Table of Contents

Class CastleGate

Namespace
TaleWorlds.MountAndBlade
Assembly
TaleWorlds.MountAndBlade.dll
public class CastleGate : UsableMachine, IFocusable, IOrderable, IDetachment, IPointDefendable, ICastleKeyPosition, ITargetable
Inheritance
CastleGate
Implements
Inherited Members

Constructors

CastleGate()

public CastleGate()

Fields

ActivateExtraColliders

public bool ActivateExtraColliders

Field Value

bool

AutoOpen

public bool AutoOpen

Field Value

bool

ClosingAnimationName

public string ClosingAnimationName

Field Value

string

DestroyAnimationName

public string DestroyAnimationName

Field Value

string

ExtraCollisionObjectTagLeft

public string ExtraCollisionObjectTagLeft

Field Value

string

ExtraCollisionObjectTagRight

public string ExtraCollisionObjectTagRight

Field Value

string

HitAnimationName

public string HitAnimationName

Field Value

string

HitMeleeAnimationName

public string HitMeleeAnimationName

Field Value

string

InnerGateTag

public const string InnerGateTag = "inner_gate"

Field Value

string

LeftDoorBoneName

public string LeftDoorBoneName

Field Value

string

NavigationMeshId

public int NavigationMeshId

Field Value

int

NavigationMeshIdToDisableOnOpen

public int NavigationMeshIdToDisableOnOpen

Field Value

int

OpeningAnimationName

public string OpeningAnimationName

Field Value

string

OuterGateTag

public const string OuterGateTag = "outer_gate"

Field Value

string

OwningTeam

public CastleGate.DoorOwnership OwningTeam

Field Value

CastleGate.DoorOwnership

PlankHitAnimationName

public string PlankHitAnimationName

Field Value

string

RightDoorBoneName

public string RightDoorBoneName

Field Value

string

SideTag

public string SideTag

Field Value

string

Properties

AttackerSiegeWeapon

public IPrimarySiegeWeapon AttackerSiegeWeapon { get; set; }

Property Value

IPrimarySiegeWeapon

DefencePoints

public IEnumerable<DefencePoint> DefencePoints { get; protected set; }

Property Value

IEnumerable<DefencePoint>

DefenseSide

public FormationAI.BehaviorSide DefenseSide { get; }

Property Value

FormationAI.BehaviorSide

DefenseWaitFrame

public WorldFrame DefenseWaitFrame { get; }

Property Value

WorldFrame

FocusableObjectType

public override FocusableObjectType FocusableObjectType { get; }

Property Value

FocusableObjectType

IsGateOpen

public bool IsGateOpen { get; }

Property Value

bool

MiddleFrame

public WorldFrame MiddleFrame { get; }

Property Value

WorldFrame

MiddlePosition

public TacticalPosition MiddlePosition { get; }

Property Value

TacticalPosition

State

public CastleGate.GateState State { get; }

Property Value

CastleGate.GateState

WaitPosition

public TacticalPosition WaitPosition { get; }

Property Value

TacticalPosition

Methods

AfterMissionStart()

public override void AfterMissionStart()

CloseDoor()

public void CloseDoor()

CollectDynamicGameEntities(bool)

protected void CollectDynamicGameEntities(bool calledFromOnInit)

Parameters

calledFromOnInit bool

CollectGameEntities(bool)

protected void CollectGameEntities(bool calledFromOnInit)

Parameters

calledFromOnInit bool

CreateAIBehaviorObject()

public override UsableMachineAIBase CreateAIBehaviorObject()

Returns

UsableMachineAIBase

Entity()

public GameEntity Entity()

Returns

GameEntity

GetActionTextForStandingPoint(UsableMissionObject)

public override TextObject GetActionTextForStandingPoint(UsableMissionObject usableGameObject)

Parameters

usableGameObject UsableMissionObject

Returns

TextObject

GetDescriptionText(GameEntity)

public override string GetDescriptionText(GameEntity gameEntity = null)

Parameters

gameEntity GameEntity

Returns

string

GetOrder(BattleSideEnum)

public override OrderType GetOrder(BattleSideEnum side)

Parameters

side BattleSideEnum

Returns

OrderType

GetPosition()

public Vec3 GetPosition()

Returns

Vec3

GetSide()

public BattleSideEnum GetSide()

Returns

BattleSideEnum

GetTargetEntity()

public GameEntity GetTargetEntity()

Returns

GameEntity

GetTargetFlags()

public TargetFlags GetTargetFlags()

Returns

TargetFlags

GetTargetValue(List<Vec3>)

public float GetTargetValue(List<Vec3> weaponPos)

Parameters

weaponPos List<Vec3>

Returns

float

GetTargetingOffset()

public Vec3 GetTargetingOffset()

Returns

Vec3

GetTickRequirement()

public override ScriptComponentBehavior.TickRequirement GetTickRequirement()

Returns

ScriptComponentBehavior.TickRequirement

IsAgentOnInconvenientNavmesh(Agent, StandingPoint)

protected override bool IsAgentOnInconvenientNavmesh(Agent agent, StandingPoint standingPoint)

Parameters

agent Agent
standingPoint StandingPoint

Returns

bool

OnCheckForProblems()

protected override bool OnCheckForProblems()

Returns

bool

OnEditorInit()

protected override void OnEditorInit()

OnInit()

protected override void OnInit()

OnMissionReset()

protected override void OnMissionReset()

OnNextDestructionState()

protected void OnNextDestructionState()

OnRemoved(int)

protected override void OnRemoved(int removeReason)

Parameters

removeReason int

OnTick(float)

protected override void OnTick(float dt)

Parameters

dt float

OpenDoor()

public void OpenDoor()

OpenDoorAndDisableGateForCivilianMission()

public void OpenDoorAndDisableGateForCivilianMission()

SetAutoOpenState(bool)

public void SetAutoOpenState(bool isEnabled)

Parameters

isEnabled bool

SetUsableTeam(Team)

public void SetUsableTeam(Team team)

Parameters

team Team

This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).