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| MultiplayerItemTestMissionController (BasicCultureObject culture) |
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override void | AfterStart () |
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Public Member Functions inherited from TaleWorlds.MountAndBlade.MissionLogic |
virtual InquiryData | OnEndMissionRequest (out bool canLeave) |
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virtual bool | MissionEnded (ref MissionResult missionResult) |
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virtual void | OnBattleEnded () |
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virtual void | ShowBattleResults () |
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virtual void | OnRetreatMission () |
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virtual void | OnSurrenderMission () |
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virtual void | OnAutoDeployTeam (Team team) |
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virtual List< EquipmentElement > | GetExtraEquipmentElementsForCharacter (BasicCharacterObject character, bool getAllEquipments=false) |
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virtual void | OnMissionResultReady (MissionResult missionResult) |
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Public Member Functions inherited from TaleWorlds.MountAndBlade.MissionBehavior |
virtual void | OnAfterMissionCreated () |
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virtual void | OnBehaviorInitialize () |
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virtual void | OnCreated () |
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virtual void | EarlyStart () |
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virtual void | AfterStart () |
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virtual void | OnMissileHit (Agent attacker, Agent victim, bool isCanceled, AttackCollisionData collisionData) |
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virtual void | OnMeleeHit (Agent attacker, Agent victim, bool isCanceled, AttackCollisionData collisionData) |
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virtual void | OnMissileCollisionReaction (Mission.MissileCollisionReaction collisionReaction, Agent attackerAgent, Agent attachedAgent, sbyte attachedBoneIndex) |
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virtual void | OnMissionScreenPreLoad () |
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virtual void | OnAgentCreated (Agent agent) |
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virtual void | OnAgentBuild (Agent agent, Banner banner) |
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virtual void | OnAgentTeamChanged (Team prevTeam, Team newTeam, Agent agent) |
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virtual void | OnAgentHit (Agent affectedAgent, Agent affectorAgent, in MissionWeapon affectorWeapon, in Blow blow, in AttackCollisionData attackCollisionData) |
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virtual void | OnScoreHit (Agent affectedAgent, Agent affectorAgent, WeaponComponentData attackerWeapon, bool isBlocked, bool isSiegeEngineHit, in Blow blow, in AttackCollisionData collisionData, float damagedHp, float hitDistance, float shotDifficulty) |
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virtual void | OnEarlyAgentRemoved (Agent affectedAgent, Agent affectorAgent, AgentState agentState, KillingBlow blow) |
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virtual void | OnAgentRemoved (Agent affectedAgent, Agent affectorAgent, AgentState agentState, KillingBlow blow) |
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virtual void | OnAgentDeleted (Agent affectedAgent) |
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virtual void | OnAgentFleeing (Agent affectedAgent) |
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virtual void | OnAgentPanicked (Agent affectedAgent) |
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virtual void | OnFocusGained (Agent agent, IFocusable focusableObject, bool isInteractable) |
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virtual void | OnFocusLost (Agent agent, IFocusable focusableObject) |
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virtual void | OnAddTeam (Team team) |
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virtual void | AfterAddTeam (Team team) |
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virtual void | OnAgentInteraction (Agent userAgent, Agent agent) |
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virtual void | OnClearScene () |
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virtual void | OnEndMissionInternal () |
| Do not override this.
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virtual void | OnRemoveBehavior () |
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virtual void | OnPreMissionTick (float dt) |
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virtual void | OnPreDisplayMissionTick (float dt) |
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virtual void | OnMissionTick (float dt) |
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virtual void | OnAgentMount (Agent agent) |
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virtual void | OnAgentDismount (Agent agent) |
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virtual bool | IsThereAgentAction (Agent userAgent, Agent otherAgent) |
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virtual void | OnEntityRemoved (GameEntity entity) |
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virtual void | OnObjectUsed (Agent userAgent, UsableMissionObject usedObject) |
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virtual void | OnObjectStoppedBeingUsed (Agent userAgent, UsableMissionObject usedObject) |
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virtual void | OnRenderingStarted () |
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virtual void | OnMissionStateActivated () |
| Called either after the mission is first initialized or the mission state is re-activated when a prior state (like inventory) is popped out of GameState stack.
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virtual void | OnMissionStateFinalized () |
| Called right before the mission state is finalized and any remaining allocated mission resources are released. This is not the same as OnMissionEnd callback which is called after the player clicks end/retreat button on battle results screen. MissionState is deallocated some time after OnMissionEnd to let MissionBehaviors to correctly deallocated themselves. Certain data structures (like Mission's agent list) are emptied here so do not depend on them. This is the final callback mission behaviors will receive before they are removed entirely.
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virtual void | OnMissionStateDeactivated () |
| Called either before mission is finalized or the mission state is deactivated due to another state (like inventory) being pushed into GameStates stack.
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virtual void | OnMissionRestart () |
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virtual List< CompassItemUpdateParams > | GetCompassTargets () |
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virtual void | OnAssignPlayerAsSergeantOfFormation (Agent agent) |
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virtual void | OnDeploymentFinished () |
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virtual void | OnFormationUnitsSpawned (Team team) |
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virtual void | OnAgentAlarmedStateChanged (Agent agent, Agent.AIStateFlag flag) |
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virtual void | OnMissionModeChange (MissionMode oldMissionMode, bool atStart) |
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virtual void | OnItemPickup (Agent agent, SpawnedItemEntity item) |
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virtual void | OnItemDrop (Agent agent, SpawnedItemEntity item) |
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virtual void | OnRegisterBlow (Agent attacker, Agent victim, GameEntity realHitEntity, Blow b, ref AttackCollisionData collisionData, in MissionWeapon attackerWeapon) |
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virtual void | OnAgentShootMissile (Agent shooterAgent, EquipmentIndex weaponIndex, Vec3 position, Vec3 velocity, Mat3 orientation, bool hasRigidBody, int forcedMissileIndex) |
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