M&B: Bannerlord 1.2.9
The horns sound, the ravens gather.
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TaleWorlds.MountAndBlade.View.MissionViews.MissionFormationTargetSelectionHandler Class Reference

View that determines when and how formations are targeted.

Inherits TaleWorlds.MountAndBlade.View.MissionViews.MissionView.

Public Member Functions

 MissionFormationTargetSelectionHandler ()
 
override void OnPreDisplayMissionTick (float dt)
 
override void OnRemoveBehavior ()
 
void TickDebug ()
 
- Public Member Functions inherited from TaleWorlds.MountAndBlade.View.MissionViews.MissionView
virtual void OnMissionScreenTick (float dt)
 
virtual bool OnEscape ()
 
virtual bool IsOpeningEscapeMenuOnFocusChangeAllowed ()
 Represents if any of the current mission views object to opening escape on focus change.
 
virtual void OnFocusChangeOnGameWindow (bool focusGained)
 
virtual void OnSceneRenderingStarted ()
 
virtual void OnMissionScreenInitialize ()
 
virtual void OnMissionScreenFinalize ()
 
virtual void OnMissionScreenActivate ()
 
virtual void OnMissionScreenDeactivate ()
 
virtual bool UpdateOverridenCamera (float dt)
 
virtual bool IsReady ()
 Represents if view is ready for render Gets asked during initial loading If anyone returns false, loading screen continues.
 
virtual void OnPhotoModeActivated ()
 
virtual void OnPhotoModeDeactivated ()
 
virtual void OnConversationBegin ()
 
virtual void OnConversationEnd ()
 
virtual void OnInitialDeploymentPlanMadeForSide (BattleSideEnum side, bool isFirstPlan)
 
override void OnEndMissionInternal ()
 Do not override this.
 
override void OnRemoveBehavior ()
 
- Public Member Functions inherited from TaleWorlds.MountAndBlade.MissionBehavior
virtual void OnAfterMissionCreated ()
 
virtual void OnBehaviorInitialize ()
 
virtual void OnCreated ()
 
virtual void EarlyStart ()
 
virtual void AfterStart ()
 
virtual void OnMissileHit (Agent attacker, Agent victim, bool isCanceled, AttackCollisionData collisionData)
 
virtual void OnMeleeHit (Agent attacker, Agent victim, bool isCanceled, AttackCollisionData collisionData)
 
virtual void OnMissileCollisionReaction (Mission.MissileCollisionReaction collisionReaction, Agent attackerAgent, Agent attachedAgent, sbyte attachedBoneIndex)
 
virtual void OnMissionScreenPreLoad ()
 
virtual void OnAgentCreated (Agent agent)
 
virtual void OnAgentBuild (Agent agent, Banner banner)
 
virtual void OnAgentTeamChanged (Team prevTeam, Team newTeam, Agent agent)
 
virtual void OnAgentControllerSetToPlayer (Agent agent)
 
virtual void OnAgentHit (Agent affectedAgent, Agent affectorAgent, in MissionWeapon affectorWeapon, in Blow blow, in AttackCollisionData attackCollisionData)
 
virtual void OnScoreHit (Agent affectedAgent, Agent affectorAgent, WeaponComponentData attackerWeapon, bool isBlocked, bool isSiegeEngineHit, in Blow blow, in AttackCollisionData collisionData, float damagedHp, float hitDistance, float shotDifficulty)
 
virtual void OnEarlyAgentRemoved (Agent affectedAgent, Agent affectorAgent, AgentState agentState, KillingBlow blow)
 
virtual void OnAgentRemoved (Agent affectedAgent, Agent affectorAgent, AgentState agentState, KillingBlow blow)
 
virtual void OnAgentDeleted (Agent affectedAgent)
 
virtual void OnAgentFleeing (Agent affectedAgent)
 
virtual void OnAgentPanicked (Agent affectedAgent)
 
virtual void OnFocusGained (Agent agent, IFocusable focusableObject, bool isInteractable)
 
virtual void OnFocusLost (Agent agent, IFocusable focusableObject)
 
virtual void OnAddTeam (Team team)
 
virtual void AfterAddTeam (Team team)
 
virtual void OnAgentInteraction (Agent userAgent, Agent agent)
 
virtual void OnClearScene ()
 
virtual void OnPreMissionTick (float dt)
 
virtual void OnMissionTick (float dt)
 
virtual void OnAgentMount (Agent agent)
 
virtual void OnAgentDismount (Agent agent)
 
virtual bool IsThereAgentAction (Agent userAgent, Agent otherAgent)
 
virtual void OnEntityRemoved (GameEntity entity)
 
virtual void OnObjectUsed (Agent userAgent, UsableMissionObject usedObject)
 
virtual void OnObjectStoppedBeingUsed (Agent userAgent, UsableMissionObject usedObject)
 
virtual void OnRenderingStarted ()
 
virtual void OnMissionStateActivated ()
 Called either after the mission is first initialized or the mission state is re-activated when a prior state (like inventory) is popped out of GameState stack.
 
