M&B: Bannerlord 1.3.4
The horns sound, the ravens gather.
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SandBox.MapScene Member List

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
FlowMapTextureDimensionSandBox.MapScenestatic
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
SceneSandBox.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