Table of Contents

Interface IFormationArrangement

Namespace
TaleWorlds.MountAndBlade
Assembly
TaleWorlds.MountAndBlade.dll
public interface IFormationArrangement

Properties

AreLocalPositionsDirty

bool AreLocalPositionsDirty { set; }

Property Value

bool

Depth

float Depth { get; }

Property Value

float

FlankWidth

float FlankWidth { get; set; }

Property Value

float

IsLoose

bool? IsLoose { get; }

Property Value

bool?

MaximumWidth

float MaximumWidth { get; }

Property Value

float

MinimumFlankWidth

float MinimumFlankWidth { get; }

Property Value

float

MinimumWidth

float MinimumWidth { get; }

Property Value

float

PositionedUnitCount

int PositionedUnitCount { get; }

Property Value

int

RankCount

int RankCount { get; }

Property Value

int

RankDepth

float RankDepth { get; }

Property Value

float

UnitCount

int UnitCount { get; }

Property Value

int

Width

float Width { get; set; }

Property Value

float

Methods

AddUnit(IFormationUnit)

bool AddUnit(IFormationUnit unit)

Parameters

unit IFormationUnit

Returns

bool

BeforeFormationFrameChange()

void BeforeFormationFrameChange()

Clone(IFormation)

IFormationArrangement Clone(IFormation formation)

Parameters

formation IFormation

Returns

IFormationArrangement

CreateNewPosition(int)

Vec2? CreateNewPosition(int unitIndex)

Parameters

unitIndex int

Returns

Vec2?

DeepCopyFrom(IFormationArrangement)

void DeepCopyFrom(IFormationArrangement arrangement)

Parameters

arrangement IFormationArrangement

GetAllUnits()

MBReadOnlyList<IFormationUnit> GetAllUnits()

Returns

MBReadOnlyList<IFormationUnit>

GetDirectionChangeTendencyOfUnit(IFormationUnit)

float GetDirectionChangeTendencyOfUnit(IFormationUnit unit)

Parameters

unit IFormationUnit

Returns

float

GetLocalDirectionOfUnitOrDefault(int)

Vec2? GetLocalDirectionOfUnitOrDefault(int unitIndex)

Parameters

unitIndex int

Returns

Vec2?

GetLocalDirectionOfUnitOrDefault(IFormationUnit)

Vec2? GetLocalDirectionOfUnitOrDefault(IFormationUnit unit)

Parameters

unit IFormationUnit

Returns

Vec2?

GetLocalPositionOfReservedUnitPosition()

Vec2 GetLocalPositionOfReservedUnitPosition()

Returns

Vec2

GetLocalPositionOfUnitOrDefault(int)

Vec2? GetLocalPositionOfUnitOrDefault(int unitIndex)

Parameters

unitIndex int

Returns

Vec2?

GetLocalPositionOfUnitOrDefault(IFormationUnit)

Vec2? GetLocalPositionOfUnitOrDefault(IFormationUnit unit)

Parameters

unit IFormationUnit

Returns

Vec2?

GetLocalPositionOfUnitOrDefaultWithAdjustment(IFormationUnit, float)

Vec2? GetLocalPositionOfUnitOrDefaultWithAdjustment(IFormationUnit unit, float distanceBetweenAgentsAdjustment)

Parameters

unit IFormationUnit
distanceBetweenAgentsAdjustment float

Returns

Vec2?

GetLocalWallDirectionOfRelativeFormationLocation(IFormationUnit)

Vec2? GetLocalWallDirectionOfRelativeFormationLocation(IFormationUnit unit)

Parameters

unit IFormationUnit

Returns

Vec2?

GetNeighborUnitOfLeftSide(IFormationUnit)

IFormationUnit GetNeighborUnitOfLeftSide(IFormationUnit unit)

Parameters

unit IFormationUnit

Returns

IFormationUnit

GetNeighborUnitOfRightSide(IFormationUnit)

IFormationUnit GetNeighborUnitOfRightSide(IFormationUnit unit)

Parameters

unit IFormationUnit

Returns

IFormationUnit

GetOccupationWidth(int)

float GetOccupationWidth(int unitCount)

Parameters

unitCount int

Returns

float

GetPlayerUnit()

IFormationUnit GetPlayerUnit()

Returns

IFormationUnit

GetUnavailableUnitPositions()

IEnumerable<Vec2> GetUnavailableUnitPositions()

Returns

IEnumerable<Vec2>

GetUnit(int, int)

