M&B: Bannerlord 1.2.9
The horns sound, the ravens gather.
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TaleWorlds.Engine.Scene Class Referencesealed

Inherits NativeObject.

Public Member Functions

bool IsDefaultEditorScene ()
 
bool IsMultiplayerScene ()
 
string TakePhotoModePicture (bool saveAmbientOcclusionPass, bool savingObjectIdPass, bool saveShadowPass)
 
string GetAllColorGradeNames ()
 
string GetAllFilterNames ()
 
float GetPhotoModeRoll ()
 
bool GetPhotoModeOrbit ()
 
bool GetPhotoModeOn ()
 
void GetPhotoModeFocus (ref float focus, ref float focusStart, ref float focusEnd, ref float exposure, ref bool vignetteOn)
 
int GetSceneColorGradeIndex ()
 
int GetSceneFilterIndex ()
 
string GetLoadingStateName ()
 
bool IsLoadingFinished ()
 
void SetPhotoModeRoll (float roll)
 
void SetPhotoModeOrbit (bool orbit)
 
void SetPhotoModeOn (bool on)
 
void SetPhotoModeFocus (float focusStart, float focusEnd, float focus, float exposure)
 
void SetPhotoModeFov (float verticalFov)
 
float GetPhotoModeFov ()
 
void SetPhotoModeVignette (bool vignetteOn)
 
void SetSceneColorGradeIndex (int index)
 
int SetSceneFilterIndex (int index)
 
void SetSceneColorGrade (string textureName)
 
void SetUpgradeLevel (int level)
 
void CreateBurstParticle (int particleId, MatrixFrame frame)
 
float[] GetTerrainHeightData (int nodeXIndex, int nodeYIndex)
 
short[] GetTerrainPhysicsMaterialIndexData (int nodeXIndex, int nodeYIndex)
 
void GetTerrainData (out Vec2i nodeDimension, out float nodeSize, out int layerCount, out int layerVersion)
 
void GetTerrainNodeData (int xIndex, int yIndex, out int vertexCountAlongAxis, out float quadLength, out float minHeight, out float maxHeight)
 
PhysicsMaterial GetTerrainPhysicsMaterialAtLayer (int layerIndex)
 
void SetSceneColorGrade (Scene scene, string textureName)
 
float GetWaterLevel ()
 
float GetWaterLevelAtPosition (Vec2 position, bool checkWaterBodyEntities)
 
bool GetPathBetweenAIFaces (UIntPtr startingFace, UIntPtr endingFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, NavigationPath path, int[] excludedFaceIds=null)
 
bool GetPathBetweenAIFaces (int startingFace, int endingFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, NavigationPath path, int[] excludedFaceIds=null, float extraCostMultiplier=1.0f)
 
bool GetPathDistanceBetweenAIFaces (int startingAiFace, int endingAiFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, float distanceLimit, out float distance)
 
void GetNavMeshFaceIndex (ref PathFaceRecord record, Vec2 position, bool checkIfDisabled, bool ignoreHeight=false)
 
void GetNavMeshFaceIndex (ref PathFaceRecord record, Vec3 position, bool checkIfDisabled)
 
MetaMesh CreatePathMesh (string baseEntityName, bool isWaterPath)
 
void SetActiveVisibilityLevels (List< String > levelsToActivate)
 
void SetDoNotWaitForLoadingStatesToRender (bool value)
 
void GetSnowAmountData (byte[] snowData)
 
MetaMesh CreatePathMesh (IList< GameEntity > pathNodes, bool isWaterPath=false)
 
GameEntity GetEntityWithGuid (string guid)
 
bool IsEntityFrameChanged (string containsName)
 This function checks all the game entities whose names contain the given string, and returns if any of their frames has changed or not.
 
void GetTerrainHeightAndNormal (Vec2 position, out float height, out Vec3 normal)
 
int GetFloraInstanceCount ()
 
int GetFloraRendererTextureUsage ()
 
int GetTerrainMemoryUsage ()
 
void StallLoadingRenderingsUntilFurtherNotice ()
 
int GetNavMeshFaceCount ()
 
void ResumeLoadingRenderings ()
 
uint GetUpgradeLevelMask ()
 
void SetUpgradeLevelVisibility (uint mask)
 
void SetUpgradeLevelVisibility (List< string > levels)
 
int GetIdOfNavMeshFace (int faceIndex)
 
void SetClothSimulationState (bool state)
 
void GetNavMeshCenterPosition (int faceIndex, ref Vec3 centerPosition)
 
GameEntity GetFirstEntityWithName (string name)
 
GameEntity GetCampaignEntityWithName (string name)
 
void GetAllEntitiesWithScriptComponent< T > (ref List< GameEntity > entities)
 
GameEntity GetFirstEntityWithScriptComponent< T > ()
 
uint GetUpgradeLevelMaskOfLevelName (string levelName)
 
string GetUpgradeLevelNameOfIndex (int index)
 
int GetUpgradeLevelCount ()
 
float GetWinterTimeFactor ()
 
float GetNavMeshFaceFirstVertexZ (int faceIndex)
 
void SetWinterTimeFactor (float winterTimeFactor)
 
void SetDrynessFactor (float drynessFactor)
 
float GetFog ()
 
void SetFog (float fogDensity, ref Vec3 fogColor, float fogFalloff)
 
void SetFogAdvanced (float fogFalloffOffset, float fogFalloffMinFog, float fogFalloffStartDist)
 
void SetFogAmbientColor (ref Vec3 fogAmbientColor)
 
void SetTemperature (float temperature)
 
void SetHumidity (float humidity)
 
void SetDynamicShadowmapCascadesRadiusMultiplier (float multiplier)
 
void SetEnvironmentMultiplier (bool useMultiplier, float multiplier)
 
void SetSkyRotation (float rotation)
 
void SetSkyBrightness (float brightness)
 
void SetForcedSnow (bool value)
 
void SetSunLight (ref Vec3 color, ref Vec3 direction)
 
void SetSunDirection (ref Vec3 direction)
 
void SetSun (ref Vec3 color, float altitude, float angle, float intensity)
 
void SetSunAngleAltitude (float angle, float altitude)
 
void SetSunSize (float size)
 
void SetSunShaftStrength (float strength)
 
float GetRainDensity ()
 
void SetRainDensity (float density)
 
float GetSnowDensity ()
 
void SetSnowDensity (float density)
 
void AddDecalInstance (Decal decal, string decalSetID, bool deletable)
 
void SetShadow (bool shadowEnabled)
 
int AddPointLight (ref Vec3 position, float radius)
 
int AddDirectionalLight (ref Vec3 position, ref Vec3 direction, float radius)
 
void SetLightPosition (int lightIndex, ref Vec3 position)
 
void SetLightDiffuseColor (int lightIndex, ref Vec3 diffuseColor)
 
void SetLightDirection (int lightIndex, ref Vec3 direction)
 
void SetMieScatterFocus (float strength)
 
void SetMieScatterStrength (float strength)
 
void SetBrightpassThreshold (float threshold)
 
void SetLensDistortion (float amount)
 
void SetHexagonVignetteAlpha (float amount)
 
void SetMinExposure (float minExposure)
 
void SetMaxExposure (float maxExposure)
 
void SetTargetExposure (float targetExposure)
 
void SetMiddleGray (float middleGray)
 
void SetBloomStrength (float bloomStrength)
 
void SetBloomAmount (float bloomAmount)
 
void SetGrainAmount (float grainAmount)
 
