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

Inherits TaleWorlds.CampaignSystem.Map.IMapScene.

Public Member Functions

 MapScene ()
 
Vec2 GetTerrainSize ()
 
uint GetSceneLevel (string name)
 
void SetSceneLevels (List< string > levels)
 
List< AtmosphereStateGetAtmosphereStates ()
 
void ValidateAgentVisualsReseted ()
 
void SetAtmosphereColorgrade (TerrainType terrainType)
 
void AddNewEntityToMapScene (string entityId, Vec2 position)
 
void GetFaceIndexForMultiplePositions (int movedPartyCount, float[] positionArray, PathFaceRecord[] resultArray)
 
void GetMapBorders (out Vec2 minimumPosition, out Vec2 maximumPosition, out float maximumHeight)
 WARNING: Cache these values since obtaining them is costly.
 
void Load ()
 
void Destroy ()
 
void DisableUnwalkableNavigationMeshes ()
 
PathFaceRecord GetFaceIndex (Vec2 position)
 
bool AreFacesOnSameIsland (PathFaceRecord startingFace, PathFaceRecord endFace, bool ignoreDisabled)
 
TerrainType GetTerrainTypeAtPosition (Vec2 position)
 
TerrainType GetFaceTerrainType (PathFaceRecord navMeshFace)
 
List< TerrainTypeGetEnvironmentTerrainTypes (Vec2 position)
 
List< TerrainTypeGetEnvironmentTerrainTypesCount (Vec2 position, out TerrainType currentPositionTerrainType)
 
MapPatchData GetMapPatchAtPosition (Vec2 position)
 
Vec2 GetAccessiblePointNearPosition (Vec2 position, float radius)
 
bool GetPathBetweenAIFaces (PathFaceRecord startingFace, PathFaceRecord endingFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, NavigationPath path)
 
bool GetPathDistanceBetweenAIFaces (PathFaceRecord startingAiFace, PathFaceRecord endingAiFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, float distanceLimit, out float distance)
 
bool IsLineToPointClear (PathFaceRecord startingFace, Vec2 position, Vec2 destination, float agentRadius)
 
Vec2 GetLastPointOnNavigationMeshFromPositionToDestination (PathFaceRecord startingFace, Vec2 position, Vec2 destination)
 
Vec2 GetNavigationMeshCenterPosition (PathFaceRecord face)
 
int GetNumberOfNavigationMeshFaces ()
 
bool GetHeightAtPoint (Vec2 point, ref float height)
 
float GetWinterTimeFactor ()
 
float GetFaceVertexZ (PathFaceRecord navMeshFace)
 
Vec3 GetGroundNormal (Vec2 position)
 
void GetTerrainHeightandNormal (Vec2 position, out float height, out Vec3 normal)
 
string GetTerrainTypeName (TerrainType type)
 
void Load ()
 
void Destroy ()
 
PathFaceRecord GetFaceIndex (Vec2 position)
 
bool AreFacesOnSameIsland (PathFaceRecord startingFace, PathFaceRecord endFace, bool ignoreDisabled)
 
TerrainType GetTerrainTypeAtPosition (Vec2 position)
 
List< TerrainTypeGetEnvironmentTerrainTypes (Vec2 position)
 
List< TerrainTypeGetEnvironmentTerrainTypesCount (Vec2 position, out TerrainType currentPositionTerrainType)
 
MapPatchData GetMapPatchAtPosition (Vec2 position)
 
TerrainType GetFaceTerrainType (PathFaceRecord faceIndex)
 
Vec2 GetAccessiblePointNearPosition (Vec2 position, float radius)
 
bool GetPathBetweenAIFaces (PathFaceRecord startingFace, PathFaceRecord endingFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, NavigationPath path)
 
bool GetPathDistanceBetweenAIFaces (PathFaceRecord startingAiFace, PathFaceRecord endingAiFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, float distanceLimit, out float distance)
 
bool IsLineToPointClear (PathFaceRecord startingFace, Vec2 position, Vec2 destination, float agentRadius)
 
Vec2 GetLastPointOnNavigationMeshFromPositionToDestination (PathFaceRecord startingFace, Vec2 position, Vec2 destination)
 
Vec2 GetNavigationMeshCenterPosition (PathFaceRecord face)
 
int GetNumberOfNavigationMeshFaces ()
 
bool GetHeightAtPoint (Vec2 point, ref float height)
 
float GetWinterTimeFactor ()
 
void GetTerrainHeightandNormal (Vec2 position, out float height, out Vec3 normal)
 
float GetFaceVertexZ (PathFaceRecord navMeshFace)
 
Vec3 GetGroundNormal (Vec2 position)
 
String GetTerrainTypeName (TerrainType type)
 
Vec2 GetTerrainSize ()
 
uint GetSceneLevel (string name)
 
void SetSoundParameters (float tod, int season, float cameraHeight)
 
void SetSceneLevels (List< string > levels)
 
List< AtmosphereStateGetAtmosphereStates ()
 
void SetAtmosphereColorgrade (TerrainType terrainType)
 
void AddNewEntityToMapScene (string entityId, Vec2 position)
 
void GetFaceIndexForMultiplePositions (int movedPartyCount, float[] positionArray, PathFaceRecord[] resultArray)
 
void GetMapBorders (out Vec2 minimumPosition, out Vec2 maximumPosition, out float maximumHeight)
 

Static Public Member Functions

static string RefreshBattleSceneIndexMap (List< String > strings)
 
static int GetNavigationMeshIndexOfTerrainType (TerrainType terrainType)
 

Properties

Scene Scene [get]
 

Constructor & Destructor Documentation

◆ MapScene()

