M&B: Bannerlord 1.3.4
The horns sound, the ravens gather.
Loading...
Searching...
No Matches
SandBox.MapScene Class Reference

Inherits TaleWorlds.CampaignSystem.Map.IMapScene.

Public Member Functions

 MapScene ()
 
Vec2 GetTerrainSize ()
 
uint GetSceneLevel (string name)
 
void SetSceneLevels (List< string > levels)
 
List< AtmosphereStateGetAtmosphereStates ()
 
void ValidateAgentVisualsReseted ()
 
void SetAtmosphereColorgrade (TerrainType terrainType)
 
void AddNewEntityToMapScene (string entityId, in CampaignVec2 position)
 
void GetMapBorders (out Vec2 minimumPosition, out Vec2 maximumPosition, out float maximumHeight)
 
void Load ()
 
void SetSnowAndRainDataWithDimension (Texture snowRainTexture, int weatherNodeGridWidthAndHeight)
 
void AfterLoad ()
 
void Destroy ()
 
void DisableUnwalkableNavigationMeshes ()
 
PathFaceRecord GetFaceIndex (in CampaignVec2 vec2)
 
TerrainType GetTerrainTypeAtPosition (in CampaignVec2 position)
 
TerrainType GetFaceTerrainType (PathFaceRecord navMeshFace)
 
CampaignVec2 GetNearestFaceCenterForPosition (in CampaignVec2 position, int[] excludedFaceIds)
 
CampaignVec2 GetNearestFaceCenterForPositionWithPath (PathFaceRecord pathFaceRecord, bool targetIsLand, float maxDist, int[] excludedFaceIds)
 
List< TerrainTypeGetEnvironmentTerrainTypes (in CampaignVec2 originPosition)
 
List< TerrainTypeGetEnvironmentTerrainTypesCount (in CampaignVec2 originPosition, out TerrainType currentPositionTerrainType)
 
MapPatchData GetMapPatchAtPosition (in CampaignVec2 position)
 
CampaignVec2 GetAccessiblePointNearPosition (in CampaignVec2 pos, float radius)
 
bool GetPathBetweenAIFaces (PathFaceRecord startingFace, PathFaceRecord endingFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, NavigationPath path, int[] excludedFaceIds, float extraCostMultiplier, int regionSwitchCostFromLandToSea, int regionSwitchCostFromSeaToLand)
 The path between pointA to pointB and pointB to pointA may differ but the path between pointA to pointB will always return same.
 
bool GetPathDistanceBetweenAIFaces (PathFaceRecord startingAiFace, PathFaceRecord endingAiFace, Vec2 startingPosition, Vec2 endingPosition, float agentRadius, float distanceLimit, out float distance, int[] excludedFaceIds, int regionSwitchCostFromLandToSea, int regionSwitchCostFromSeaToLand)
 The distance between pointA to pointB and pointB to pointA may differ but distance between pointA to pointB will always return same.
 
bool IsLineToPointClear (PathFaceRecord startingFace, Vec2 position, Vec2 destination, float agentRadius)
 
Vec2 GetLastPointOnNavigationMeshFromPositionToDestination (PathFaceRecord startingFace, Vec2 position, Vec2 destination, int[] excludedFaceIds=null)
 
Vec2 GetLastPositionOnNavMeshFaceForPointAndDirection (PathFaceRecord startingFace, Vec2 position, Vec2 destination)
 
Vec2 GetNavigationMeshCenterPosition (PathFaceRecord face)
 
Vec2 GetNavigationMeshCenterPosition (int faceIndex)
 
int GetNumberOfNavigationMeshFaces ()
 
PathFaceRecord GetFaceAtIndex (int faceIndex)
 
bool GetHeightAtPoint (in CampaignVec2 point, ref float height)
 
float GetWinterTimeFactor ()
 
float GetFaceVertexZ (PathFaceRecord navMeshFace)
 
