AgentNavigator.GetDistanceToTarget | ( | UsableMachine | target | ) | 
| bool SandBox.AgentNavigator.IsTargetReached | ( | ) | 
| void SandBox.AgentNavigator.HoldAndHideRecentlyUsedMeshes | ( | ) | 
| void SandBox.AgentNavigator.RecoverRecentlyUsedMeshes | ( | ) | 
| bool SandBox.AgentNavigator.CanSeeAgent | ( | Agent | otherAgent | ) | 
| bool SandBox.AgentNavigator.IsCarryingSomething | ( | ) | 
| void SandBox.AgentNavigator.SetPrefabVisibility | ( | sbyte | realBoneIndex, | 
| string | prefabName, | ||
| bool | isVisible | ||
| ) | 
| bool SandBox.AgentNavigator.GetPrefabVisibility | ( | sbyte | realBoneIndex, | 
| string | prefabName | ||
| ) | 
| void SandBox.AgentNavigator.SetSpecialItem | ( | ) | 
| void SandBox.AgentNavigator.SetItemsVisibility | ( | bool | isVisible | ) | 
| void SandBox.AgentNavigator.SetCommonArea | ( | Alley | alley | ) | 
| void SandBox.AgentNavigator.ForceThink | ( | float | inSeconds | ) | 
| T SandBox.AgentNavigator.AddBehaviorGroup< T > | ( | ) | 
| T | : | AgentBehaviorGroup | 
| T SandBox.AgentNavigator.GetBehaviorGroup< T > | ( | ) | 
| T | : | AgentBehaviorGroup | 
| AgentBehavior SandBox.AgentNavigator.GetBehavior< T > | ( | ) | 
| T | : | AgentBehavior | 
| bool SandBox.AgentNavigator.HasBehaviorGroup< T > | ( | ) | 
| void SandBox.AgentNavigator.RemoveBehaviorGroup< T > | ( | ) | 
| T | : | AgentBehaviorGroup | 
| void SandBox.AgentNavigator.RefreshBehaviorGroups | ( | bool | isSimulation | ) | 
| AgentBehavior SandBox.AgentNavigator.GetActiveBehavior | ( | ) | 
| AgentBehaviorGroup SandBox.AgentNavigator.GetActiveBehaviorGroup | ( | ) | 
| readonly Agent SandBox.AgentNavigator.OwnerAgent | 
      
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