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.MapScene | static |
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.MapScene | static |
Scene | SandBox.MapScene | |
SetAtmosphereColorgrade(TerrainType terrainType) | SandBox.MapScene | |
SetSceneLevels(List< string > levels) | SandBox.MapScene | |
ValidateAgentVisualsReseted() | SandBox.MapScene | |