GameEntity AddItemEntity (ref MatrixFrame placementFrame, MetaMesh metaMesh)
 
void RemoveEntity (GameEntity entity, int removeReason)
 
bool AttachEntity (GameEntity entity, bool showWarnings=false)
 
void AddEntityWithMesh (Mesh mesh, ref MatrixFrame frame)
 
void AddEntityWithMultiMesh (MetaMesh mesh, ref MatrixFrame frame)
 
void Tick (float dt)
 
void ClearAll ()
 
void SetDefaultLighting ()
 
bool CalculateEffectiveLighting ()
 
bool GetPathDistanceBetweenPositions (ref WorldPosition point0, ref WorldPosition point1, float agentRadius, out float pathDistance)
 
bool IsLineToPointClear (ref WorldPosition position, ref WorldPosition destination, float agentRadius)
 
bool IsLineToPointClear (int startingFace, Vec2 position, Vec2 destination, float agentRadius)
 
Vec2 GetLastPointOnNavigationMeshFromPositionToDestination (int startingFace, Vec2 position, Vec2 destination)
 
Vec3 GetLastPointOnNavigationMeshFromWorldPositionToDestination (ref WorldPosition position, Vec2 destination)
 
bool DoesPathExistBetweenFaces (int firstNavMeshFace, int secondNavMeshFace, bool ignoreDisabled)
 
bool GetHeightAtPoint (Vec2 point, BodyFlags excludeBodyFlags, ref float height)
 
Vec3 GetNormalAt (Vec2 position)
 
void GetEntities (ref List< GameEntity > entities)
 
void GetRootEntities (NativeObjectArray entities)
 
int SelectEntitiesInBoxWithScriptComponent< T > (ref Vec3 boundingBoxMin, ref Vec3 boundingBoxMax, GameEntity[] entitiesOutput, UIntPtr[] entityIds)
 
int SelectEntitiesCollidedWith (ref Ray ray, Intersection[] intersectionsOutput, UIntPtr[] entityIds)
 
int GenerateContactsWithCapsule (ref CapsuleData capsule, BodyFlags exclude_flags, Intersection[] intersectionsOutput)
 
void InvalidateTerrainPhysicsMaterials ()
 
void Read (string sceneName)
 
void Read (string sceneName, ref SceneInitializationData initData, string forcedAtmoName="")
 
MatrixFrame ReadAndCalculateInitialCamera ()
 
void OptimizeScene (bool optimizeFlora=true, bool optimizeOro=false)
 
float GetTerrainHeight (Vec2 position, bool checkHoles=true)
 
void CheckResources ()
 
void ForceLoadResources ()
 
void SetDepthOfFieldParameters (float depthOfFieldFocusStart, float depthOfFieldFocusEnd, bool isVignetteOn)
 
void SetDepthOfFieldFocus (float depthOfFieldFocus)
 
void ResetDepthOfFieldParams ()
 
void PreloadForRendering ()
 
void SetColorGradeBlend (string texture1, string texture2, float alpha)
 
float GetGroundHeightAtPosition (Vec3 position, BodyFlags excludeFlags=BodyFlags.CommonCollisionExcludeFlags)
 
float GetGroundHeightAtPositionMT (Vec3 position, BodyFlags excludeFlags=BodyFlags.CommonCollisionExcludeFlags)
 
float GetGroundHeightAtPosition (Vec3 position, out Vec3 normal, BodyFlags excludeFlags=BodyFlags.CommonCollisionExcludeFlags)
 
float GetGroundHeightAtPositionMT (Vec3 position, out Vec3 normal, BodyFlags excludeFlags=BodyFlags.CommonCollisionExcludeFlags)
 
void PauseSceneSounds ()
 
void ResumeSceneSounds ()
 
void FinishSceneSounds ()
 
bool BoxCastOnlyForCamera (Vec3[] boxPoints, Vec3 centerPoint, bool castSupportRay, Vec3 supportRaycastPoint, Vec3 dir, float distance, out float collisionDistance, out Vec3 closestPoint, out GameEntity collidedEntity, bool preFilter=true, bool postFilter=true, BodyFlags excludedBodyFlags=BodyFlags.CameraCollisionRayCastExludeFlags|BodyFlags.DontCollideWithCamera)
 
bool BoxCast (Vec3 boxMin, Vec3 boxMax, bool castSupportRay, Vec3 supportRaycastPoint, Vec3 dir, float distance, out float collisionDistance, out Vec3 closestPoint, out GameEntity collidedEntity, BodyFlags excludedBodyFlags=BodyFlags.CameraCollisionRayCastExludeFlags)
 
bool RayCastForClosestEntityOrTerrain (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, out Vec3 closestPoint, out GameEntity collidedEntity, float rayThickness=0.01f, BodyFlags excludeBodyFlags=BodyFlags.CommonFocusRayCastExcludeFlags)
 
bool RayCastForClosestEntityOrTerrainMT (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, out Vec3 closestPoint, out GameEntity collidedEntity, float rayThickness=0.01f, BodyFlags excludeBodyFlags=BodyFlags.CommonFocusRayCastExcludeFlags)
 
bool RayCastForClosestEntityOrTerrain (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, out GameEntity collidedEntity, float rayThickness=0.01f, BodyFlags excludeBodyFlags=BodyFlags.CommonFocusRayCastExcludeFlags)
 
bool RayCastForClosestEntityOrTerrainMT (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, out GameEntity collidedEntity, float rayThickness=0.01f, BodyFlags excludeBodyFlags=BodyFlags.CommonFocusRayCastExcludeFlags)
 
bool RayCastForClosestEntityOrTerrain (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, out Vec3 closestPoint, float rayThickness=0.01f, BodyFlags excludeBodyFlags=BodyFlags.CommonFocusRayCastExcludeFlags)
 
bool RayCastForClosestEntityOrTerrainMT (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, out Vec3 closestPoint, float rayThickness=0.01f, BodyFlags excludeBodyFlags=BodyFlags.CommonFocusRayCastExcludeFlags)
 
bool RayCastForClosestEntityOrTerrain (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, float rayThickness=0.01f, BodyFlags excludeBodyFlags=BodyFlags.CommonFocusRayCastExcludeFlags)
 
