M&B: Bannerlord 1.2.12
The horns sound, the ravens gather.
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Public Types | |
enum | NavigationState { NoTarget , GoToTarget , AtTargetPosition , UseMachine } |
Public Member Functions | |
AgentNavigator (Agent agent, LocationCharacter locationCharacter) | |
AgentNavigator (Agent agent) | |
void | OnStopUsingGameObject () |
void | OnAgentRemoved (Agent agent) |
void | SetTarget (UsableMachine usableMachine, bool isInitialTarget=false) |
void | SetTargetFrame (WorldPosition position, float rotation, float rangeThreshold=1.0f, float rotationThreshold=-10.0f, Agent.AIScriptedFrameFlags flags=Agent.AIScriptedFrameFlags.None, bool disableClearTargetWhenTargetIsReached=false) |
void | ClearTarget () |
void | Tick (float dt, bool isSimulation=false) |
float | GetDistanceToTarget (UsableMachine target) |
bool | IsTargetReached () |
void | HoldAndHideRecentlyUsedMeshes () |
void | RecoverRecentlyUsedMeshes () |
bool | CanSeeAgent (Agent otherAgent) |
bool | IsCarryingSomething () |
void | SetPrefabVisibility (sbyte realBoneIndex, string prefabName, bool isVisible) |
bool | GetPrefabVisibility (sbyte realBoneIndex, string prefabName) |
void | SetSpecialItem () |
void | SetItemsVisibility (bool isVisible) |
void | SetCommonArea (Alley alley) |
void | ForceThink (float inSeconds) |
T | AddBehaviorGroup< T > () |
T | GetBehaviorGroup< T > () |
AgentBehavior | GetBehavior< T > () |
bool | HasBehaviorGroup< T > () |
void | RemoveBehaviorGroup< T > () |
void | RefreshBehaviorGroups (bool isSimulation) |
AgentBehavior | GetActiveBehavior () |
AgentBehaviorGroup | GetActiveBehaviorGroup () |
Public Attributes | |
readonly Agent | OwnerAgent |
Properties | |
UsableMachine | TargetUsableMachine [get] |
WorldPosition | TargetPosition [get] |
Vec2 | TargetDirection [get] |
GameEntity | TargetEntity [get] |
Alley | MemberOfAlley [get] |
string | SpecialTargetTag [get, set] |
NavigationState | _agentState [get] |
bool | CharacterHasVisiblePrefabs [get] |
SandBox.AgentNavigator.AgentNavigator | ( | Agent | agent, |
LocationCharacter | locationCharacter ) |
SandBox.AgentNavigator.AgentNavigator | ( | Agent | agent | ) |
void SandBox.AgentNavigator.OnStopUsingGameObject | ( | ) |
void SandBox.AgentNavigator.OnAgentRemoved | ( | Agent | agent | ) |
void SandBox.AgentNavigator.SetTarget | ( | UsableMachine | usableMachine, |
bool | isInitialTarget = false ) |
void SandBox.AgentNavigator.SetTargetFrame | ( | WorldPosition | position, |
float | rotation, | ||
float | rangeThreshold = 1::0f, | ||
float | rotationThreshold = -10::0f, | ||
Agent.AIScriptedFrameFlags | flags = Agent::AIScriptedFrameFlags::None, | ||
bool | disableClearTargetWhenTargetIsReached = false ) |
void SandBox.AgentNavigator.ClearTarget | ( | ) |
void SandBox.AgentNavigator.Tick | ( | float | dt, |
bool | isSimulation = false ) |
float SandBox.AgentNavigator.GetDistanceToTarget | ( | UsableMachine | target | ) |
bool SandBox.AgentNavigator.IsTargetReached | ( | ) |
void SandBox.AgentNavigator.HoldAndHideRecentlyUsedMeshes | ( | ) |
void SandBox.AgentNavigator.RecoverRecentlyUsedMeshes | ( | ) |
bool SandBox.AgentNavigator.CanSeeAgent | ( | Agent | otherAgent | ) |
bool SandBox.AgentNavigator.IsCarryingSomething | ( | ) |
void SandBox.AgentNavigator.SetPrefabVisibility | ( | sbyte | realBoneIndex, |
string | prefabName, | ||
bool | isVisible ) |
bool SandBox.AgentNavigator.GetPrefabVisibility | ( | sbyte | realBoneIndex, |
string | prefabName ) |
void SandBox.AgentNavigator.SetSpecialItem | ( | ) |
void SandBox.AgentNavigator.SetItemsVisibility | ( | bool | isVisible | ) |
void SandBox.AgentNavigator.SetCommonArea | ( | Alley | alley | ) |
void SandBox.AgentNavigator.ForceThink | ( | float | inSeconds | ) |
T SandBox.AgentNavigator.AddBehaviorGroup< T > | ( | ) |
T | : | AgentBehaviorGroup |
T SandBox.AgentNavigator.GetBehaviorGroup< T > | ( | ) |
T | : | AgentBehaviorGroup |
AgentBehavior SandBox.AgentNavigator.GetBehavior< T > | ( | ) |
T | : | AgentBehavior |
bool SandBox.AgentNavigator.HasBehaviorGroup< T > | ( | ) |
void SandBox.AgentNavigator.RemoveBehaviorGroup< T > | ( | ) |
T | : | AgentBehaviorGroup |
void SandBox.AgentNavigator.RefreshBehaviorGroups | ( | bool | isSimulation | ) |
AgentBehavior SandBox.AgentNavigator.GetActiveBehavior | ( | ) |
AgentBehaviorGroup SandBox.AgentNavigator.GetActiveBehaviorGroup | ( | ) |
readonly Agent SandBox.AgentNavigator.OwnerAgent |
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