Inherited by TaleWorlds.MountAndBlade.Formation.
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bool | GetIsLocalPositionAvailable (Vec2 localPosition, Vec2? nearestAvailableUnitPositionLocal) |
| Checks if position is a valid point in the scene.
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bool | BatchUnitPositions (MBArrayList< Vec2i > orderedPositionIndices, MBArrayList< Vec2 > orderedLocalPositions, MBList2D< int > availabilityTable, MBList2D< WorldPosition > globalPositionTable, int fileCount, int rankCount) |
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IFormationUnit | GetClosestUnitTo (Vec2 localPosition, MBList< IFormationUnit > unitsWithSpaces=null, float? maxDistance=null) |
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IFormationUnit | GetClosestUnitTo (IFormationUnit targetUnit, MBList< IFormationUnit > unitsWithSpaces=null, float? maxDistance=null) |
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void | OnUnitAddedOrRemoved () |
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void | SetUnitToFollow (IFormationUnit unit, IFormationUnit toFollow, Vec2 vector) |
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◆ GetIsLocalPositionAvailable()
bool TaleWorlds.MountAndBlade.IFormation.GetIsLocalPositionAvailable |
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Vec2 |
localPosition, |
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Vec2? |
nearestAvailableUnitPositionLocal |
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) |
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◆ BatchUnitPositions()
◆ GetClosestUnitTo() [1/2]
◆ GetClosestUnitTo() [2/2]
◆ OnUnitAddedOrRemoved()
void TaleWorlds.MountAndBlade.IFormation.OnUnitAddedOrRemoved |
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| ) |
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◆ SetUnitToFollow()
◆ Interval
float TaleWorlds.MountAndBlade.IFormation.Interval |
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get |
◆ Distance
float TaleWorlds.MountAndBlade.IFormation.Distance |
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get |
◆ UnitDiameter
float TaleWorlds.MountAndBlade.IFormation.UnitDiameter |
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get |
◆ MinimumInterval
float TaleWorlds.MountAndBlade.IFormation.MinimumInterval |
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get |
◆ MaximumInterval
float TaleWorlds.MountAndBlade.IFormation.MaximumInterval |
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get |
◆ MinimumDistance
float TaleWorlds.MountAndBlade.IFormation.MinimumDistance |
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get |
◆ MaximumDistance
float TaleWorlds.MountAndBlade.IFormation.MaximumDistance |
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get |
◆ OverridenUnitCount
int? TaleWorlds.MountAndBlade.IFormation.OverridenUnitCount |
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get |