bool RayCastForClosestEntityOrTerrainMT (Vec3 sourcePoint, Vec3 targetPoint, out float collisionDistance, float rayThickness=0.01f, BodyFlags excludeBodyFlags=BodyFlags.CommonFocusRayCastExcludeFlags)
 
void ImportNavigationMeshPrefab (string navMeshPrefabName, int navMeshGroupShift)
 
void MarkFacesWithIdAsLadder (int faceGroupId, bool isLadder)
 
void SetAbilityOfFacesWithId (int faceGroupId, bool isEnabled)
 
void SwapFaceConnectionsWithID (int hubFaceGroupID, int toBeSeparatedFaceGroupId, int toBeMergedFaceGroupId)
 
void MergeFacesWithId (int faceGroupId0, int faceGroupId1, int newFaceGroupId)
 
void SeparateFacesWithId (int faceGroupId0, int faceGroupId1)
 
bool IsAnyFaceWithId (int faceGroupId)
 
bool GetNavigationMeshForPosition (ref Vec3 position)
 
bool GetNavigationMeshForPosition (ref Vec3 position, out int faceGroupId, float heightDifferenceLimit=NavMeshHeightLimit)
 
bool DoesPathExistBetweenPositions (WorldPosition position, WorldPosition destination)
 
void SetLandscapeRainMaskData (byte[] data)
 
void EnsurePostfxSystem ()
 
void SetBloom (bool mode)
 
void SetDofMode (bool mode)
 
void SetOcclusionMode (bool mode)
 
void SetExternalInjectionTexture (Texture texture)
 
void SetSunshaftMode (bool mode)
 
Vec3 GetSunDirection ()
 
float GetNorthAngle ()
 
float GetNorthRotation ()
 Returns north angle as a counter-clock wise rotation in radians.
 
bool GetTerrainMinMaxHeight (out float minHeight, out float maxHeight)
 
void GetPhysicsMinMax (ref Vec3 min_max)
 
bool IsEditorScene ()
 
void SetMotionBlurMode (bool mode)
 
void SetAntialiasingMode (bool mode)
 
void SetDLSSMode (bool mode)
 
IEnumerable< GameEntityFindEntitiesWithTag (string tag)
 
GameEntity FindEntityWithTag (string tag)
 
GameEntity FindEntityWithName (string name)
 
IEnumerable< GameEntityFindEntitiesWithTagExpression (string expression)
 
int GetSoftBoundaryVertexCount ()
 
int GetHardBoundaryVertexCount ()
 
Vec2 GetSoftBoundaryVertex (int index)
 
Vec2 GetHardBoundaryVertex (int index)
 
Path GetPathWithName (string name)
 
void DeletePathWithName (string name)
 
void AddPath (string name)
 
void AddPathPoint (string name, MatrixFrame frame)
 
void GetBoundingBox (out Vec3 min, out Vec3 max)
 
void SetName (string name)
 
string GetName ()
 
string GetModulePath ()
 
void SetOwnerThread ()
 
Path[] GetPathsWithNamePrefix (string prefix)
 
void SetUseConstantTime (bool value)
 
bool CheckPointCanSeePoint (Vec3 source, Vec3 target, float? distanceToCheck=null)
 
void SetPlaySoundEventsAfterReadyToRender (bool value)
 
void DisableStaticShadows (bool value)
 
Mesh GetSkyboxMesh ()
 
void SetAtmosphereWithName (string name)
 
void FillEntityWithHardBorderPhysicsBarrier (GameEntity entity)
 
void ClearDecals ()
 

Static Public Member Functions

static Scene CreateNewScene (bool initialize_physics=true, bool enable_decals=true, DecalAtlasGroup atlasGroup=0, string sceneName="mono_renderscene")
 

Static Public Attributes

const float AutoClimbHeight = 1.5f
 
const float NavMeshHeightLimit = 1.5f
 
static readonly TWSharedMutex PhysicsAndRayCastLock = new TWSharedMutex()
 

Properties

int RootEntityCount [get]
 
bool HasTerrainHeightmap [get]
 
bool ContainsTerrain [get]
 
float TimeOfDay [get, set]
 
bool IsAtmosphereIndoor [get]
 
Vec3 LastFinalRenderCameraPosition [get]
 
MatrixFrame LastFinalRenderCameraFrame [get]
 
float TimeSpeed [get, set]
 

Member Function Documentation

◆ IsDefaultEditorScene()

bool TaleWorlds.Engine.Scene.IsDefaultEditorScene ( )

◆ IsMultiplayerScene()

bool TaleWorlds.Engine.Scene.IsMultiplayerScene ( )

◆ TakePhotoModePicture()

string TaleWorlds.Engine.Scene.TakePhotoModePicture ( bool saveAmbientOcclusionPass,
bool savingObjectIdPass,
bool saveShadowPass )

◆ GetAllColorGradeNames()

string TaleWorlds.Engine.Scene.GetAllColorGradeNames ( )

◆ GetAllFilterNames()

string TaleWorlds.Engine.Scene.GetAllFilterNames ( )

◆ GetPhotoModeRoll()

float TaleWorlds.Engine.Scene.GetPhotoModeRoll ( )

◆ GetPhotoModeOrbit()

bool TaleWorlds.Engine.Scene.GetPhotoModeOrbit ( )

◆ GetPhotoModeOn()

bool TaleWorlds.Engine.Scene.GetPhotoModeOn ( )

◆ GetPhotoModeFocus()

void TaleWorlds.Engine.Scene.GetPhotoModeFocus ( ref float focus,
ref float focusStart,
ref float focusEnd,
ref float exposure,
ref bool vignetteOn )

◆ GetSceneColorGradeIndex()

int TaleWorlds.Engine.Scene.GetSceneColorGradeIndex ( )

◆ GetSceneFilterIndex()

int TaleWorlds.Engine.Scene.GetSceneFilterIndex ( )

◆ GetLoadingStateName()

string TaleWorlds.Engine.Scene.GetLoadingStateName ( )

◆ IsLoadingFinished()

bool TaleWorlds.Engine.Scene.IsLoadingFinished ( )

◆ SetPhotoModeRoll()

void TaleWorlds.Engine.Scene.SetPhotoModeRoll ( float roll)

◆ SetPhotoModeOrbit()

void TaleWorlds.Engine.Scene.SetPhotoModeOrbit ( bool orbit)

◆ SetPhotoModeOn()

void TaleWorlds.Engine.Scene.SetPhotoModeOn ( bool on)

◆ SetPhotoModeFocus()

void TaleWorlds.Engine.Scene.SetPhotoModeFocus ( float focusStart,
float focusEnd,
float focus,
float exposure )

◆ SetPhotoModeFov()

void TaleWorlds.Engine.Scene.SetPhotoModeFov ( float verticalFov)

◆ GetPhotoModeFov()

float TaleWorlds.Engine.Scene.GetPhotoModeFov ( )