IFormationUnit GetUnit(int fileIndex, int rankIndex)

Parameters

fileIndex int
rankIndex int

Returns

IFormationUnit

GetUnitsToPop(int)

List<IFormationUnit> GetUnitsToPop(int count)

Parameters

count int

Returns

List<IFormationUnit>

GetUnitsToPop(int, Vec3)

List<IFormationUnit> GetUnitsToPop(int count, Vec3 targetPosition)

Parameters

count int
targetPosition Vec3

Returns

List<IFormationUnit>

GetUnitsToPopWithCondition(int, Func<IFormationUnit, bool>)

IEnumerable<IFormationUnit> GetUnitsToPopWithCondition(int count, Func<IFormationUnit, bool> conditionFunction)

Parameters

count int
conditionFunction Func<IFormationUnit, bool>

Returns

IEnumerable<IFormationUnit>

GetUnpositionedUnits()

MBList<IFormationUnit> GetUnpositionedUnits()

Returns

MBList<IFormationUnit>

GetWorldPositionOfUnitOrDefault(int)

WorldPosition? GetWorldPositionOfUnitOrDefault(int unitIndex)

Parameters

unitIndex int

Returns

WorldPosition?

GetWorldPositionOfUnitOrDefault(IFormationUnit)

WorldPosition? GetWorldPositionOfUnitOrDefault(IFormationUnit unit)

Parameters

unit IFormationUnit

Returns

WorldPosition?

IsTurnBackwardsNecessary(Vec2, WorldPosition?, Vec2, bool, Vec2?)

bool IsTurnBackwardsNecessary(Vec2 previousPosition, WorldPosition? newPosition, Vec2 previousDirection, bool hasNewDirection, Vec2? newDirection)

Parameters

previousPosition Vec2
newPosition WorldPosition?
previousDirection Vec2
hasNewDirection bool
newDirection Vec2?

Returns

bool

OnBatchRemoveEnd()

void OnBatchRemoveEnd()

OnBatchRemoveStart()

void OnBatchRemoveStart()

OnFormationDispersed()

void OnFormationDispersed()

OnFormationFrameChanged()

void OnFormationFrameChanged()

OnTickOccasionallyOfUnit(IFormationUnit, bool)

void OnTickOccasionallyOfUnit(IFormationUnit unit, bool arrangementChangeAllowed)

Parameters

unit IFormationUnit
arrangementChangeAllowed bool

OnUnitLostMount(IFormationUnit)

void OnUnitLostMount(IFormationUnit unit)

Parameters

unit IFormationUnit

RearrangeFrom(IFormationArrangement)

void RearrangeFrom(IFormationArrangement arrangement)

Parameters

arrangement IFormationArrangement

RearrangeTo(IFormationArrangement)

void RearrangeTo(IFormationArrangement arrangement)

Parameters

arrangement IFormationArrangement

RearrangeTransferUnits(IFormationArrangement)

void RearrangeTransferUnits(IFormationArrangement arrangement)

Parameters

arrangement IFormationArrangement

ReleaseMiddleFrontUnitPosition()

void ReleaseMiddleFrontUnitPosition()

RemoveUnit(IFormationUnit)

void RemoveUnit(IFormationUnit unit)

Parameters

unit IFormationUnit

ReserveMiddleFrontUnitPosition(IFormationUnit)

void ReserveMiddleFrontUnitPosition(IFormationUnit vanguard)

Parameters

vanguard IFormationUnit

Reset()

void Reset()

SwitchUnitLocations(IFormationUnit, IFormationUnit)

void SwitchUnitLocations(IFormationUnit firstUnit, IFormationUnit secondUnit)

Parameters

firstUnit IFormationUnit
secondUnit IFormationUnit

SwitchUnitLocationsWithBackMostUnit(IFormationUnit)

void SwitchUnitLocationsWithBackMostUnit(IFormationUnit unit)

Parameters

unit IFormationUnit

SwitchUnitLocationsWithUnpositionedUnit(IFormationUnit, IFormationUnit)

void SwitchUnitLocationsWithUnpositionedUnit(IFormationUnit firstUnit, IFormationUnit secondUnit)

Parameters

firstUnit IFormationUnit
secondUnit IFormationUnit

TurnBackwards()

void TurnBackwards()

Events

OnShapeChanged

event Action OnShapeChanged

Event Type

Action

OnWidthChanged

event Action OnWidthChanged

Event Type

Action

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