M&B: Bannerlord 1.1.0
The horns sound, the ravens gather.
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TaleWorlds.MountAndBlade.ColumnFormation Member List

This is the complete list of members for TaleWorlds.MountAndBlade.ColumnFormation, including all inherited members.

AddUnit(IFormationUnit unit)TaleWorlds.MountAndBlade.ColumnFormation
BeforeFormationFrameChange()TaleWorlds.MountAndBlade.ColumnFormation
Clone(IFormation formation)TaleWorlds.MountAndBlade.ColumnFormation
ColumnCountTaleWorlds.MountAndBlade.ColumnFormation
ColumnFormation(IFormation ownerFormation, IFormationUnit vanguard=null, int columnCount=1)TaleWorlds.MountAndBlade.ColumnFormation
CreateNewPosition(int unitIndex)TaleWorlds.MountAndBlade.ColumnFormation
DeepCopyFrom(IFormationArrangement arrangement)TaleWorlds.MountAndBlade.ColumnFormation
DepthTaleWorlds.MountAndBlade.ColumnFormation
DistanceTaleWorlds.MountAndBlade.ColumnFormationprotected
FileCountTaleWorlds.MountAndBlade.ColumnFormationprotected
FlankWidthTaleWorlds.MountAndBlade.ColumnFormation
FormFromWidth(float width)TaleWorlds.MountAndBlade.ColumnFormation
GetAllUnits()TaleWorlds.MountAndBlade.ColumnFormation
GetDirectionChangeTendencyOfUnit(IFormationUnit unit)TaleWorlds.MountAndBlade.ColumnFormation
GetLocalDirectionOfRelativeFormationLocation(IFormationUnit unit)TaleWorlds.MountAndBlade.ColumnFormation
GetLocalDirectionOfUnitOrDefault(int unitIndex)TaleWorlds.MountAndBlade.ColumnFormation
GetLocalDirectionOfUnitOrDefault(IFormationUnit unit)TaleWorlds.MountAndBlade.ColumnFormation
GetLocalPositionOfReservedUnitPosition()TaleWorlds.MountAndBlade.ColumnFormation
GetLocalPositionOfUnitOrDefault(int unitIndex)TaleWorlds.MountAndBlade.ColumnFormation
GetLocalPositionOfUnitOrDefault(IFormationUnit unit)TaleWorlds.MountAndBlade.ColumnFormation
GetLocalPositionOfUnitOrDefaultWithAdjustment(IFormationUnit unit, float distanceBetweenAgentsAdjustment)TaleWorlds.MountAndBlade.ColumnFormation
GetLocalWallDirectionOfRelativeFormationLocation(IFormationUnit unit)TaleWorlds.MountAndBlade.ColumnFormation
GetNeighborUnitOfLeftSide(IFormationUnit unit)TaleWorlds.MountAndBlade.ColumnFormation
GetNeighborUnitOfRightSide(IFormationUnit unit)TaleWorlds.MountAndBlade.ColumnFormation
GetOccupationWidth(int unitCount)TaleWorlds.MountAndBlade.ColumnFormation
GetPlayerUnit()TaleWorlds.MountAndBlade.ColumnFormation
GetUnavailableUnitPositions()TaleWorlds.MountAndBlade.ColumnFormation
GetUnit(int fileIndex, int rankIndex)TaleWorlds.MountAndBlade.ColumnFormation
GetUnitCountWithOverride()TaleWorlds.MountAndBlade.ColumnFormationprotected
GetUnitsAtVanguardFile< T >()TaleWorlds.MountAndBlade.ColumnFormation
GetUnitsDistanceToFrontLine(IFormationUnit unit)TaleWorlds.MountAndBlade.ColumnFormation
GetUnitsToPop(int count)TaleWorlds.MountAndBlade.ColumnFormation