◆ SetPhotoModeVignette()

void TaleWorlds.Engine.Scene.SetPhotoModeVignette ( bool vignetteOn)

◆ SetSceneColorGradeIndex()

void TaleWorlds.Engine.Scene.SetSceneColorGradeIndex ( int index)

◆ SetSceneFilterIndex()

int TaleWorlds.Engine.Scene.SetSceneFilterIndex ( int index)

◆ SetSceneColorGrade() [1/2]

void TaleWorlds.Engine.Scene.SetSceneColorGrade ( string textureName)

◆ SetUpgradeLevel()

void TaleWorlds.Engine.Scene.SetUpgradeLevel ( int level)

◆ CreateBurstParticle()

void TaleWorlds.Engine.Scene.CreateBurstParticle ( int particleId,
MatrixFrame frame )

◆ GetTerrainHeightData()

float[] TaleWorlds.Engine.Scene.GetTerrainHeightData ( int nodeXIndex,
int nodeYIndex )

◆ GetTerrainPhysicsMaterialIndexData()

short[] TaleWorlds.Engine.Scene.GetTerrainPhysicsMaterialIndexData ( int nodeXIndex,
int nodeYIndex )

◆ GetTerrainData()

void TaleWorlds.Engine.Scene.GetTerrainData ( out Vec2i nodeDimension,
out float nodeSize,
out int layerCount,
out int layerVersion )

◆ GetTerrainNodeData()

void TaleWorlds.Engine.Scene.GetTerrainNodeData ( int xIndex,
int yIndex,
out int vertexCountAlongAxis,
out float quadLength,
out float minHeight,
out float maxHeight )

◆ GetTerrainPhysicsMaterialAtLayer()

PhysicsMaterial TaleWorlds.Engine.Scene.GetTerrainPhysicsMaterialAtLayer ( int layerIndex)

◆ SetSceneColorGrade() [2/2]

void TaleWorlds.Engine.Scene.SetSceneColorGrade ( Scene scene,
string textureName )

◆ GetWaterLevel()

float TaleWorlds.Engine.Scene.GetWaterLevel ( )

◆ GetWaterLevelAtPosition()

float TaleWorlds.Engine.Scene.GetWaterLevelAtPosition ( Vec2 position,
bool checkWaterBodyEntities )

◆ GetPathBetweenAIFaces() [1/2]

bool TaleWorlds.Engine.Scene.GetPathBetweenAIFaces ( UIntPtr startingFace,
UIntPtr endingFace,
Vec2 startingPosition,
Vec2 endingPosition,
float agentRadius,
NavigationPath path,
int[] excludedFaceIds = null )

◆ GetPathBetweenAIFaces() [2/2]

bool TaleWorlds.Engine.Scene.GetPathBetweenAIFaces ( int startingFace,
int endingFace,
Vec2 startingPosition,
Vec2 endingPosition,
float agentRadius,
NavigationPath path,
int[] excludedFaceIds = null,
float extraCostMultiplier = 1::0f )

◆ GetPathDistanceBetweenAIFaces()

bool TaleWorlds.Engine.Scene.GetPathDistanceBetweenAIFaces ( int startingAiFace,
int endingAiFace,
Vec2 startingPosition,
Vec2 endingPosition,
float agentRadius,
float distanceLimit,
out float distance )

◆ GetNavMeshFaceIndex() [1/2]

void TaleWorlds.Engine.Scene.GetNavMeshFaceIndex ( ref PathFaceRecord record,
Vec2 position,
bool checkIfDisabled,
bool ignoreHeight = false )

◆ GetNavMeshFaceIndex() [2/2]

void TaleWorlds.Engine.Scene.GetNavMeshFaceIndex ( ref PathFaceRecord record,
Vec3 position,
bool checkIfDisabled )

◆ CreateNewScene()

static Scene TaleWorlds.Engine.Scene.CreateNewScene ( bool initialize_physics = true,
bool enable_decals = true,
DecalAtlasGroup atlasGroup = 0,
string sceneName = "mono_renderscene" )
static

◆ CreatePathMesh() [1/2]

MetaMesh TaleWorlds.Engine.Scene.CreatePathMesh ( string baseEntityName,
bool isWaterPath )

◆ SetActiveVisibilityLevels()

void TaleWorlds.Engine.Scene.SetActiveVisibilityLevels ( List< String > levelsToActivate)

◆ SetDoNotWaitForLoadingStatesToRender()

void TaleWorlds.Engine.Scene.SetDoNotWaitForLoadingStatesToRender ( bool value)

◆ GetSnowAmountData()

void TaleWorlds.Engine.Scene.GetSnowAmountData ( byte[] snowData)

◆ CreatePathMesh() [2/2]

MetaMesh TaleWorlds.Engine.Scene.CreatePathMesh ( IList< GameEntity > pathNodes,
bool isWaterPath = false )

◆ GetEntityWithGuid()

GameEntity TaleWorlds.Engine.Scene.GetEntityWithGuid ( string guid)

◆ IsEntityFrameChanged()

bool TaleWorlds.Engine.Scene.IsEntityFrameChanged ( string containsName)
Parameters
containsNameOnly entities whose name contains this string will be checked
Returns
true if any of the entities' frame has changed; otherwise, false.

◆ GetTerrainHeightAndNormal()

void TaleWorlds.Engine.Scene.GetTerrainHeightAndNormal ( Vec2 position,
out float height,
out Vec3 normal )

◆ GetFloraInstanceCount()

int TaleWorlds.Engine.Scene.GetFloraInstanceCount ( )

◆ GetFloraRendererTextureUsage()

int TaleWorlds.Engine.Scene.GetFloraRendererTextureUsage ( )

◆ GetTerrainMemoryUsage()

int TaleWorlds.Engine.Scene.GetTerrainMemoryUsage ( )

◆ StallLoadingRenderingsUntilFurtherNotice()

void TaleWorlds.Engine.Scene.StallLoadingRenderingsUntilFurtherNotice ( )

◆ GetNavMeshFaceCount()

int TaleWorlds.Engine.Scene.GetNavMeshFaceCount ( )

◆ ResumeLoadingRenderings()

void TaleWorlds.Engine.Scene.ResumeLoadingRenderings ( )

◆ GetUpgradeLevelMask()

uint TaleWorlds.Engine.Scene.GetUpgradeLevelMask ( )

◆ SetUpgradeLevelVisibility() [1/2]

void TaleWorlds.Engine.Scene.SetUpgradeLevelVisibility ( uint mask)

◆ SetUpgradeLevelVisibility() [2/2]

void TaleWorlds.Engine.Scene.SetUpgradeLevelVisibility ( List< string > levels)

◆ GetIdOfNavMeshFace()

int TaleWorlds.Engine.Scene.GetIdOfNavMeshFace ( int faceIndex)

