M&B: Bannerlord 1.2.10
The horns sound, the ravens gather.
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SandBox.MapScene Class Reference

Inherits TaleWorlds.CampaignSystem.Map.IMapScene.

Public Member Functions

 MapScene ()
 
Vec2 GetTerrainSize ()
 
uint GetSceneLevel (string name)
 
void SetSceneLevels (List< string > levels)
 
List< AtmosphereStateGetAtmosphereStates ()
 
void ValidateAgentVisualsReseted ()
 
void SetAtmosphereColorgrade (TerrainType terrainType)
 
void AddNewEntityToMapScene (string entityId, Vec2 position)
 
void GetFaceIndexForMultiplePositions (int movedPartyCount, float[] positionArray, PathFaceRecord[] resultArray)
 
void GetMapBorders (out Vec2 minimumPosition, out Vec2 maximumPosition, out float maximumHeight)
 WARNING: Cache these values since obtaining them is costly.
 
void Load ()
 
void Destroy ()
 
void DisableUnwalkableNavigationMeshes ()
 
PathFaceRecord GetFaceIndex (Vec2 position)
 
bool AreFacesOnSameIsland (PathFaceRecord startingFace, PathFaceRecord endFace, bool ignoreDisabled)
 
TerrainType GetTerrainTypeAtPosition (Vec2 position)
 
TerrainType GetFaceTerrainType (PathFaceRecord navMeshFace)
 
List< TerrainTypeGetEnvironmentTerrainTypes (Vec2 position)
 
List< TerrainTypeGetEnvironmentTerrainTypesCount (Vec2 position, out TerrainType currentPositionTerrainType)
 
MapPatchData GetMapPatchAtPosition (Vec2 position)
 
Vec2 GetAccessiblePointNearPosition (Vec2 position, float radius)
 
bool GetPathBetweenAIFaces (PathFaceRecord startingFace, PathFaceRecord endingFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, NavigationPath path, int[] excludedFaceIds=null)
 
bool GetPathDistanceBetweenAIFaces (PathFaceRecord startingAiFace, PathFaceRecord endingAiFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, float distanceLimit, out float distance)
 
bool IsLineToPointClear (PathFaceRecord startingFace, Vec2 position, Vec2 destination, float agentRadius)
 
Vec2 GetLastPointOnNavigationMeshFromPositionToDestination (PathFaceRecord startingFace, Vec2 position, Vec2 destination)
 
Vec2 GetNavigationMeshCenterPosition (PathFaceRecord face)
 
int GetNumberOfNavigationMeshFaces ()
 
bool GetHeightAtPoint (Vec2 point, ref float height)
 
float GetWinterTimeFactor ()
 
float GetFaceVertexZ (PathFaceRecord navMeshFace)
 
Vec3 GetGroundNormal (Vec2 position)
 
void GetTerrainHeightAndNormal (Vec2 position, out float height, out Vec3 normal)
 
string GetTerrainTypeName (TerrainType type)
 
void GetSnowAmountData (byte[] snowData)
 

Static Public Member Functions

static int GetNavigationMeshIndexOfTerrainType (TerrainType terrainType)
 

Properties

Scene Scene [get]
 

Constructor & Destructor Documentation

◆ MapScene()

SandBox.MapScene.MapScene ( )

Member Function Documentation

◆ GetTerrainSize()

Vec2 SandBox.MapScene.GetTerrainSize ( )

◆ GetSceneLevel()

uint SandBox.MapScene.GetSceneLevel ( string name)

◆ SetSceneLevels()

void SandBox.MapScene.SetSceneLevels ( List< string > levels)

◆ GetAtmosphereStates()

List< AtmosphereState > SandBox.MapScene.GetAtmosphereStates ( )

◆ ValidateAgentVisualsReseted()

void SandBox.MapScene.ValidateAgentVisualsReseted ( )

◆ SetAtmosphereColorgrade()

void SandBox.MapScene.SetAtmosphereColorgrade ( TerrainType terrainType)

◆ AddNewEntityToMapScene()

void SandBox.MapScene.AddNewEntityToMapScene ( string entityId,
Vec2 position )

◆ GetFaceIndexForMultiplePositions()

void SandBox.MapScene.GetFaceIndexForMultiplePositions ( int movedPartyCount,
float[] positionArray,
PathFaceRecord[] resultArray )

◆ GetMapBorders()

void SandBox.MapScene.GetMapBorders ( out Vec2 minimumPosition,
out Vec2 maximumPosition,
out float maximumHeight )
Parameters
minimumPosition
maximumPosition
maximumHeight

Implements TaleWorlds.CampaignSystem.Map.IMapScene.