GetUnitsToPop(int count, Vec3 targetPosition)TaleWorlds.MountAndBlade.ColumnFormation
GetUnitsToPopWithCondition(int count, Func< IFormationUnit, bool > currentCondition)TaleWorlds.MountAndBlade.ColumnFormation
GetUnpositionedUnits()TaleWorlds.MountAndBlade.ColumnFormation
GetWorldPositionOfUnitOrDefault(int unitIndex)TaleWorlds.MountAndBlade.ColumnFormation
GetWorldPositionOfUnitOrDefault(IFormationUnit unit)TaleWorlds.MountAndBlade.ColumnFormation
IntervalTaleWorlds.MountAndBlade.ColumnFormationprotected
InvalidateCacheOfUnitAux(Vec2 roundedLocalPosition)TaleWorlds.MountAndBlade.ColumnFormation
IsLooseTaleWorlds.MountAndBlade.ColumnFormation
IsTurnBackwardsNecessary(Vec2 previousPosition, WorldPosition? newPosition, Vec2 previousDirection, bool hasNewDirection, Vec2? newDirection)TaleWorlds.MountAndBlade.ColumnFormation
MaximumWidthTaleWorlds.MountAndBlade.ColumnFormation
MinimumFlankWidthTaleWorlds.MountAndBlade.ColumnFormation
MinimumWidthTaleWorlds.MountAndBlade.ColumnFormation
OnBatchRemoveEnd()TaleWorlds.MountAndBlade.ColumnFormation
OnBatchRemoveStart()TaleWorlds.MountAndBlade.ColumnFormation
OnFormationDispersed()TaleWorlds.MountAndBlade.ColumnFormation
OnFormationFrameChanged()TaleWorlds.MountAndBlade.ColumnFormation
OnShapeChangedTaleWorlds.MountAndBlade.ColumnFormation
OnTickOccasionallyOfUnit(IFormationUnit unit, bool arrangementChangeAllowed)TaleWorlds.MountAndBlade.ColumnFormation
OnUnitLostMount(IFormationUnit unit)TaleWorlds.MountAndBlade.ColumnFormation
OnWidthChangedTaleWorlds.MountAndBlade.ColumnFormation
PositionedUnitCountTaleWorlds.MountAndBlade.ColumnFormation
RankCountTaleWorlds.MountAndBlade.ColumnFormation
RankDepthTaleWorlds.MountAndBlade.ColumnFormation
RearrangeFrom(IFormationArrangement arrangement)TaleWorlds.MountAndBlade.ColumnFormationvirtual
RearrangeTo(IFormationArrangement arrangement)TaleWorlds.MountAndBlade.ColumnFormationvirtual
RearrangeTransferUnits(IFormationArrangement arrangement)TaleWorlds.MountAndBlade.ColumnFormationvirtual
ReleaseMiddleFrontUnitPosition()TaleWorlds.MountAndBlade.ColumnFormation
RemoveUnit(IFormationUnit unit)TaleWorlds.MountAndBlade.ColumnFormation
ReserveMiddleFrontUnitPosition(IFormationUnit vanguard)TaleWorlds.MountAndBlade.ColumnFormation
Reset()TaleWorlds.MountAndBlade.ColumnFormation
SwitchUnitLocations(IFormationUnit firstUnit, IFormationUnit secondUnit)TaleWorlds.MountAndBlade.ColumnFormation
SwitchUnitLocationsWithBackMostUnit(IFormationUnit unit)TaleWorlds.MountAndBlade.ColumnFormation
SwitchUnitLocationsWithUnpositionedUnit(IFormationUnit firstUnit, IFormationUnit secondUnit)TaleWorlds.MountAndBlade.ColumnFormation
TurnBackwards()TaleWorlds.MountAndBlade.ColumnFormation
UnitCountTaleWorlds.MountAndBlade.ColumnFormation
VanguardTaleWorlds.MountAndBlade.ColumnFormation
WidthTaleWorlds.MountAndBlade.ColumnFormation