Vec3 GetGroundNormal (Vec2 position)
 
void GetSiegeCampFrames (Settlement settlement, out List< MatrixFrame > siegeCamp1GlobalFrames, out List< MatrixFrame > siegeCamp2GlobalFrames)
 
void GetTerrainHeightAndNormal (Vec2 position, out float height, out Vec3 normal)
 
string GetTerrainTypeName (TerrainType type)
 
uint GetSceneXmlCrc ()
 
uint GetSceneNavigationMeshCrc ()
 
Vec2 GetWindAtPosition (Vec2 position)
 
float GetSnowAmountAtPosition (Vec2 position)
 
float GetRainAmountAtPosition (Vec2 position)
 
void SetupWaterWake (float wakeWorldSize, float wakeCameraOffset)
 

Static Public Attributes

const int FlowMapTextureDimension = 512
 

Properties

Scene Scene [get]
 

Constructor & Destructor Documentation

◆ MapScene()

SandBox.MapScene.MapScene ( )

Member Function Documentation

◆ GetTerrainSize()

Vec2 SandBox.MapScene.GetTerrainSize ( )

◆ GetSceneLevel()

uint SandBox.MapScene.GetSceneLevel ( string name)

◆ SetSceneLevels()

void SandBox.MapScene.SetSceneLevels ( List< string > levels)

◆ GetAtmosphereStates()

List< AtmosphereState > SandBox.MapScene.GetAtmosphereStates ( )

◆ ValidateAgentVisualsReseted()

void SandBox.MapScene.ValidateAgentVisualsReseted ( )

◆ SetAtmosphereColorgrade()

void SandBox.MapScene.SetAtmosphereColorgrade ( TerrainType terrainType)

◆ AddNewEntityToMapScene()

void SandBox.MapScene.AddNewEntityToMapScene ( string entityId,
in CampaignVec2 position )

◆ GetMapBorders()

void SandBox.MapScene.GetMapBorders ( out Vec2 minimumPosition,
out Vec2 maximumPosition,
out float maximumHeight )

◆ Load()

void SandBox.MapScene.Load ( )

◆ SetSnowAndRainDataWithDimension()

void SandBox.MapScene.SetSnowAndRainDataWithDimension ( Texture snowRainTexture,
int weatherNodeGridWidthAndHeight )

◆ AfterLoad()

void SandBox.MapScene.AfterLoad ( )

◆ Destroy()

void SandBox.MapScene.Destroy ( )

◆ DisableUnwalkableNavigationMeshes()

void SandBox.MapScene.DisableUnwalkableNavigationMeshes ( )

◆ GetFaceIndex()

PathFaceRecord SandBox.MapScene.GetFaceIndex ( in CampaignVec2 vec2)

◆ GetTerrainTypeAtPosition()

TerrainType SandBox.MapScene.GetTerrainTypeAtPosition ( in CampaignVec2 position)

◆ GetFaceTerrainType()

TerrainType SandBox.MapScene.GetFaceTerrainType ( PathFaceRecord navMeshFace)

◆ GetNearestFaceCenterForPosition()

CampaignVec2 SandBox.MapScene.GetNearestFaceCenterForPosition ( in CampaignVec2 position,
int[] excludedFaceIds )

◆ GetNearestFaceCenterForPositionWithPath()

CampaignVec2 SandBox.MapScene.GetNearestFaceCenterForPositionWithPath ( PathFaceRecord pathFaceRecord,
bool targetIsLand,
float maxDist,
int[] excludedFaceIds )

◆ GetEnvironmentTerrainTypes()

List< TerrainType > SandBox.MapScene.GetEnvironmentTerrainTypes ( in CampaignVec2 originPosition)

◆ GetEnvironmentTerrainTypesCount()

List< TerrainType > SandBox.MapScene.GetEnvironmentTerrainTypesCount ( in CampaignVec2 originPosition,
out TerrainType currentPositionTerrainType )

◆ GetMapPatchAtPosition()

MapPatchData SandBox.MapScene.GetMapPatchAtPosition ( in CampaignVec2 position)

◆ GetAccessiblePointNearPosition()

CampaignVec2 SandBox.MapScene.GetAccessiblePointNearPosition ( in CampaignVec2 pos,
float radius )

