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M&B: Bannerlord 1.3.4
The horns sound, the ravens gather.
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This is the complete list of members for SandBox.MapScene, including all inherited members.
| AddNewEntityToMapScene(string entityId, in CampaignVec2 position) | SandBox.MapScene | |
| AfterLoad() | SandBox.MapScene | |
| Destroy() | SandBox.MapScene | |
| DisableUnwalkableNavigationMeshes() | SandBox.MapScene | |
| FlowMapTextureDimension | SandBox.MapScene | static |
| GetAccessiblePointNearPosition(in CampaignVec2 pos, float radius) | SandBox.MapScene | |
| GetAtmosphereStates() | SandBox.MapScene | |
| GetEnvironmentTerrainTypes(in CampaignVec2 originPosition) | SandBox.MapScene | |
| GetEnvironmentTerrainTypesCount(in CampaignVec2 originPosition, out TerrainType currentPositionTerrainType) | SandBox.MapScene | |
| GetFaceAtIndex(int faceIndex) | SandBox.MapScene | |
| GetFaceIndex(in CampaignVec2 vec2) | SandBox.MapScene | |
| GetFaceTerrainType(PathFaceRecord navMeshFace) | SandBox.MapScene | |
| GetFaceVertexZ(PathFaceRecord navMeshFace) | SandBox.MapScene | |
| GetGroundNormal(Vec2 position) | SandBox.MapScene | |
| GetHeightAtPoint(in CampaignVec2 point, ref float height) | SandBox.MapScene | |
| GetLastPointOnNavigationMeshFromPositionToDestination(PathFaceRecord startingFace, Vec2 position, Vec2 destination, int[] excludedFaceIds=null) | SandBox.MapScene | |
| GetLastPositionOnNavMeshFaceForPointAndDirection(PathFaceRecord startingFace, Vec2 position, Vec2 destination) | SandBox.MapScene | |
| GetMapBorders(out Vec2 minimumPosition, out Vec2 maximumPosition, out float maximumHeight) | SandBox.MapScene | |
| GetMapPatchAtPosition(in CampaignVec2 position) | SandBox.MapScene | |
| GetNavigationMeshCenterPosition(PathFaceRecord face) | SandBox.MapScene | |
| GetNavigationMeshCenterPosition(int faceIndex) | SandBox.MapScene | |
| GetNearestFaceCenterForPosition(in CampaignVec2 position, int[] excludedFaceIds) | SandBox.MapScene | |
| GetNearestFaceCenterForPositionWithPath(PathFaceRecord pathFaceRecord, bool targetIsLand, float maxDist, int[] excludedFaceIds) | SandBox.MapScene | |
| GetNumberOfNavigationMeshFaces() | SandBox.MapScene | |
| GetPathBetweenAIFaces(PathFaceRecord startingFace, PathFaceRecord endingFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, NavigationPath path, int[] excludedFaceIds, float extraCostMultiplier, int regionSwitchCostFromLandToSea, int regionSwitchCostFromSeaToLand) | SandBox.MapScene | |
| GetPathDistanceBetweenAIFaces(PathFaceRecord startingAiFace, PathFaceRecord endingAiFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, float distanceLimit, out float distance, int[] excludedFaceIds, int regionSwitchCostFromLandToSea, int regionSwitchCostFromSeaToLand) | SandBox.MapScene | |
| GetRainAmountAtPosition(Vec2 position) | SandBox.MapScene | |
| GetSceneLevel(string name) | SandBox.MapScene | |
| GetSceneNavigationMeshCrc() | SandBox.MapScene | |
| GetSceneXmlCrc() | SandBox.MapScene | |
| GetSiegeCampFrames(Settlement settlement, out List< MatrixFrame > siegeCamp1GlobalFrames, out List< MatrixFrame > siegeCamp2GlobalFrames) | SandBox.MapScene | |
| GetSnowAmountAtPosition(Vec2 position) | SandBox.MapScene | |
| GetTerrainHeightAndNormal(Vec2 position, out float height, out Vec3 normal) | SandBox.MapScene | |
| GetTerrainSize() | SandBox.MapScene | |
| GetTerrainTypeAtPosition(in CampaignVec2 position) | SandBox.MapScene | |
| GetTerrainTypeName(TerrainType type) | SandBox.MapScene | |
| GetWindAtPosition(Vec2 position) | SandBox.MapScene | |
| GetWinterTimeFactor() | SandBox.MapScene | |
| IsLineToPointClear(PathFaceRecord startingFace, Vec2 position, Vec2 destination, float agentRadius) | SandBox.MapScene | |
| Load() | SandBox.MapScene | |
| MapScene() | SandBox.MapScene | |
| Scene | SandBox.MapScene | |
| SetAtmosphereColorgrade(TerrainType terrainType) | SandBox.MapScene | |
| SetSceneLevels(List< string > levels) | SandBox.MapScene | |
| SetSnowAndRainDataWithDimension(Texture snowRainTexture, int weatherNodeGridWidthAndHeight) | SandBox.MapScene | |
| SetupWaterWake(float wakeWorldSize, float wakeCameraOffset) | SandBox.MapScene | |
| ValidateAgentVisualsReseted() | SandBox.MapScene |