virtual void OnMissionStateFinalized ()
 Called right before the mission state is finalized and any remaining allocated mission resources are released. This is not the same as OnMissionEnd callback which is called after the player clicks end/retreat button on battle results screen. MissionState is deallocated some time after OnMissionEnd to let MissionBehaviors to correctly deallocated themselves. Certain data structures (like Mission's agent list) are emptied here so do not depend on them. This is the final callback mission behaviors will receive before they are removed entirely.
 
virtual void OnMissionStateDeactivated ()
 Called either before mission is finalized or the mission state is deactivated due to another state (like inventory) being pushed into GameStates stack.
 
virtual List< CompassItemUpdateParamsGetCompassTargets ()
 
virtual void OnAssignPlayerAsSergeantOfFormation (Agent agent)
 
virtual void OnDeploymentFinished ()
 
virtual void OnTeamDeployed (Team team)
 
virtual void OnAgentAlarmedStateChanged (Agent agent, Agent.AIStateFlag flag)
 
virtual void OnMissionModeChange (MissionMode oldMissionMode, bool atStart)
 
virtual void OnRegisterBlow (Agent attacker, Agent victim, GameEntity realHitEntity, Blow b, ref AttackCollisionData collisionData, in MissionWeapon attackerWeapon)
 
virtual void OnAgentShootMissile (Agent shooterAgent, EquipmentIndex weaponIndex, Vec3 position, Vec3 velocity, Mat3 orientation, bool hasRigidBody, int forcedMissileIndex)
 

Public Attributes

readonly float MaxDistanceToCenterForFocus = 70f * (Screen.RealScreenResolutionHeight / 1080f)
 Maximum distance to the screen center for focus check. If a formation's on screen position is further away than this value, it won't be included for focus.
 
- Public Attributes inherited from TaleWorlds.MountAndBlade.View.MissionViews.MissionView
int ViewOrderPriority = 0
 

Static Public Attributes

const float MaxDistanceForFocusCheck = 1000f
 Maximum distance for focus check. If a formation is further away than this value, it won't check for focus since the formation is "too far away".
 
const float MinDistanceForFocusCheck = 10f
 Minimum distance for focus check. If a formation is closer than this value, it won't check for focus since the player is essentially inside the formation.
 

Events

Action< MBReadOnlyList< Formation > > OnFormationFocused
 Event that will be called OnPreDisplayMissionTick with focused formations. Can be called with null if no possible formations are focused.
 

Additional Inherited Members

- Protected Member Functions inherited from TaleWorlds.MountAndBlade.MissionBehavior
virtual void OnEndMission ()
 Called right before the mission ends (i.e. after player clicks done/retreat button in battle results screen for SP missions). Preferably unregister all your Mission dependent events here. Some mission fields (like agent lists) will be deallocated after the mission ends.
 
- Properties inherited from TaleWorlds.MountAndBlade.View.MissionViews.MissionView
MissionScreen MissionScreen [get]
 
IInputContext Input [get]
 
override MissionBehaviorType BehaviorType [get]
 
- Properties inherited from TaleWorlds.MountAndBlade.MissionBehavior
Mission Mission [get]
 
IInputContext DebugInput [get]
 
MissionBehaviorType BehaviorType [get]
 

Constructor & Destructor Documentation

◆ MissionFormationTargetSelectionHandler()

TaleWorlds.MountAndBlade.View.MissionViews.MissionFormationTargetSelectionHandler.MissionFormationTargetSelectionHandler ( )

Member Function Documentation

◆ OnPreDisplayMissionTick()

override void TaleWorlds.MountAndBlade.View.MissionViews.MissionFormationTargetSelectionHandler.OnPreDisplayMissionTick ( float dt)
virtual

◆ OnRemoveBehavior()

override void TaleWorlds.MountAndBlade.View.MissionViews.MissionFormationTargetSelectionHandler.OnRemoveBehavior ( )
virtual

◆ TickDebug()

void TaleWorlds.MountAndBlade.View.MissionViews.MissionFormationTargetSelectionHandler.TickDebug ( )

Member Data Documentation

◆ MaxDistanceForFocusCheck

const float TaleWorlds.MountAndBlade.View.MissionViews.MissionFormationTargetSelectionHandler.MaxDistanceForFocusCheck = 1000f
static

◆ MinDistanceForFocusCheck

const float TaleWorlds.MountAndBlade.View.MissionViews.MissionFormationTargetSelectionHandler.MinDistanceForFocusCheck = 10f
static

◆ MaxDistanceToCenterForFocus

readonly float TaleWorlds.MountAndBlade.View.MissionViews.MissionFormationTargetSelectionHandler.MaxDistanceToCenterForFocus = 70f * (Screen.RealScreenResolutionHeight / 1080f)

Event Documentation

◆ OnFormationFocused

Action<MBReadOnlyList<Formation> > TaleWorlds.MountAndBlade.View.MissionViews.MissionFormationTargetSelectionHandler.OnFormationFocused