Class BattleSideDeploymentPlan
- Namespace
- TaleWorlds.MountAndBlade
- Assembly
- TaleWorlds.MountAndBlade.dll
public class BattleSideDeploymentPlan
- Inheritance
-
BattleSideDeploymentPlan
- Inherited Members
Constructors
BattleSideDeploymentPlan(Mission, BattleSideEnum)
public BattleSideDeploymentPlan(Mission mission, BattleSideEnum side)
Parameters
mission
Missionside
BattleSideEnum
Fields
DeployZoneExtraWidthPerTroop
public const float DeployZoneExtraWidthPerTroop = 1.5
Field Value
DeployZoneForwardMargin
public const float DeployZoneForwardMargin = 10
Field Value
DeployZoneMinimumWidth
public const float DeployZoneMinimumWidth = 100
Field Value
Side
public readonly BattleSideEnum Side
Field Value
Properties
DeploymentBoundaries
public MBReadOnlyList<(string id, List<Vec2> points)> DeploymentBoundaries { get; }
Property Value
SpawnWithHorses
public bool SpawnWithHorses { get; }
Property Value
Methods
AddTroops(FormationClass, int, int, DeploymentPlanType)
public void AddTroops(FormationClass formationClass, int footTroopCount, int mountedTroopCount, DeploymentPlanType planType)
Parameters
formationClass
FormationClassfootTroopCount
intmountedTroopCount
intplanType
DeploymentPlanType
ClearAddedTroops(DeploymentPlanType)
public void ClearAddedTroops(DeploymentPlanType planType)
Parameters
planType
DeploymentPlanType
ClearPlans(DeploymentPlanType)
public void ClearPlans(DeploymentPlanType planType)
Parameters
planType
DeploymentPlanType
CreateReinforcementPlans()
public void CreateReinforcementPlans()
GetClosestDeploymentBoundaryPosition(in Vec2, bool, float)
public Vec2 GetClosestDeploymentBoundaryPosition(in Vec2 position, bool withNavMesh = false, float positionZ = 0)
Parameters
Returns
GetDeploymentFrame()
public MatrixFrame GetDeploymentFrame()
Returns
GetFormationPlan(FormationClass, DeploymentPlanType)
public IFormationDeploymentPlan GetFormationPlan(FormationClass fClass, DeploymentPlanType planType)
Parameters
fClass
FormationClassplanType
DeploymentPlanType
Returns
GetMeanPositionOfPlan(DeploymentPlanType)
public Vec3 GetMeanPositionOfPlan(DeploymentPlanType planType)
Parameters
planType
DeploymentPlanType
Returns
GetSpawnPathOffset(DeploymentPlanType)
public float GetSpawnPathOffset(DeploymentPlanType planType)
Parameters
planType
DeploymentPlanType
Returns
GetTroopCount(DeploymentPlanType)
public int GetTroopCount(DeploymentPlanType planType)
Parameters
planType
DeploymentPlanType
Returns
HasDeploymentBoundaries()
public bool HasDeploymentBoundaries()
Returns
IsFirstPlan(DeploymentPlanType)
public bool IsFirstPlan(DeploymentPlanType planType)
Parameters
planType
DeploymentPlanType
Returns
IsInitialPlanSuitableForFormations((int, int)[])
public bool IsInitialPlanSuitableForFormations((int, int)[] troopDataPerFormationClass)
Parameters
Returns
IsPlanMade(DeploymentPlanType)
public bool IsPlanMade(DeploymentPlanType planType)
Parameters
planType
DeploymentPlanType
Returns
IsPositionInsideDeploymentBoundaries(in Vec2)
public bool IsPositionInsideDeploymentBoundaries(in Vec2 position)
Parameters
position
Vec2
Returns
PlanBattleDeployment(FormationSceneSpawnEntry[,], DeploymentPlanType, float)
public void PlanBattleDeployment(FormationSceneSpawnEntry[,] formationSceneSpawnEntries, DeploymentPlanType planType, float spawnPathOffset)
Parameters
formationSceneSpawnEntries
FormationSceneSpawnEntry[,]planType
DeploymentPlanTypespawnPathOffset
float
SetSpawnWithHorses(bool)
public void SetSpawnWithHorses(bool value)
Parameters
value
bool
UpdateReinforcementPlans()
public void UpdateReinforcementPlans()
This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).