M&B: Bannerlord 1.1.0
The horns sound, the ravens gather.
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TaleWorlds.CampaignSystem.ICampaignMission Interface Reference

Inherited by SandBox.Missions.MissionLogics.CampaignMissionComponent, and SandBox.View.Map.MapConversationTableau.

Public Member Functions

void SetMissionMode (MissionMode newMode, bool atStart)
 
void OnCloseEncounterMenu ()
 
bool AgentLookingAtAgent (IAgent agent1, IAgent agent2)
 
void OnCharacterLocationChanged (LocationCharacter locationCharacter, Location fromLocation, Location toLocation)
 
void OnProcessSentence ()
 
void OnConversationContinue ()
 
bool CheckIfAgentCanFollow (IAgent agent)
 
void AddAgentFollowing (IAgent agent)
 
bool CheckIfAgentCanUnFollow (IAgent agent)
 
void RemoveAgentFollowing (IAgent agent)
 
void OnConversationPlay (string idleActionId, string idleFaceAnimId, string reactionId, string reactionFaceAnimId, string soundPath)
 
void OnConversationStart (IAgent agent, bool setActionsInstantly)
 
void OnConversationEnd (IAgent agent)
 
void EndMission ()
 

Properties

Core.GameState State [get]
 
IMissionTroopSupplier AgentSupplier [get]
 
Location Location [get, set]
 
Alley LastVisitedAlley [get, set]
 
MissionMode Mode [get]
 

Member Function Documentation

◆ SetMissionMode()

void TaleWorlds.CampaignSystem.ICampaignMission.SetMissionMode ( MissionMode  newMode,
bool  atStart 
)

◆ OnCloseEncounterMenu()

void TaleWorlds.CampaignSystem.ICampaignMission.OnCloseEncounterMenu ( )

◆ AgentLookingAtAgent()

bool TaleWorlds.CampaignSystem.ICampaignMission.AgentLookingAtAgent ( IAgent  agent1,
IAgent  agent2 
)

◆ OnCharacterLocationChanged()

void TaleWorlds.CampaignSystem.ICampaignMission.OnCharacterLocationChanged ( LocationCharacter  locationCharacter,
Location  fromLocation,
Location  toLocation 
)

◆ OnProcessSentence()

void TaleWorlds.CampaignSystem.ICampaignMission.OnProcessSentence ( )

◆ OnConversationContinue()

void TaleWorlds.CampaignSystem.ICampaignMission.OnConversationContinue ( )

◆ CheckIfAgentCanFollow()

bool TaleWorlds.CampaignSystem.ICampaignMission.CheckIfAgentCanFollow ( IAgent  agent)

◆ AddAgentFollowing()

void TaleWorlds.CampaignSystem.ICampaignMission.AddAgentFollowing ( IAgent  agent)

◆ CheckIfAgentCanUnFollow()

bool TaleWorlds.CampaignSystem.ICampaignMission.CheckIfAgentCanUnFollow ( IAgent  agent)

◆ RemoveAgentFollowing()

void TaleWorlds.CampaignSystem.ICampaignMission.RemoveAgentFollowing ( IAgent  agent)

◆ OnConversationPlay()

void TaleWorlds.CampaignSystem.ICampaignMission.OnConversationPlay ( string  idleActionId,
string  idleFaceAnimId,
string  reactionId,
string  reactionFaceAnimId,
string  soundPath 
)

◆ OnConversationStart()

void TaleWorlds.CampaignSystem.ICampaignMission.OnConversationStart ( IAgent  agent,
bool  setActionsInstantly 
)

◆ OnConversationEnd()

void TaleWorlds.CampaignSystem.ICampaignMission.OnConversationEnd ( IAgent  agent)

◆ EndMission()

void TaleWorlds.CampaignSystem.ICampaignMission.EndMission ( )

Property Documentation

◆ State

Core.GameState TaleWorlds.CampaignSystem.ICampaignMission.State
get

◆ AgentSupplier

IMissionTroopSupplier TaleWorlds.CampaignSystem.ICampaignMission.AgentSupplier
get

◆ Location

Location TaleWorlds.CampaignSystem.ICampaignMission.Location
getset

◆ LastVisitedAlley

Alley TaleWorlds.CampaignSystem.ICampaignMission.LastVisitedAlley
getset

◆ Mode

MissionMode TaleWorlds.CampaignSystem.ICampaignMission.Mode
get