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M&B: Bannerlord 1.2.7
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 |
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| ) |
| void SandBox.AgentNavigator.SetTargetFrame | ( | WorldPosition | position, |
| float | rotation, | ||
| float | rangeThreshold = 1::0f, |
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| float | rotationThreshold = -10::0f, |
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| Agent::AIScriptedFrameFlags | flags = Agent::AIScriptedFrameFlags::None, |
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| bool | disableClearTargetWhenTargetIsReached = false |
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| ) |
| void SandBox.AgentNavigator.ClearTarget | ( | ) |
| void SandBox.AgentNavigator.Tick | ( | float | dt, |
| bool | isSimulation = false |
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| ) |
| 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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