◆ SetClothSimulationState()

void TaleWorlds.Engine.Scene.SetClothSimulationState ( bool state)

◆ GetNavMeshCenterPosition()

void TaleWorlds.Engine.Scene.GetNavMeshCenterPosition ( int faceIndex,
ref Vec3 centerPosition )

◆ GetFirstEntityWithName()

GameEntity TaleWorlds.Engine.Scene.GetFirstEntityWithName ( string name)

◆ GetCampaignEntityWithName()

GameEntity TaleWorlds.Engine.Scene.GetCampaignEntityWithName ( string name)

◆ GetAllEntitiesWithScriptComponent< T >()

void TaleWorlds.Engine.Scene.GetAllEntitiesWithScriptComponent< T > ( ref List< GameEntity > entities)
Type Constraints
T :ScriptComponentBehavior 

◆ GetFirstEntityWithScriptComponent< T >()

GameEntity TaleWorlds.Engine.Scene.GetFirstEntityWithScriptComponent< T > ( )
Type Constraints
T :ScriptComponentBehavior 

◆ GetUpgradeLevelMaskOfLevelName()

uint TaleWorlds.Engine.Scene.GetUpgradeLevelMaskOfLevelName ( string levelName)

◆ GetUpgradeLevelNameOfIndex()

string TaleWorlds.Engine.Scene.GetUpgradeLevelNameOfIndex ( int index)

◆ GetUpgradeLevelCount()

int TaleWorlds.Engine.Scene.GetUpgradeLevelCount ( )

◆ GetWinterTimeFactor()

float TaleWorlds.Engine.Scene.GetWinterTimeFactor ( )

◆ GetNavMeshFaceFirstVertexZ()

float TaleWorlds.Engine.Scene.GetNavMeshFaceFirstVertexZ ( int faceIndex)

◆ SetWinterTimeFactor()

void TaleWorlds.Engine.Scene.SetWinterTimeFactor ( float winterTimeFactor)

◆ SetDrynessFactor()

void TaleWorlds.Engine.Scene.SetDrynessFactor ( float drynessFactor)

◆ GetFog()

float TaleWorlds.Engine.Scene.GetFog ( )

◆ SetFog()

void TaleWorlds.Engine.Scene.SetFog ( float fogDensity,
ref Vec3 fogColor,
float fogFalloff )

◆ SetFogAdvanced()

void TaleWorlds.Engine.Scene.SetFogAdvanced ( float fogFalloffOffset,
float fogFalloffMinFog,
float fogFalloffStartDist )

◆ SetFogAmbientColor()

void TaleWorlds.Engine.Scene.SetFogAmbientColor ( ref Vec3 fogAmbientColor)

◆ SetTemperature()

void TaleWorlds.Engine.Scene.SetTemperature ( float temperature)

◆ SetHumidity()

void TaleWorlds.Engine.Scene.SetHumidity ( float humidity)

◆ SetDynamicShadowmapCascadesRadiusMultiplier()

void TaleWorlds.Engine.Scene.SetDynamicShadowmapCascadesRadiusMultiplier ( float multiplier)

◆ SetEnvironmentMultiplier()

void TaleWorlds.Engine.Scene.SetEnvironmentMultiplier ( bool useMultiplier,
float multiplier )

◆ SetSkyRotation()

void TaleWorlds.Engine.Scene.SetSkyRotation ( float rotation)

◆ SetSkyBrightness()

void TaleWorlds.Engine.Scene.SetSkyBrightness ( float brightness)

◆ SetForcedSnow()

void TaleWorlds.Engine.Scene.SetForcedSnow ( bool value)

◆ SetSunLight()

void TaleWorlds.Engine.Scene.SetSunLight ( ref Vec3 color,
ref Vec3 direction )

◆ SetSunDirection()

void TaleWorlds.Engine.Scene.SetSunDirection ( ref Vec3 direction)

◆ SetSun()

void TaleWorlds.Engine.Scene.SetSun ( ref Vec3 color,
float altitude,
float angle,
float intensity )

◆ SetSunAngleAltitude()

void TaleWorlds.Engine.Scene.SetSunAngleAltitude ( float angle,
float altitude )

◆ SetSunSize()

void TaleWorlds.Engine.Scene.SetSunSize ( float size)

◆ SetSunShaftStrength()

void TaleWorlds.Engine.Scene.SetSunShaftStrength ( float strength)

◆ GetRainDensity()

float TaleWorlds.Engine.Scene.GetRainDensity ( )

◆ SetRainDensity()

void TaleWorlds.Engine.Scene.SetRainDensity ( float density)

◆ GetSnowDensity()

float TaleWorlds.Engine.Scene.GetSnowDensity ( )

◆ SetSnowDensity()

void TaleWorlds.Engine.Scene.SetSnowDensity ( float density)

◆ AddDecalInstance()

void TaleWorlds.Engine.Scene.AddDecalInstance ( Decal decal,
string decalSetID,
bool deletable )

◆ SetShadow()

void TaleWorlds.Engine.Scene.SetShadow ( bool shadowEnabled)

◆ AddPointLight()

int TaleWorlds.Engine.Scene.AddPointLight ( ref Vec3 position,
float radius )

◆ AddDirectionalLight()

int TaleWorlds.Engine.Scene.AddDirectionalLight ( ref Vec3 position,
ref Vec3 direction,
float radius )

◆ SetLightPosition()

void TaleWorlds.Engine.Scene.SetLightPosition ( int lightIndex,
ref Vec3 position )

◆ SetLightDiffuseColor()

void TaleWorlds.Engine.Scene.SetLightDiffuseColor ( int lightIndex,
ref Vec3 diffuseColor )

◆ SetLightDirection()

void TaleWorlds.Engine.Scene.SetLightDirection ( int lightIndex,
ref Vec3 direction )

◆ SetMieScatterFocus()

void TaleWorlds.Engine.Scene.SetMieScatterFocus ( float strength)

◆ SetMieScatterStrength()

void TaleWorlds.Engine.Scene.SetMieScatterStrength ( float strength)

◆ SetBrightpassThreshold()

void TaleWorlds.Engine.Scene.SetBrightpassThreshold ( float threshold)

◆ SetLensDistortion()

void TaleWorlds.Engine.Scene.SetLensDistortion ( float amount)

◆ SetHexagonVignetteAlpha()

void TaleWorlds.Engine.Scene.SetHexagonVignetteAlpha ( float amount)

◆ SetMinExposure()

void TaleWorlds.Engine.Scene.SetMinExposure ( float minExposure)

◆ SetMaxExposure()

void TaleWorlds.Engine.Scene.SetMaxExposure ( float maxExposure)

◆ SetTargetExposure()

void TaleWorlds.Engine.Scene.SetTargetExposure ( float targetExposure)

◆ SetMiddleGray()

void TaleWorlds.Engine.Scene.SetMiddleGray ( float middleGray)

