Single file formation.
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| ColumnFormation (IFormation ownerFormation, IFormationUnit vanguard=null, int columnCount=1) |
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IFormationArrangement | Clone (IFormation formation) |
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void | DeepCopyFrom (IFormationArrangement arrangement) |
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IFormationUnit | GetPlayerUnit () |
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MBList< IFormationUnit > | GetAllUnits () |
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MBList< IFormationUnit > | GetUnpositionedUnits () |
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bool | AddUnit (IFormationUnit unit) |
| Adding may fail if there is no vacant position and deepening the formation does not create any new vacant positions.
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void | RemoveUnit (IFormationUnit unit) |
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IFormationUnit | GetUnit (int fileIndex, int rankIndex) |
| Returns the unit at the specified file and rank index Returns null if the specified position is restrained, is not valid or if there is no agent assigned to this position.
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void | OnBatchRemoveStart () |
| Notifies the arrangement that remove operations will be done in batch for performance. Child arrangements should provide their own implementation.
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void | OnBatchRemoveEnd () |
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Vec2? | GetLocalPositionOfUnitOrDefault (int unitIndex) |
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Vec2? | GetLocalDirectionOfUnitOrDefault (int unitIndex) |
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Engine.? WorldPosition | GetWorldPositionOfUnitOrDefault (int unitIndex) |
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Vec2? | GetLocalPositionOfUnitOrDefault (IFormationUnit unit) |
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Vec2? | GetLocalPositionOfUnitOrDefaultWithAdjustment (IFormationUnit unit, float distanceBetweenAgentsAdjustment) |
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Engine.? WorldPosition | GetWorldPositionOfUnitOrDefault (IFormationUnit unit) |
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Vec2? | GetLocalDirectionOfUnitOrDefault (IFormationUnit unit) |
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List< IFormationUnit > | GetUnitsToPop (int count) |
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List< IFormationUnit > | GetUnitsToPop (int count, Vec3 targetPosition) |
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IEnumerable< IFormationUnit > | GetUnitsToPopWithCondition (int count, Func< IFormationUnit, bool > currentCondition) |
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void | SwitchUnitLocations (IFormationUnit firstUnit, IFormationUnit secondUnit) |
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void | SwitchUnitLocationsWithUnpositionedUnit (IFormationUnit firstUnit, IFormationUnit secondUnit) |
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void | SwitchUnitLocationsWithBackMostUnit (IFormationUnit unit) |
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float | GetUnitsDistanceToFrontLine (IFormationUnit unit) |
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Vec2? | GetLocalDirectionOfRelativeFormationLocation (IFormationUnit unit) |
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Vec2? | GetLocalWallDirectionOfRelativeFormationLocation (IFormationUnit unit) |
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IEnumerable< Vec2 > | GetUnavailableUnitPositions () |
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float | GetOccupationWidth (int unitCount) |
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Vec2? | CreateNewPosition (int unitIndex) |
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void | InvalidateCacheOfUnitAux (Vec2 roundedLocalPosition) |
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void | BeforeFormationFrameChange () |
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void | OnFormationFrameChanged () |
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void | OnUnitLostMount (IFormationUnit unit) |
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bool | IsTurnBackwardsNecessary (Vec2 previousPosition, WorldPosition? newPosition, Vec2 previousDirection, bool hasNewDirection, Vec2? newDirection) |
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void | TurnBackwards () |
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void | OnFormationDispersed () |
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void | Reset () |
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virtual void | RearrangeFrom (IFormationArrangement arrangement) |
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virtual void | RearrangeTo (IFormationArrangement arrangement) |
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virtual void | RearrangeTransferUnits (IFormationArrangement arrangement) |
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void | FormFromWidth (float width) |
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IFormationUnit | GetNeighborUnitOfLeftSide (IFormationUnit unit) |
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IFormationUnit | GetNeighborUnitOfRightSide (IFormationUnit unit) |
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void | ReserveMiddleFrontUnitPosition (IFormationUnit vanguard) |
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void | ReleaseMiddleFrontUnitPosition () |
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Vec2 | GetLocalPositionOfReservedUnitPosition () |
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void | OnTickOccasionallyOfUnit (IFormationUnit unit, bool arrangementChangeAllowed) |
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float | GetDirectionChangeTendencyOfUnit (IFormationUnit unit) |
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IEnumerable< T > | GetUnitsAtVanguardFile< T > () |
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IFormationUnit | GetPlayerUnit () |
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MBList< IFormationUnit > | GetAllUnits () |
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MBList< IFormationUnit > | GetUnpositionedUnits () |
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bool | AddUnit (IFormationUnit unit) |
| Adding may fail if there is no vacant position and deepening the formation does not create any new vacant positions.
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void | RemoveUnit (IFormationUnit unit) |
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IFormationUnit | GetUnit (int fileIndex, int rankIndex) |
| Returns the unit at the specified file and rank index Returns null if the specified position is restrained, is not valid or if there is no agent assigned to this position.
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void | OnBatchRemoveStart () |
| Notifies the arrangement that remove operations will be done in batch for performance. Child arrangements should provide their own implementation.
