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
AutoOpen
public bool AutoOpen
Field Value
ClosingAnimationName
public string ClosingAnimationName
Field Value
DestroyAnimationName
public string DestroyAnimationName
Field Value
ExtraCollisionObjectTagLeft
public string ExtraCollisionObjectTagLeft
Field Value
ExtraCollisionObjectTagRight
public string ExtraCollisionObjectTagRight
Field Value
HitAnimationName
public string HitAnimationName
Field Value
HitMeleeAnimationName
public string HitMeleeAnimationName
Field Value
InnerGateTag
public const string InnerGateTag = "inner_gate"
Field Value
LeftDoorBoneName
public string LeftDoorBoneName
Field Value
NavigationMeshId
public int NavigationMeshId
Field Value
NavigationMeshIdToDisableOnOpen
public int NavigationMeshIdToDisableOnOpen
Field Value
OpeningAnimationName
public string OpeningAnimationName
Field Value
OuterGateTag
public const string OuterGateTag = "outer_gate"
Field Value
OwningTeam
public CastleGate.DoorOwnership OwningTeam
Field Value
PlankHitAnimationName
public string PlankHitAnimationName
Field Value
RightDoorBoneName
public string RightDoorBoneName
Field Value
SideTag
public string SideTag
Field Value
Properties
AttackerSiegeWeapon
public IPrimarySiegeWeapon AttackerSiegeWeapon { get; set; }
Property Value
DefencePoints
public IEnumerable<DefencePoint> DefencePoints { get; protected set; }
Property Value
DefenseSide
public FormationAI.BehaviorSide DefenseSide { get; }
Property Value
DefenseWaitFrame
public WorldFrame DefenseWaitFrame { get; }
Property Value
FocusableObjectType
public override FocusableObjectType FocusableObjectType { get; }
Property Value
IsGateOpen
public bool IsGateOpen { get; }
Property Value
MiddleFrame
public WorldFrame MiddleFrame { get; }
Property Value
MiddlePosition
public TacticalPosition MiddlePosition { get; }
Property Value
State
public CastleGate.GateState State { get; }
Property Value
WaitPosition
public TacticalPosition WaitPosition { get; }
Property Value
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
Entity()
public GameEntity Entity()
Returns
GetActionTextForStandingPoint(UsableMissionObject)
public override TextObject GetActionTextForStandingPoint(UsableMissionObject usableGameObject)
Parameters
usableGameObject
UsableMissionObject
Returns
GetDescriptionText(GameEntity)
public override string GetDescriptionText(GameEntity gameEntity = null)
Parameters
gameEntity
GameEntity
Returns
GetOrder(BattleSideEnum)
public override OrderType GetOrder(BattleSideEnum side)
Parameters
side
BattleSideEnum
Returns
GetPosition()
public Vec3 GetPosition()
Returns
GetSide()
public BattleSideEnum GetSide()
Returns
GetTargetEntity()
public GameEntity GetTargetEntity()
Returns
GetTargetFlags()
public TargetFlags GetTargetFlags()
Returns
GetTargetValue(List<Vec3>)
public float GetTargetValue(List<Vec3> weaponPos)
Parameters
Returns
GetTargetingOffset()
public Vec3 GetTargetingOffset()
Returns
GetTickRequirement()
public override ScriptComponentBehavior.TickRequirement GetTickRequirement()
Returns
IsAgentOnInconvenientNavmesh(Agent, StandingPoint)
protected override bool IsAgentOnInconvenientNavmesh(Agent agent, StandingPoint standingPoint)
Parameters
agent
AgentstandingPoint
StandingPoint
Returns
OnCheckForProblems()
protected override bool OnCheckForProblems()
Returns
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).