◆ SetBloomStrength()

void TaleWorlds.Engine.Scene.SetBloomStrength ( float bloomStrength)

◆ SetBloomAmount()

void TaleWorlds.Engine.Scene.SetBloomAmount ( float bloomAmount)

◆ SetGrainAmount()

void TaleWorlds.Engine.Scene.SetGrainAmount ( float grainAmount)

◆ AddItemEntity()

GameEntity TaleWorlds.Engine.Scene.AddItemEntity ( ref MatrixFrame placementFrame,
MetaMesh metaMesh )

◆ RemoveEntity()

void TaleWorlds.Engine.Scene.RemoveEntity ( GameEntity entity,
int removeReason )

◆ AttachEntity()

bool TaleWorlds.Engine.Scene.AttachEntity ( GameEntity entity,
bool showWarnings = false )

◆ AddEntityWithMesh()

void TaleWorlds.Engine.Scene.AddEntityWithMesh ( Mesh mesh,
ref MatrixFrame frame )

◆ AddEntityWithMultiMesh()

void TaleWorlds.Engine.Scene.AddEntityWithMultiMesh ( MetaMesh mesh,
ref MatrixFrame frame )

◆ Tick()

void TaleWorlds.Engine.Scene.Tick ( float dt)

◆ ClearAll()

void TaleWorlds.Engine.Scene.ClearAll ( )

◆ SetDefaultLighting()

void TaleWorlds.Engine.Scene.SetDefaultLighting ( )

◆ CalculateEffectiveLighting()

bool TaleWorlds.Engine.Scene.CalculateEffectiveLighting ( )

◆ GetPathDistanceBetweenPositions()

bool TaleWorlds.Engine.Scene.GetPathDistanceBetweenPositions ( ref WorldPosition point0,
ref WorldPosition point1,
float agentRadius,
out float pathDistance )

◆ IsLineToPointClear() [1/2]

bool TaleWorlds.Engine.Scene.IsLineToPointClear ( ref WorldPosition position,
ref WorldPosition destination,
float agentRadius )

◆ IsLineToPointClear() [2/2]

bool TaleWorlds.Engine.Scene.IsLineToPointClear ( int startingFace,
Vec2 position,
Vec2 destination,
float agentRadius )

◆ GetLastPointOnNavigationMeshFromPositionToDestination()

Vec2 TaleWorlds.Engine.Scene.GetLastPointOnNavigationMeshFromPositionToDestination ( int startingFace,
Vec2 position,
Vec2 destination )

◆ GetLastPointOnNavigationMeshFromWorldPositionToDestination()

Vec3 TaleWorlds.Engine.Scene.GetLastPointOnNavigationMeshFromWorldPositionToDestination ( ref WorldPosition position,
Vec2 destination )

◆ DoesPathExistBetweenFaces()

bool TaleWorlds.Engine.Scene.DoesPathExistBetweenFaces ( int firstNavMeshFace,
int secondNavMeshFace,
bool ignoreDisabled )

◆ GetHeightAtPoint()

bool TaleWorlds.Engine.Scene.GetHeightAtPoint ( Vec2 point,
BodyFlags excludeBodyFlags,
ref float height )

◆ GetNormalAt()

Vec3 TaleWorlds.Engine.Scene.GetNormalAt ( Vec2 position)

◆ GetEntities()

void TaleWorlds.Engine.Scene.GetEntities ( ref List< GameEntity > entities)

◆ GetRootEntities()

void TaleWorlds.Engine.Scene.GetRootEntities ( NativeObjectArray entities)

◆ SelectEntitiesInBoxWithScriptComponent< T >()

int TaleWorlds.Engine.Scene.SelectEntitiesInBoxWithScriptComponent< T > ( ref Vec3 boundingBoxMin,
ref Vec3 boundingBoxMax,
GameEntity[] entitiesOutput,
UIntPtr[] entityIds )
Type Constraints
T :ScriptComponentBehavior 

◆ SelectEntitiesCollidedWith()

int TaleWorlds.Engine.Scene.SelectEntitiesCollidedWith ( ref Ray ray,
Intersection[] intersectionsOutput,
UIntPtr[] entityIds )

◆ GenerateContactsWithCapsule()

int TaleWorlds.Engine.Scene.GenerateContactsWithCapsule ( ref CapsuleData capsule,
BodyFlags exclude_flags,
Intersection[] intersectionsOutput )

◆ InvalidateTerrainPhysicsMaterials()

void TaleWorlds.Engine.Scene.InvalidateTerrainPhysicsMaterials ( )

◆ Read() [1/2]

void TaleWorlds.Engine.Scene.Read ( string sceneName)

◆ Read() [2/2]

void TaleWorlds.Engine.Scene.Read ( string sceneName,
ref SceneInitializationData initData,
string forcedAtmoName = "" )

◆ ReadAndCalculateInitialCamera()

MatrixFrame TaleWorlds.Engine.Scene.ReadAndCalculateInitialCamera ( )

◆ OptimizeScene()

void TaleWorlds.Engine.Scene.OptimizeScene ( bool optimizeFlora = true,
bool optimizeOro = false )

◆ GetTerrainHeight()

float TaleWorlds.Engine.Scene.GetTerrainHeight ( Vec2 position,
bool checkHoles = true )

◆ CheckResources()

void TaleWorlds.Engine.Scene.CheckResources ( )

◆ ForceLoadResources()

void TaleWorlds.Engine.Scene.ForceLoadResources ( )

◆ SetDepthOfFieldParameters()

void TaleWorlds.Engine.Scene.SetDepthOfFieldParameters ( float depthOfFieldFocusStart,
float depthOfFieldFocusEnd,
bool isVignetteOn )

◆ SetDepthOfFieldFocus()

void TaleWorlds.Engine.Scene.SetDepthOfFieldFocus ( float depthOfFieldFocus)

◆ ResetDepthOfFieldParams()

void TaleWorlds.Engine.Scene.ResetDepthOfFieldParams ( )

◆ PreloadForRendering()

void TaleWorlds.Engine.Scene.PreloadForRendering ( )

◆ SetColorGradeBlend()

void TaleWorlds.Engine.Scene.SetColorGradeBlend ( string texture1,
string texture2,
float alpha )

◆ GetGroundHeightAtPosition() [1/2]

float TaleWorlds.Engine.Scene.GetGroundHeightAtPosition ( Vec3 position,
BodyFlags excludeFlags = BodyFlags::CommonCollisionExcludeFlags )

◆ GetGroundHeightAtPositionMT() [1/2]

float TaleWorlds.Engine.Scene.GetGroundHeightAtPositionMT ( Vec3 position,
BodyFlags excludeFlags = BodyFlags::CommonCollisionExcludeFlags )

◆ GetGroundHeightAtPosition() [2/2]

float TaleWorlds.Engine.Scene.GetGroundHeightAtPosition ( Vec3 position,
out Vec3 normal,
BodyFlags excludeFlags = BodyFlags::CommonCollisionExcludeFlags )