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void | OnBatchRemoveEnd () |
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Vec2? | GetLocalPositionOfUnitOrDefault (int unitIndex) |
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Vec2? | GetLocalPositionOfUnitOrDefault (IFormationUnit unit) |
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Vec2? | GetLocalPositionOfUnitOrDefaultWithAdjustment (IFormationUnit unit, float distanceBetweenAgentsAdjustment) |
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Vec2? | GetLocalDirectionOfUnitOrDefault (int unitIndex) |
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Vec2? | GetLocalDirectionOfUnitOrDefault (IFormationUnit unit) |
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WorldPosition? | GetWorldPositionOfUnitOrDefault (int unitIndex) |
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WorldPosition? | GetWorldPositionOfUnitOrDefault (IFormationUnit unit) |
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List< IFormationUnit > | GetUnitsToPop (int count) |
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List< IFormationUnit > | GetUnitsToPop (int count, Vec3 targetPosition) |
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IEnumerable< IFormationUnit > | GetUnitsToPopWithCondition (int count, Func< IFormationUnit, bool > conditionFunction) |
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void | SwitchUnitLocations (IFormationUnit firstUnit, IFormationUnit secondUnit) |
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void | SwitchUnitLocationsWithUnpositionedUnit (IFormationUnit firstUnit, IFormationUnit secondUnit) |
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void | SwitchUnitLocationsWithBackMostUnit (IFormationUnit unit) |
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IFormationUnit | GetNeighborUnitOfLeftSide (IFormationUnit unit) |
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IFormationUnit | GetNeighborUnitOfRightSide (IFormationUnit unit) |
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Vec2? | GetLocalWallDirectionOfRelativeFormationLocation (IFormationUnit unit) |
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IEnumerable< Vec2 > | GetUnavailableUnitPositions () |
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float | GetOccupationWidth (int unitCount) |
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Vec2? | CreateNewPosition (int unitIndex) |
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void | BeforeFormationFrameChange () |
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void | OnFormationFrameChanged () |
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bool | IsTurnBackwardsNecessary (Vec2 previousPosition, WorldPosition? newPosition, Vec2 previousDirection, bool hasNewDirection, Vec2? newDirection) |
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void | TurnBackwards () |
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void | OnFormationDispersed () |
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void | Reset () |
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IFormationArrangement | Clone (IFormation formation) |
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void | DeepCopyFrom (IFormationArrangement arrangement) |
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void | RearrangeTo (IFormationArrangement arrangement) |
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void | RearrangeFrom (IFormationArrangement arrangement) |
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void | RearrangeTransferUnits (IFormationArrangement arrangement) |
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void | ReserveMiddleFrontUnitPosition (IFormationUnit vanguard) |
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void | ReleaseMiddleFrontUnitPosition () |
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Vec2 | GetLocalPositionOfReservedUnitPosition () |
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void | OnTickOccasionallyOfUnit (IFormationUnit unit, bool arrangementChangeAllowed) |
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void | OnUnitLostMount (IFormationUnit unit) |
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float | GetDirectionChangeTendencyOfUnit (IFormationUnit unit) |
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IFormationUnit | Vanguard [get] |
| Forward unit of the column.
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int | ColumnCount [get, set] |
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int | FileCount [get] |
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int | RankCount [get] |
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float | Distance [get] |
| Space between units in the direction of depth.
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float | Interval [get] |
| The lateral space between units on one same line.
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float | Width [get, set] |
| Actual space occupied by the formation along side (x) direction, measured from left to right.
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float | FlankWidth [get, set] |
| The space occupied by the formation, measured from left to right most flank.
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float | Depth [get] |
| Actual space occupied by the formation along forward (y) direction, from front to back.
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float | RankDepth [get] |
| The space occupied by the formation, from front rank to back most rank.
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float | MinimumWidth [get] |
| Minimum width of the formation. Using current unit count, minimum unit interval and minimum unit distance.
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float | MaximumWidth [get] |
| Maximum width of the formation. Using current unit count, maximum unit interval and maximum unit distance.
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float | MinimumFlankWidth [get] |
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bool? | IsLoose [get] |
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int | UnitCount [get] |
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int | PositionedUnitCount [get] |
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Properties inherited from TaleWorlds.MountAndBlade.IFormationArrangement |
float | Width [get, set] |
| Actual space occupied by the formation along side (x) direction, measured from left to right.
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float | Depth [get] |
| Actual space occupied by the formation along forward (y) direction, from front to back.
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float | FlankWidth [get, set] |
| Space occupied from the formation's left most flank to right most flank REMARK_ATES: For rectangular formations this matches width. For circular formations (and alike) this matches circumference.
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float | RankDepth [get] |
| Space occupied from the formation's front rank to back most rank. REMARK_ATES: For rectangular formations this matches depth. For circular formations (and alike) this matches radius.
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float | MinimumWidth [get] |
| Minimum width of the formation. Using current unit count, minimum unit interval and minimum unit distance.
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float | MaximumWidth [get] |
| Maximum width of the formation. Using current unit count, maximum unit interval and maximum unit distance.
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float | MinimumFlankWidth [get] |
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bool? | IsLoose [get] |
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int | UnitCount [get] |
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int | RankCount [get] |
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int | PositionedUnitCount [get] |
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bool | AreLocalPositionsDirty [set] |
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