M&B: Bannerlord 1.1.0
The horns sound, the ravens gather.
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TaleWorlds.CampaignSystem.GameState.KingdomState Class Reference

Inherits TaleWorlds.Core.GameState.

Public Member Functions

 KingdomState ()
 
 KingdomState (Army initialSelectedArmy)
 
 KingdomState (Settlement initialSelectedSettlement)
 
 KingdomState (IFaction initialSelectedFaction)
 
 KingdomState (PolicyObject initialSelectedPolicy)
 
- Public Member Functions inherited from TaleWorlds.Core.GameState
bool RegisterListener (IGameStateListener listener)
 
bool UnregisterListener (IGameStateListener listener)
 
GetListenerOfType< T > ()
 
- Public Member Functions inherited from TaleWorlds.ObjectSystem.MBObjectBase
 MBObjectBase ()
 
 MBObjectBase (MBObjectBase other)
 
 MBObjectBase (string stringId)
 
void AfterInitialized ()
 
virtual void AfterRegister ()
 
virtual void Initialize ()
 
virtual void Deserialize (MBObjectManager objectManager, XmlNode node)
 
override int GetHashCode ()
 
virtual TextObject GetName ()
 
void PreAfterLoadInternal ()
 
void AfterLoadInternal ()
 
void OnRegistered ()
 
void OnUnregistered ()
 

Properties

override bool IsMenuState [get]
 
Army InitialSelectedArmy [get]
 
Settlement InitialSelectedSettlement [get]
 
Clan InitialSelectedClan [get]
 
PolicyObject InitialSelectedPolicy [get]
 
Kingdom InitialSelectedKingdom [get]
 
IKingdomStateHandler Handler [get, set]
 
- Properties inherited from TaleWorlds.Core.GameState
GameState Predecessor [get]
 
bool IsActive [get]
 
IReadOnlyCollection< IGameStateListenerListeners [get]
 
GameStateManager GameStateManager [get]
 
virtual bool IsMusicMenuState [get]
 Whether or not if this state should be treated as a menu state for the music manager.
 
virtual bool IsMenuState [get]
 Whether or not if this state is a screen/menu state for GUI.
 
virtual bool IsMission [get]
 
bool Activated [get]
 
- Properties inherited from TaleWorlds.ObjectSystem.MBObjectBase
string StringId [get, set]
 
MBGUID Id [get, set]
 
bool IsInitialized [get]
 
bool IsReady [get, set]
 

Additional Inherited Members

- Public Attributes inherited from TaleWorlds.Core.GameState
int Level
 
- Static Public Attributes inherited from TaleWorlds.Core.GameState
static int NumberOfListenerActivations
 
- Protected Member Functions inherited from TaleWorlds.Core.GameState
 GameState ()
 
virtual void OnInitialize ()
 
virtual void OnFinalize ()
 
virtual void OnActivate ()
 
virtual void OnDeactivate ()
 
- Protected Member Functions inherited from TaleWorlds.ObjectSystem.MBObjectBase
virtual void OnBeforeLoad ()
 
virtual void PreAfterLoad ()
 
virtual void AfterLoad ()
 

Constructor & Destructor Documentation

◆ KingdomState() [1/5]

TaleWorlds.CampaignSystem.GameState.KingdomState.KingdomState ( )

◆ KingdomState() [2/5]

TaleWorlds.CampaignSystem.GameState.KingdomState.KingdomState ( Army  initialSelectedArmy)

◆ KingdomState() [3/5]

TaleWorlds.CampaignSystem.GameState.KingdomState.KingdomState ( Settlement  initialSelectedSettlement)

◆ KingdomState() [4/5]

TaleWorlds.CampaignSystem.GameState.KingdomState.KingdomState ( IFaction  initialSelectedFaction)

◆ KingdomState() [5/5]

TaleWorlds.CampaignSystem.GameState.KingdomState.KingdomState ( PolicyObject  initialSelectedPolicy)

Property Documentation

◆ IsMenuState

override bool TaleWorlds.CampaignSystem.GameState.KingdomState.IsMenuState
get

◆ InitialSelectedArmy

Army TaleWorlds.CampaignSystem.GameState.KingdomState.InitialSelectedArmy
get

◆ InitialSelectedSettlement

Settlement TaleWorlds.CampaignSystem.GameState.KingdomState.InitialSelectedSettlement
get

◆ InitialSelectedClan

Clan TaleWorlds.CampaignSystem.GameState.KingdomState.InitialSelectedClan
get

◆ InitialSelectedPolicy

PolicyObject TaleWorlds.CampaignSystem.GameState.KingdomState.InitialSelectedPolicy
get

◆ InitialSelectedKingdom

Kingdom TaleWorlds.CampaignSystem.GameState.KingdomState.InitialSelectedKingdom
get

◆ Handler

IKingdomStateHandler TaleWorlds.CampaignSystem.GameState.KingdomState.Handler
getset