◆ GetGroundHeightAtPositionMT() [2/2]

float TaleWorlds.Engine.Scene.GetGroundHeightAtPositionMT ( Vec3 position,
out Vec3 normal,
BodyFlags excludeFlags = BodyFlags::CommonCollisionExcludeFlags )

◆ PauseSceneSounds()

void TaleWorlds.Engine.Scene.PauseSceneSounds ( )

◆ ResumeSceneSounds()

void TaleWorlds.Engine.Scene.ResumeSceneSounds ( )

◆ FinishSceneSounds()

void TaleWorlds.Engine.Scene.FinishSceneSounds ( )

◆ BoxCastOnlyForCamera()

bool TaleWorlds.Engine.Scene.BoxCastOnlyForCamera ( Vec3[] boxPoints,
Vec3 centerPoint,
bool castSupportRay,
Vec3 supportRaycastPoint,
Vec3 dir,
float distance,
out float collisionDistance,
out Vec3 closestPoint,
out GameEntity collidedEntity,
bool preFilter = true,
bool postFilter = true,
BodyFlags excludedBodyFlags = BodyFlags::CameraCollisionRayCastExludeFlags | BodyFlags::DontCollideWithCamera )

◆ BoxCast()

bool TaleWorlds.Engine.Scene.BoxCast ( Vec3 boxMin,
Vec3 boxMax,
bool castSupportRay,
Vec3 supportRaycastPoint,
Vec3 dir,
float distance,
out float collisionDistance,
out Vec3 closestPoint,
out GameEntity collidedEntity,
BodyFlags excludedBodyFlags = BodyFlags::CameraCollisionRayCastExludeFlags )

◆ RayCastForClosestEntityOrTerrain() [1/4]

bool TaleWorlds.Engine.Scene.RayCastForClosestEntityOrTerrain ( Vec3 sourcePoint,
Vec3 targetPoint,
out float collisionDistance,
out Vec3 closestPoint,
out GameEntity collidedEntity,
float rayThickness = 0::01f,
BodyFlags excludeBodyFlags = BodyFlags::CommonFocusRayCastExcludeFlags )

◆ RayCastForClosestEntityOrTerrainMT() [1/4]

bool TaleWorlds.Engine.Scene.RayCastForClosestEntityOrTerrainMT ( Vec3 sourcePoint,
Vec3 targetPoint,
out float collisionDistance,
out Vec3 closestPoint,
out GameEntity collidedEntity,
float rayThickness = 0::01f,
BodyFlags excludeBodyFlags = BodyFlags::CommonFocusRayCastExcludeFlags )

◆ RayCastForClosestEntityOrTerrain() [2/4]

bool TaleWorlds.Engine.Scene.RayCastForClosestEntityOrTerrain ( Vec3 sourcePoint,
Vec3 targetPoint,
out float collisionDistance,
out GameEntity collidedEntity,
float rayThickness = 0::01f,
BodyFlags excludeBodyFlags = BodyFlags::CommonFocusRayCastExcludeFlags )

◆ RayCastForClosestEntityOrTerrainMT() [2/4]

bool TaleWorlds.Engine.Scene.RayCastForClosestEntityOrTerrainMT ( Vec3 sourcePoint,
Vec3 targetPoint,
out float collisionDistance,
out GameEntity collidedEntity,
float rayThickness = 0::01f,
BodyFlags excludeBodyFlags = BodyFlags::CommonFocusRayCastExcludeFlags )

◆ RayCastForClosestEntityOrTerrain() [3/4]

bool TaleWorlds.Engine.Scene.RayCastForClosestEntityOrTerrain ( Vec3 sourcePoint,
Vec3 targetPoint,
out float collisionDistance,
out Vec3 closestPoint,
float rayThickness = 0::01f,
BodyFlags excludeBodyFlags = BodyFlags::CommonFocusRayCastExcludeFlags )

◆ RayCastForClosestEntityOrTerrainMT() [3/4]

bool TaleWorlds.Engine.Scene.RayCastForClosestEntityOrTerrainMT ( Vec3 sourcePoint,
Vec3 targetPoint,
out float collisionDistance,
out Vec3 closestPoint,
float rayThickness = 0::01f,
BodyFlags excludeBodyFlags = BodyFlags::CommonFocusRayCastExcludeFlags )

◆ RayCastForClosestEntityOrTerrain() [4/4]

bool TaleWorlds.Engine.Scene.RayCastForClosestEntityOrTerrain ( Vec3 sourcePoint,
Vec3 targetPoint,
out float collisionDistance,
float rayThickness = 0::01f,
BodyFlags excludeBodyFlags = BodyFlags::CommonFocusRayCastExcludeFlags )

◆ RayCastForClosestEntityOrTerrainMT() [4/4]

bool TaleWorlds.Engine.Scene.RayCastForClosestEntityOrTerrainMT ( Vec3 sourcePoint,
Vec3 targetPoint,
out float collisionDistance,
float rayThickness = 0::01f,
BodyFlags excludeBodyFlags = BodyFlags::CommonFocusRayCastExcludeFlags )

◆ ImportNavigationMeshPrefab()

void TaleWorlds.Engine.Scene.ImportNavigationMeshPrefab ( string navMeshPrefabName,
int navMeshGroupShift )

◆ MarkFacesWithIdAsLadder()

void TaleWorlds.Engine.Scene.MarkFacesWithIdAsLadder ( int faceGroupId,
bool isLadder )

◆ SetAbilityOfFacesWithId()

void TaleWorlds.Engine.Scene.SetAbilityOfFacesWithId ( int faceGroupId,
bool isEnabled )

◆ SwapFaceConnectionsWithID()

void TaleWorlds.Engine.Scene.SwapFaceConnectionsWithID ( int hubFaceGroupID,
int toBeSeparatedFaceGroupId,
int toBeMergedFaceGroupId )

◆ MergeFacesWithId()

void TaleWorlds.Engine.Scene.MergeFacesWithId ( int faceGroupId0,
int faceGroupId1,
int newFaceGroupId )

◆ SeparateFacesWithId()

void TaleWorlds.Engine.Scene.SeparateFacesWithId ( int faceGroupId0,
int faceGroupId1 )

◆ IsAnyFaceWithId()

bool TaleWorlds.Engine.Scene.IsAnyFaceWithId ( int faceGroupId)

◆ GetNavigationMeshForPosition() [1/2]

bool TaleWorlds.Engine.Scene.GetNavigationMeshForPosition ( ref Vec3 position)

◆ GetNavigationMeshForPosition() [2/2]

bool TaleWorlds.Engine.Scene.GetNavigationMeshForPosition ( ref Vec3 position,
out int faceGroupId,
float heightDifferenceLimit = NavMeshHeightLimit )

