M&B: Bannerlord 1.1.0
The horns sound, the ravens gather.
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SandBox.MapScene Member List

This is the complete list of members for SandBox.MapScene, including all inherited members.

AddNewEntityToMapScene(string entityId, Vec2 position)SandBox.MapScene
AreFacesOnSameIsland(PathFaceRecord startingFace, PathFaceRecord endFace, bool ignoreDisabled)SandBox.MapScene
Destroy()SandBox.MapScene
DisableUnwalkableNavigationMeshes()SandBox.MapScene
GetAccessiblePointNearPosition(Vec2 position, float radius)SandBox.MapScene
GetAtmosphereStates()SandBox.MapScene
GetEnvironmentTerrainTypes(Vec2 position)SandBox.MapScene
GetEnvironmentTerrainTypesCount(Vec2 position, out TerrainType currentPositionTerrainType)SandBox.MapScene
GetFaceIndex(Vec2 position)SandBox.MapScene
GetFaceIndexForMultiplePositions(int movedPartyCount, float[] positionArray, PathFaceRecord[] resultArray)SandBox.MapScene
GetFaceTerrainType(PathFaceRecord navMeshFace)SandBox.MapScene
GetFaceVertexZ(PathFaceRecord navMeshFace)SandBox.MapScene
GetGroundNormal(Vec2 position)SandBox.MapScene
GetHeightAtPoint(Vec2 point, ref float height)SandBox.MapScene
GetLastPointOnNavigationMeshFromPositionToDestination(PathFaceRecord startingFace, Vec2 position, Vec2 destination)SandBox.MapScene
GetMapBorders(out Vec2 minimumPosition, out Vec2 maximumPosition, out float maximumHeight)SandBox.MapScene
GetMapPatchAtPosition(Vec2 position)SandBox.MapScene
GetNavigationMeshCenterPosition(PathFaceRecord face)SandBox.MapScene
GetNavigationMeshIndexOfTerrainType(TerrainType terrainType)SandBox.MapScenestatic
GetNumberOfNavigationMeshFaces()SandBox.MapScene
GetPathBetweenAIFaces(PathFaceRecord startingFace, PathFaceRecord endingFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, NavigationPath path)SandBox.MapScene
GetPathDistanceBetweenAIFaces(PathFaceRecord startingAiFace, PathFaceRecord endingAiFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, float distanceLimit, out float distance)SandBox.MapScene
GetSceneLevel(string name)SandBox.MapScene
GetTerrainHeightandNormal(Vec2 position, out float height, out Vec3 normal)SandBox.MapScene
GetTerrainSize()SandBox.MapScene
GetTerrainTypeAtPosition(Vec2 position)SandBox.MapScene
GetTerrainTypeName(TerrainType type)SandBox.MapScene
GetWinterTimeFactor()SandBox.MapScene
IsLineToPointClear(PathFaceRecord startingFace, Vec2 position, Vec2 destination, float agentRadius)SandBox.MapScene
Load()SandBox.MapScene
MapScene()SandBox.MapScene
RefreshBattleSceneIndexMap(List< String > strings)SandBox.MapScenestatic
SceneSandBox.MapScene
SetAtmosphereColorgrade(TerrainType terrainType)SandBox.MapScene
SetSceneLevels(List< string > levels)SandBox.MapScene
ValidateAgentVisualsReseted()SandBox.MapScene