◆ Load()

void SandBox.MapScene.Load ( )

◆ Destroy()

void SandBox.MapScene.Destroy ( )

◆ DisableUnwalkableNavigationMeshes()

void SandBox.MapScene.DisableUnwalkableNavigationMeshes ( )

◆ GetFaceIndex()

PathFaceRecord SandBox.MapScene.GetFaceIndex ( Vec2 position)

◆ AreFacesOnSameIsland()

bool SandBox.MapScene.AreFacesOnSameIsland ( PathFaceRecord startingFace,
PathFaceRecord endFace,
bool ignoreDisabled )

◆ GetTerrainTypeAtPosition()

TerrainType SandBox.MapScene.GetTerrainTypeAtPosition ( Vec2 position)

◆ GetFaceTerrainType()

TerrainType SandBox.MapScene.GetFaceTerrainType ( PathFaceRecord navMeshFace)

◆ GetNavigationMeshIndexOfTerrainType()

static int SandBox.MapScene.GetNavigationMeshIndexOfTerrainType ( TerrainType terrainType)
static

◆ GetEnvironmentTerrainTypes()

List< TerrainType > SandBox.MapScene.GetEnvironmentTerrainTypes ( Vec2 position)

◆ GetEnvironmentTerrainTypesCount()

List< TerrainType > SandBox.MapScene.GetEnvironmentTerrainTypesCount ( Vec2 position,
out TerrainType currentPositionTerrainType )

◆ GetMapPatchAtPosition()

MapPatchData SandBox.MapScene.GetMapPatchAtPosition ( Vec2 position)

◆ GetAccessiblePointNearPosition()

Vec2 SandBox.MapScene.GetAccessiblePointNearPosition ( Vec2 position,
float radius )

◆ GetPathBetweenAIFaces()

bool SandBox.MapScene.GetPathBetweenAIFaces ( PathFaceRecord startingFace,
PathFaceRecord endingFace,
Vec2 startingPosition,
Vec2 endingPosition,
float agentRadius,
NavigationPath path,
int[] excludedFaceIds = null )

◆ GetPathDistanceBetweenAIFaces()

bool SandBox.MapScene.GetPathDistanceBetweenAIFaces ( PathFaceRecord startingAiFace,
PathFaceRecord endingAiFace,
Vec2 startingPosition,
Vec2 endingPosition,
float agentRadius,
float distanceLimit,
out float distance )

◆ IsLineToPointClear()

bool SandBox.MapScene.IsLineToPointClear ( PathFaceRecord startingFace,
Vec2 position,
Vec2 destination,
float agentRadius )

◆ GetLastPointOnNavigationMeshFromPositionToDestination()

Vec2 SandBox.MapScene.GetLastPointOnNavigationMeshFromPositionToDestination ( PathFaceRecord startingFace,
Vec2 position,
Vec2 destination )

◆ GetNavigationMeshCenterPosition()

Vec2 SandBox.MapScene.GetNavigationMeshCenterPosition ( PathFaceRecord face)

◆ GetNumberOfNavigationMeshFaces()

int SandBox.MapScene.GetNumberOfNavigationMeshFaces ( )

◆ GetHeightAtPoint()

bool SandBox.MapScene.GetHeightAtPoint ( Vec2 point,
ref float height )

◆ GetWinterTimeFactor()

float SandBox.MapScene.GetWinterTimeFactor ( )

◆ GetFaceVertexZ()

float SandBox.MapScene.GetFaceVertexZ ( PathFaceRecord navMeshFace)

◆ GetGroundNormal()

Vec3 SandBox.MapScene.GetGroundNormal ( Vec2 position)

◆ GetTerrainHeightAndNormal()

void SandBox.MapScene.GetTerrainHeightAndNormal ( Vec2 position,
out float height,
out Vec3 normal )

◆ GetTerrainTypeName()

string SandBox.MapScene.GetTerrainTypeName ( TerrainType type)

◆ GetSnowAmountData()

void SandBox.MapScene.GetSnowAmountData ( byte[] snowData)

Property Documentation

◆ Scene

Scene SandBox.MapScene.Scene
get