◆ DoesPathExistBetweenPositions()

bool TaleWorlds.Engine.Scene.DoesPathExistBetweenPositions ( WorldPosition position,
WorldPosition destination )

◆ SetLandscapeRainMaskData()

void TaleWorlds.Engine.Scene.SetLandscapeRainMaskData ( byte[] data)

◆ EnsurePostfxSystem()

void TaleWorlds.Engine.Scene.EnsurePostfxSystem ( )

◆ SetBloom()

void TaleWorlds.Engine.Scene.SetBloom ( bool mode)

◆ SetDofMode()

void TaleWorlds.Engine.Scene.SetDofMode ( bool mode)

◆ SetOcclusionMode()

void TaleWorlds.Engine.Scene.SetOcclusionMode ( bool mode)

◆ SetExternalInjectionTexture()

void TaleWorlds.Engine.Scene.SetExternalInjectionTexture ( Texture texture)

◆ SetSunshaftMode()

void TaleWorlds.Engine.Scene.SetSunshaftMode ( bool mode)

◆ GetSunDirection()

Vec3 TaleWorlds.Engine.Scene.GetSunDirection ( )

◆ GetNorthAngle()

float TaleWorlds.Engine.Scene.GetNorthAngle ( )

◆ GetNorthRotation()

float TaleWorlds.Engine.Scene.GetNorthRotation ( )

◆ GetTerrainMinMaxHeight()

bool TaleWorlds.Engine.Scene.GetTerrainMinMaxHeight ( out float minHeight,
out float maxHeight )

◆ GetPhysicsMinMax()

void TaleWorlds.Engine.Scene.GetPhysicsMinMax ( ref Vec3 min_max)

◆ IsEditorScene()

bool TaleWorlds.Engine.Scene.IsEditorScene ( )

◆ SetMotionBlurMode()

void TaleWorlds.Engine.Scene.SetMotionBlurMode ( bool mode)

◆ SetAntialiasingMode()

void TaleWorlds.Engine.Scene.SetAntialiasingMode ( bool mode)

◆ SetDLSSMode()

void TaleWorlds.Engine.Scene.SetDLSSMode ( bool mode)

◆ FindEntitiesWithTag()

IEnumerable< GameEntity > TaleWorlds.Engine.Scene.FindEntitiesWithTag ( string tag)

◆ FindEntityWithTag()

GameEntity TaleWorlds.Engine.Scene.FindEntityWithTag ( string tag)

◆ FindEntityWithName()

GameEntity TaleWorlds.Engine.Scene.FindEntityWithName ( string name)

◆ FindEntitiesWithTagExpression()

IEnumerable< GameEntity > TaleWorlds.Engine.Scene.FindEntitiesWithTagExpression ( string expression)

◆ GetSoftBoundaryVertexCount()

int TaleWorlds.Engine.Scene.GetSoftBoundaryVertexCount ( )

◆ GetHardBoundaryVertexCount()

int TaleWorlds.Engine.Scene.GetHardBoundaryVertexCount ( )

◆ GetSoftBoundaryVertex()

Vec2 TaleWorlds.Engine.Scene.GetSoftBoundaryVertex ( int index)

◆ GetHardBoundaryVertex()

Vec2 TaleWorlds.Engine.Scene.GetHardBoundaryVertex ( int index)

◆ GetPathWithName()

Path TaleWorlds.Engine.Scene.GetPathWithName ( string name)

◆ DeletePathWithName()

void TaleWorlds.Engine.Scene.DeletePathWithName ( string name)

◆ AddPath()

void TaleWorlds.Engine.Scene.AddPath ( string name)

◆ AddPathPoint()

void TaleWorlds.Engine.Scene.AddPathPoint ( string name,
MatrixFrame frame )

◆ GetBoundingBox()

void TaleWorlds.Engine.Scene.GetBoundingBox ( out Vec3 min,
out Vec3 max )

◆ SetName()

void TaleWorlds.Engine.Scene.SetName ( string name)

◆ GetName()

string TaleWorlds.Engine.Scene.GetName ( )

◆ GetModulePath()

string TaleWorlds.Engine.Scene.GetModulePath ( )

◆ SetOwnerThread()

void TaleWorlds.Engine.Scene.SetOwnerThread ( )

◆ GetPathsWithNamePrefix()

Path[] TaleWorlds.Engine.Scene.GetPathsWithNamePrefix ( string prefix)

◆ SetUseConstantTime()

void TaleWorlds.Engine.Scene.SetUseConstantTime ( bool value)

◆ CheckPointCanSeePoint()

bool TaleWorlds.Engine.Scene.CheckPointCanSeePoint ( Vec3 source,
Vec3 target,
float? distanceToCheck = null )

◆ SetPlaySoundEventsAfterReadyToRender()

void TaleWorlds.Engine.Scene.SetPlaySoundEventsAfterReadyToRender ( bool value)

◆ DisableStaticShadows()

void TaleWorlds.Engine.Scene.DisableStaticShadows ( bool value)

◆ GetSkyboxMesh()

Mesh TaleWorlds.Engine.Scene.GetSkyboxMesh ( )

◆ SetAtmosphereWithName()

void TaleWorlds.Engine.Scene.SetAtmosphereWithName ( string name)

◆ FillEntityWithHardBorderPhysicsBarrier()

void TaleWorlds.Engine.Scene.FillEntityWithHardBorderPhysicsBarrier ( GameEntity entity)

◆ ClearDecals()

void TaleWorlds.Engine.Scene.ClearDecals ( )

Member Data Documentation

◆ AutoClimbHeight

const float TaleWorlds.Engine.Scene.AutoClimbHeight = 1.5f
static

◆ NavMeshHeightLimit

const float TaleWorlds.Engine.Scene.NavMeshHeightLimit = 1.5f
static

◆ PhysicsAndRayCastLock

readonly TWSharedMutex TaleWorlds.Engine.Scene.PhysicsAndRayCastLock = new TWSharedMutex()
static

Property Documentation

◆ RootEntityCount

int TaleWorlds.Engine.Scene.RootEntityCount
get

◆ HasTerrainHeightmap

bool TaleWorlds.Engine.Scene.HasTerrainHeightmap
get

◆ ContainsTerrain

bool TaleWorlds.Engine.Scene.ContainsTerrain
get

◆ TimeOfDay

float TaleWorlds.Engine.Scene.TimeOfDay
getset

◆ IsAtmosphereIndoor

bool TaleWorlds.Engine.Scene.IsAtmosphereIndoor
get

◆ LastFinalRenderCameraPosition

Vec3 TaleWorlds.Engine.Scene.LastFinalRenderCameraPosition
get

◆ LastFinalRenderCameraFrame

MatrixFrame TaleWorlds.Engine.Scene.LastFinalRenderCameraFrame
get

◆ TimeSpeed

float TaleWorlds.Engine.Scene.TimeSpeed
getset