Class MBAgentVisuals
- Namespace
- TaleWorlds.MountAndBlade
- Assembly
- TaleWorlds.MountAndBlade.dll
[EngineClass("Agent_visuals")]
public sealed class MBAgentVisuals : NativeObject
- Inheritance
-
MBAgentVisuals
- Inherited Members
Methods
AddChildEntity(GameEntity)
public void AddChildEntity(GameEntity entity)
Parameters
entity
GameEntity
AddHorseReinsClothMesh(MetaMesh, MetaMesh)
public void AddHorseReinsClothMesh(MetaMesh reinMesh, MetaMesh ropeMesh)
Parameters
AddMultiMesh(MetaMesh, BodyMeshTypes)
public void AddMultiMesh(MetaMesh metaMesh, BodyMeshTypes bodyMeshIndex)
Parameters
metaMesh
MetaMeshbodyMeshIndex
BodyMeshTypes
AddPrefabToAgentVisualBoneByBoneType(string, HumanBone)
public CompositeComponent AddPrefabToAgentVisualBoneByBoneType(string prefabName, HumanBone boneType)
Parameters
Returns
AddPrefabToAgentVisualBoneByRealBoneIndex(string, sbyte)
public CompositeComponent AddPrefabToAgentVisualBoneByRealBoneIndex(string prefabName, sbyte realBoneIndex)
Parameters
Returns
AddSkinMeshes(SkinGenerationParams, BodyProperties, bool, bool)
public void AddSkinMeshes(SkinGenerationParams skinParams, BodyProperties bodyProperties, bool useGPUMorph, bool useFaceCache)
Parameters
skinParams
SkinGenerationParamsbodyProperties
BodyPropertiesuseGPUMorph
booluseFaceCache
bool
AddWeaponToAgentEntity(int, in WeaponData, WeaponStatsData[], in WeaponData, WeaponStatsData[], GameEntity)
public void AddWeaponToAgentEntity(int slotIndex, in WeaponData weaponData, WeaponStatsData[] weaponStatsData, in WeaponData ammoWeaponData, WeaponStatsData[] ammoWeaponStatsData, GameEntity cachedEntity)
Parameters
slotIndex
intweaponData
WeaponDataweaponStatsData
WeaponStatsData[]ammoWeaponData
WeaponDataammoWeaponStatsData
WeaponStatsData[]cachedEntity
GameEntity
ApplySkeletonScale(Vec3, float, sbyte[], Vec3[])
public void ApplySkeletonScale(Vec3 mountSitBoneScale, float mountRadiusAdder, sbyte[] boneIndices, Vec3[] boneScales)
Parameters
BatchLastLodMeshes()
public void BatchLastLodMeshes()
CheckResources(bool)
public bool CheckResources(bool addToQueue)
Parameters
addToQueue
bool
Returns
ClearAllWeaponMeshes()
public void ClearAllWeaponMeshes()
ClearVisualComponents(bool)
public void ClearVisualComponents(bool removeSkeleton)
Parameters
removeSkeleton
bool
ClearWeaponMeshes(EquipmentIndex)
public void ClearWeaponMeshes(EquipmentIndex index)
Parameters
index
EquipmentIndex
CreateAgentVisuals(Scene, string, Vec3)
public static MBAgentVisuals CreateAgentVisuals(Scene scene, string ownerName, Vec3 eyeOffset)
Parameters
Returns
CreateParticleSystemAttachedToBone(int, sbyte, ref MatrixFrame)
public void CreateParticleSystemAttachedToBone(int runtimeParticleindex, sbyte boneIndex, ref MatrixFrame boneLocalParticleFrame)
Parameters
runtimeParticleindex
intboneIndex
sbyteboneLocalParticleFrame
MatrixFrame
CreateParticleSystemAttachedToBone(string, sbyte, ref MatrixFrame)
public void CreateParticleSystemAttachedToBone(string particleName, sbyte boneIndex, ref MatrixFrame boneLocalParticleFrame)
Parameters
particleName
stringboneIndex
sbyteboneLocalParticleFrame
MatrixFrame
FillEntityWithBodyMeshesWithoutAgentVisuals(GameEntity, SkinGenerationParams, BodyProperties, MetaMesh)
public static void FillEntityWithBodyMeshesWithoutAgentVisuals(GameEntity entity, SkinGenerationParams skinParams, BodyProperties bodyProperties, MetaMesh glovesMesh)
Parameters
entity
GameEntityskinParams
SkinGenerationParamsbodyProperties
BodyPropertiesglovesMesh
MetaMesh
GetAttachedWeaponEntity(int)
public GameEntity GetAttachedWeaponEntity(int attachedWeaponIndex)
Parameters
attachedWeaponIndex
int
Returns
GetBodyMeshIndex(EquipmentIndex)
public static BodyMeshTypes GetBodyMeshIndex(EquipmentIndex equipmentIndex)
Parameters
equipmentIndex
EquipmentIndex
Returns
GetBoneEntitialFrame(sbyte, bool)
public MatrixFrame GetBoneEntitialFrame(sbyte bone, bool useBoneMapping)
Parameters
Returns
GetBoneTypeData(sbyte)
public BoneBodyTypeData GetBoneTypeData(sbyte boneIndex)
Parameters
boneIndex
sbyte
Returns
GetCurrentRagdollState()
public RagdollState GetCurrentRagdollState()
Returns
GetEntity()
public GameEntity GetEntity()
Returns
GetFacegenScalingMatrix()