SandBox.MapScene.MapScene ( )

Member Function Documentation

◆ GetTerrainSize()

Vec2 SandBox.MapScene.GetTerrainSize ( )

◆ GetSceneLevel()

uint SandBox.MapScene.GetSceneLevel ( string  name)

◆ SetSceneLevels()

void SandBox.MapScene.SetSceneLevels ( List< string >  levels)

◆ GetAtmosphereStates()

List< AtmosphereState > SandBox.MapScene.GetAtmosphereStates ( )

◆ ValidateAgentVisualsReseted()

void SandBox.MapScene.ValidateAgentVisualsReseted ( )

◆ SetAtmosphereColorgrade()

void SandBox.MapScene.SetAtmosphereColorgrade ( TerrainType  terrainType)

◆ AddNewEntityToMapScene()

void SandBox.MapScene.AddNewEntityToMapScene ( string  entityId,
Vec2  position 
)

◆ GetFaceIndexForMultiplePositions()

void SandBox.MapScene.GetFaceIndexForMultiplePositions ( int  movedPartyCount,
float[]  positionArray,
PathFaceRecord[]  resultArray 
)

◆ GetMapBorders()

void SandBox.MapScene.GetMapBorders ( out Vec2  minimumPosition,
out Vec2  maximumPosition,
out float  maximumHeight 
)
Parameters
minimumPosition
maximumPosition
maximumHeight

Implements TaleWorlds.CampaignSystem.Map.IMapScene.

◆ Load()

void SandBox.MapScene.Load ( )

◆ RefreshBattleSceneIndexMap()

static string SandBox.MapScene.RefreshBattleSceneIndexMap ( List< String >  strings)
static

◆ Destroy()

void SandBox.MapScene.Destroy ( )

◆ DisableUnwalkableNavigationMeshes()

void SandBox.MapScene.DisableUnwalkableNavigationMeshes ( )

◆ GetFaceIndex()

PathFaceRecord SandBox.MapScene.GetFaceIndex ( Vec2  position)

◆ AreFacesOnSameIsland()

bool SandBox.MapScene.AreFacesOnSameIsland ( PathFaceRecord  startingFace,
PathFaceRecord  endFace,
bool  ignoreDisabled 
)

◆ GetTerrainTypeAtPosition()

TerrainType SandBox.MapScene.GetTerrainTypeAtPosition ( Vec2  position)

◆ GetFaceTerrainType()

TerrainType SandBox.MapScene.GetFaceTerrainType ( PathFaceRecord  navMeshFace)

◆ GetNavigationMeshIndexOfTerrainType()

static int SandBox.MapScene.GetNavigationMeshIndexOfTerrainType ( TerrainType  terrainType)
static

◆ GetEnvironmentTerrainTypes()

List< TerrainType > SandBox.MapScene.GetEnvironmentTerrainTypes ( Vec2  position)

◆ GetEnvironmentTerrainTypesCount()

List< TerrainType > SandBox.MapScene.GetEnvironmentTerrainTypesCount ( Vec2  position,
out TerrainType  currentPositionTerrainType 
)

◆ GetMapPatchAtPosition()

MapPatchData SandBox.MapScene.GetMapPatchAtPosition ( Vec2  position)

◆ GetAccessiblePointNearPosition()

Vec2 SandBox.MapScene.GetAccessiblePointNearPosition ( Vec2  position,
float  radius 
)

◆ GetPathBetweenAIFaces()

bool SandBox.MapScene.GetPathBetweenAIFaces ( PathFaceRecord  startingFace,
PathFaceRecord  endingFace,
Vec2  startingPosition,
Vec2  endingPosition,
float  agentRadius,
NavigationPath  path 
)

◆ GetPathDistanceBetweenAIFaces()

bool SandBox.MapScene.GetPathDistanceBetweenAIFaces ( PathFaceRecord  startingAiFace,
PathFaceRecord  endingAiFace,
Vec2  startingPosition,
Vec2  endingPosition,
float  agentRadius,
float  distanceLimit,
out float  distance 
)

◆ IsLineToPointClear()

bool SandBox.MapScene.IsLineToPointClear ( PathFaceRecord  startingFace,
Vec2  position,
Vec2  destination,
float  agentRadius 
)

◆ GetLastPointOnNavigationMeshFromPositionToDestination()

Vec2 SandBox.MapScene.GetLastPointOnNavigationMeshFromPositionToDestination ( PathFaceRecord  startingFace,
Vec2  position,
Vec2  destination 
)

◆ GetNavigationMeshCenterPosition()

Vec2 SandBox.MapScene.GetNavigationMeshCenterPosition ( PathFaceRecord  face)

◆ GetNumberOfNavigationMeshFaces()

int SandBox.MapScene.GetNumberOfNavigationMeshFaces ( )

◆ GetHeightAtPoint()

bool SandBox.MapScene.GetHeightAtPoint ( Vec2  point,
ref float  height 
)

◆ GetWinterTimeFactor()

float SandBox.MapScene.GetWinterTimeFactor ( )

◆ GetFaceVertexZ()

float SandBox.MapScene.GetFaceVertexZ ( PathFaceRecord  navMeshFace)

◆ GetGroundNormal()

Vec3 SandBox.MapScene.GetGroundNormal ( Vec2  position)

◆ GetTerrainHeightandNormal()

void SandBox.MapScene.GetTerrainHeightandNormal ( Vec2  position,
out float  height,
out Vec3  normal 
)

◆ GetTerrainTypeName()

string SandBox.MapScene.GetTerrainTypeName ( TerrainType  type)

Property Documentation

◆ Scene

Scene SandBox.MapScene.Scene
get