◆ GetPathBetweenAIFaces()

bool SandBox.MapScene.GetPathBetweenAIFaces ( PathFaceRecord startingFace,
PathFaceRecord endingFace,
Vec2 startingPosition,
Vec2 endingPosition,
float agentRadius,
NavigationPath path,
int[] excludedFaceIds,
float extraCostMultiplier,
int regionSwitchCostFromLandToSea,
int regionSwitchCostFromSeaToLand )

◆ GetPathDistanceBetweenAIFaces()

bool SandBox.MapScene.GetPathDistanceBetweenAIFaces ( PathFaceRecord startingAiFace,
PathFaceRecord endingAiFace,
Vec2 startingPosition,
Vec2 endingPosition,
float agentRadius,
float distanceLimit,
out float distance,
int[] excludedFaceIds,
int regionSwitchCostFromLandToSea,
int regionSwitchCostFromSeaToLand )

◆ IsLineToPointClear()

bool SandBox.MapScene.IsLineToPointClear ( PathFaceRecord startingFace,
Vec2 position,
Vec2 destination,
float agentRadius )

◆ GetLastPointOnNavigationMeshFromPositionToDestination()

Vec2 SandBox.MapScene.GetLastPointOnNavigationMeshFromPositionToDestination ( PathFaceRecord startingFace,
Vec2 position,
Vec2 destination,
int[] excludedFaceIds = null )

◆ GetLastPositionOnNavMeshFaceForPointAndDirection()

Vec2 SandBox.MapScene.GetLastPositionOnNavMeshFaceForPointAndDirection ( PathFaceRecord startingFace,
Vec2 position,
Vec2 destination )

◆ GetNavigationMeshCenterPosition() [1/2]

Vec2 SandBox.MapScene.GetNavigationMeshCenterPosition ( PathFaceRecord face)

◆ GetNavigationMeshCenterPosition() [2/2]

Vec2 SandBox.MapScene.GetNavigationMeshCenterPosition ( int faceIndex)

◆ GetNumberOfNavigationMeshFaces()

int SandBox.MapScene.GetNumberOfNavigationMeshFaces ( )

◆ GetFaceAtIndex()

PathFaceRecord SandBox.MapScene.GetFaceAtIndex ( int faceIndex)

◆ GetHeightAtPoint()

bool SandBox.MapScene.GetHeightAtPoint ( in CampaignVec2 point,
ref float height )

◆ GetWinterTimeFactor()

float SandBox.MapScene.GetWinterTimeFactor ( )

◆ GetFaceVertexZ()

float SandBox.MapScene.GetFaceVertexZ ( PathFaceRecord navMeshFace)

◆ GetGroundNormal()

Vec3 SandBox.MapScene.GetGroundNormal ( Vec2 position)

◆ GetSiegeCampFrames()

void SandBox.MapScene.GetSiegeCampFrames ( Settlement settlement,
out List< MatrixFrame > siegeCamp1GlobalFrames,
out List< MatrixFrame > siegeCamp2GlobalFrames )

◆ GetTerrainHeightAndNormal()

void SandBox.MapScene.GetTerrainHeightAndNormal ( Vec2 position,
out float height,
out Vec3 normal )

◆ GetTerrainTypeName()

string SandBox.MapScene.GetTerrainTypeName ( TerrainType type)

◆ GetSceneXmlCrc()

uint SandBox.MapScene.GetSceneXmlCrc ( )

◆ GetSceneNavigationMeshCrc()

uint SandBox.MapScene.GetSceneNavigationMeshCrc ( )

◆ GetWindAtPosition()

Vec2 SandBox.MapScene.GetWindAtPosition ( Vec2 position)

◆ GetSnowAmountAtPosition()

float SandBox.MapScene.GetSnowAmountAtPosition ( Vec2 position)

◆ GetRainAmountAtPosition()

float SandBox.MapScene.GetRainAmountAtPosition ( Vec2 position)

◆ SetupWaterWake()

void SandBox.MapScene.SetupWaterWake ( float wakeWorldSize,
float wakeCameraOffset )

Member Data Documentation

◆ FlowMapTextureDimension

const int SandBox.MapScene.FlowMapTextureDimension = 512
static

Property Documentation

◆ Scene

Scene SandBox.MapScene.Scene
get