public MatrixFrame GetFacegenScalingMatrix()
Returns
GetFrame()
public MatrixFrame GetFrame()
Returns
GetGlobalFrame()
public MatrixFrame GetGlobalFrame()
Returns
GetGlobalStableEyePoint(bool)
public Vec3 GetGlobalStableEyePoint(bool isHumanoid)
Parameters
isHumanoid
bool
Returns
GetGlobalStableNeckPoint(bool)
public Vec3 GetGlobalStableNeckPoint(bool isHumanoid)
Parameters
isHumanoid
bool
Returns
GetRealBoneIndex(HumanBone)
public sbyte GetRealBoneIndex(HumanBone boneType)
Parameters
boneType
HumanBone
Returns
GetSkeleton()
public Skeleton GetSkeleton()
Returns
GetVisible()
public bool GetVisible()
Returns
IsValid()
public bool IsValid()
Returns
LazyUpdateAgentRendererData()
public void LazyUpdateAgentRendererData()
MakeVoice(int, Vec3)
public void MakeVoice(int voiceId, Vec3 position)
Parameters
RemoveChildEntity(GameEntity, int)
public void RemoveChildEntity(GameEntity entity, int removeReason)
Parameters
entity
GameEntityremoveReason
int
ReplaceMeshWithMesh(MetaMesh, MetaMesh, BodyMeshTypes)
public void ReplaceMeshWithMesh(MetaMesh oldMetaMesh, MetaMesh newMetaMesh, BodyMeshTypes bodyMeshIndex)
Parameters
oldMetaMesh
MetaMeshnewMetaMesh
MetaMeshbodyMeshIndex
BodyMeshTypes
Reset()
public void Reset()
ResetNextFrame()
public void ResetNextFrame()
SetAgentActionChannel(int, int, float, float, bool)
public void SetAgentActionChannel(int actionChannelNo, int actionIndex, float channelParameter = 0, float blendPeriodOverride = -0.2, bool forceFaceMorphRestart = true)
Parameters
actionChannelNo
intactionIndex
intchannelParameter
floatblendPeriodOverride
floatforceFaceMorphRestart
bool
SetAgentLocalSpeed(Vec2)
public void SetAgentLocalSpeed(Vec2 speed)
Parameters
speed
Vec2
SetAgentLodZeroOrMax(bool)
public void SetAgentLodZeroOrMax(bool makeZero)
Parameters
makeZero
bool
SetClothComponentKeepStateOfAllMeshes(bool)
public void SetClothComponentKeepStateOfAllMeshes(bool keepState)
Parameters
keepState
bool
SetClothWindToWeaponAtIndex(Vec3, bool, EquipmentIndex)
public void SetClothWindToWeaponAtIndex(Vec3 windDirection, bool isLocal, EquipmentIndex weaponIndex)
Parameters
windDirection
Vec3isLocal
boolweaponIndex
EquipmentIndex
SetContourColor(uint?, bool)
public void SetContourColor(uint? color, bool alwaysVisible = true)
Parameters
SetEnableOcclusionCulling(bool)
public void SetEnableOcclusionCulling(bool enable)
Parameters
enable
bool
SetEntity(GameEntity)
public void SetEntity(GameEntity value)
Parameters
value
GameEntity
SetFaceGenerationParams(FaceGenerationParams)
public void SetFaceGenerationParams(FaceGenerationParams faceGenerationParams)
Parameters
faceGenerationParams
FaceGenerationParams
SetFrame(ref MatrixFrame)
public void SetFrame(ref MatrixFrame frame)
Parameters
frame
MatrixFrame
SetLodAtlasShadingIndex(int, bool, uint, uint)
public void SetLodAtlasShadingIndex(int index, bool useTeamColor, uint teamColor1, uint teamColor2)
Parameters
SetLookDirection(Vec3)
public void SetLookDirection(Vec3 direction)
Parameters
direction
Vec3
SetSetupMorphNode(bool)
public void SetSetupMorphNode(bool value)
Parameters
value
bool
SetSkeleton(Skeleton)
public void SetSkeleton(Skeleton newSkeleton)
Parameters
newSkeleton
Skeleton
SetVisible(bool)
public void SetVisible(bool value)
Parameters
value
bool
SetVoiceDefinitionIndex(int, float)
public void SetVoiceDefinitionIndex(int voiceDefinitionIndex, float voicePitch)
Parameters
SetWieldedWeaponIndices(int, int)
public void SetWieldedWeaponIndices(int slotIndexRightHand, int slotIndexLeftHand)
Parameters
StartRhubarbRecord(string, int)
public void StartRhubarbRecord(string path, int soundId)
Parameters
Tick(MBAgentVisuals, float, bool, float)
public void Tick(MBAgentVisuals parentAgentVisuals, float dt, bool entityMoving, float speed)
Parameters
parentAgentVisuals
MBAgentVisualsdt
floatentityMoving
boolspeed
float
UpdateQuiverMeshesWithoutAgent(int, int)
public void UpdateQuiverMeshesWithoutAgent(int weaponIndex, int ammoCount)
Parameters
UpdateSkeletonScale(int)
public void UpdateSkeletonScale(int bodyDeformType)
Parameters
bodyDeformType
int
UseScaledWeapons(bool)
public void UseScaledWeapons(bool value)
Parameters
value
bool
This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).