Class RangedSiegeWeapon
- Namespace
- TaleWorlds.MountAndBlade
- Assembly
- TaleWorlds.MountAndBlade.dll
public abstract class RangedSiegeWeapon : SiegeWeapon, IFocusable, IOrderable, IDetachment, ITargetable
- Inheritance
-
RangedSiegeWeapon
- Implements
- Derived
- Inherited Members
Constructors
RangedSiegeWeapon()
protected RangedSiegeWeapon()
Fields
AmmoLoadTag
public const string AmmoLoadTag = "ammoload"
Field Value
AmmoPickUpStandingPoints
protected List<StandingPointWithWeaponRequirement> AmmoPickUpStandingPoints
Field Value
AttackClickWillReload
protected bool AttackClickWillReload
Field Value
BottomReleaseAngleRestriction
public float BottomReleaseAngleRestriction
Field Value
CameraHolderTag
public const string CameraHolderTag = "cameraHolder"
Field Value
CanGoAmmoPickupTag
public const string CanGoAmmoPickupTag = "can_pick_up_ammo"
Field Value
CanPickUpAmmoStandingPoints
protected List<StandingPoint> CanPickUpAmmoStandingPoints
Field Value
CurrentAmmo
protected int CurrentAmmo
Field Value
DefaultDirectionRestriction
public const float DefaultDirectionRestriction = 2.0943952
Field Value
DontApplySidePenaltyTag
public const string DontApplySidePenaltyTag = "no_ammo_pick_up_penalty"
Field Value
FireAnimationIndices
protected int[] FireAnimationIndices
Field Value
- int[]
FireAnimations
protected string[] FireAnimations
Field Value
- string[]
Focus
public RangedSiegeWeapon.FiringFocus Focus
Field Value
LoadAmmoStandingPoint
protected StandingPointWithWeaponRequirement LoadAmmoStandingPoint
Field Value
LoadedMissileItem
protected ItemObject LoadedMissileItem
Field Value
MissileItemID
public string MissileItemID
Field Value
MissileStartingPositionEntityForSimulation
protected GameEntity MissileStartingPositionEntityForSimulation
Field Value
MoveSound
protected SoundEvent MoveSound
Field Value
MoveSoundIndex
protected int MoveSoundIndex
Field Value
MultipleProjectileCount
public const int MultipleProjectileCount = 5
Field Value
MultipleProjectileFlyingId
public const string MultipleProjectileFlyingId = "grapeshot_fire_projectile"
Field Value
MultipleProjectileId
public const string MultipleProjectileId = "grapeshot_fire_stack"
Field Value
OriginalMissileItem
protected ItemObject OriginalMissileItem
Field Value
PilotReservePriorityValues
protected Dictionary<StandingPoint, float> PilotReservePriorityValues
Field Value
ProjectileTag
public const string ProjectileTag = "projectile"
Field Value
ReleaseAngleRestrictionAngle
protected float ReleaseAngleRestrictionAngle
Field Value
ReleaseAngleRestrictionCenter
protected float ReleaseAngleRestrictionCenter
Field Value
ReloadEndSoundIndex
protected int ReloadEndSoundIndex
Field Value
ReloadSound
protected SoundEvent ReloadSound
Field Value
ReloadSoundIndex
protected int ReloadSoundIndex
Field Value
ReloadStandingPoints
protected List<StandingPoint> ReloadStandingPoints
Field Value
ReloadTag
public const string ReloadTag = "reload"
Field Value
ReloaderAgent
protected Agent ReloaderAgent
Field Value
ReloaderAgentOriginalPoint
protected StandingPoint ReloaderAgentOriginalPoint
Field Value
RotationObject
protected SynchedMissionObject RotationObject
Field Value
SetUpAnimationIndices
protected int[] SetUpAnimationIndices
Field Value
- int[]
SetUpAnimations
protected string[] SetUpAnimations
Field Value
- string[]
SkeletonNames
protected string[] SkeletonNames
Field Value
- string[]
SkeletonOwnerObjects
protected SynchedMissionObject[] SkeletonOwnerObjects
Field Value
Skeletons
protected Skeleton[] Skeletons
Field Value
- Skeleton[]
TopReleaseAngleRestriction
public float TopReleaseAngleRestriction
Field Value
UsesMouseForAiming
protected bool UsesMouseForAiming
Field Value
WeaponNeedsClickToReload
protected bool WeaponNeedsClickToReload
Field Value
_defaultSide
protected BattleSideEnum _defaultSide
Field Value
_stonePile
protected SiegeMachineStonePile _stonePile
Field Value
cameraDirection
protected float cameraDirection
Field Value
cameraReleaseAngle
protected float cameraReleaseAngle
Field Value
currentDirection
protected float currentDirection
Field Value
currentReleaseAngle
protected float currentReleaseAngle
Field Value
dontMoveTimer
protected float dontMoveTimer
Field Value
maxRotateSpeed
protected float maxRotateSpeed
Field Value
reloadTargetReleaseAngle
protected float reloadTargetReleaseAngle
Field Value
startingAmmoCount
public int startingAmmoCount
Field Value
targetDirection
protected float targetDirection
Field Value
targetReleaseAngle
protected float targetReleaseAngle
Field Value
timeGapBetweenShootActionAndProjectileLeaving
protected float timeGapBetweenShootActionAndProjectileLeaving
Field Value
timeGapBetweenShootingEndAndReloadingStart
protected float timeGapBetweenShootingEndAndReloadingStart
Field Value
Properties
AmmoCount
public int AmmoCount { get; protected set; }
Property Value
CanShootAtPointCheckingOffset
public virtual Vec3 CanShootAtPointCheckingOffset { get; }
Property Value
DirectionRestriction
public virtual float DirectionRestriction { get; }
Property Value
FireAnimation
protected string FireAnimation { set; }
Property Value
FireAnimationIndex
protected int FireAnimationIndex { set; }
Property Value
HasAmmo
protected virtual bool HasAmmo { get; set; }
Property Value
HorizontalAimSensitivity
protected virtual float HorizontalAimSensitivity { get; }
Property Value
MaximumBallisticError
protected virtual float MaximumBallisticError { get; }
Property Value
MissleStartingPositionForSimulation
protected Vec3 MissleStartingPositionForSimulation { get; }
Property Value
OriginalDirection
public Vec3 OriginalDirection { get; }
Property Value
Projectile
protected SynchedMissionObject Projectile { get; }
Property Value
ProjectileEntityCurrentGlobalPosition
public virtual Vec3 ProjectileEntityCurrentGlobalPosition { get; }
Property Value
SetUpAnimation
protected string SetUpAnimation { set; }
Property Value
SetUpAnimationIndex
protected int SetUpAnimationIndex { set; }
Property Value
ShootingDirection
protected virtual Vec3 ShootingDirection { get; }
Property Value
ShootingSpeed
protected abstract float ShootingSpeed { get; }
Property Value
Side
public override BattleSideEnum Side { get; }
Property Value
SkeletonName
protected string SkeletonName { set; }
Property Value
State
public RangedSiegeWeapon.WeaponState State { get; set; }
Property Value
VerticalAimSensitivity
protected virtual float VerticalAimSensitivity { get; }
Property Value
cameraHolder
public GameEntity cameraHolder { get; }
Property Value
Methods
AiRequestsManualReload()
public void AiRequestsManualReload()
AiRequestsShoot()
public void AiRequestsShoot()
AimAtRotation(float, float)
public virtual void AimAtRotation(float horizontalRotation, float verticalRotation)
Parameters
AimAtThreat(Threat)
public virtual bool AimAtThreat(Threat threat)
Parameters
threat
Threat
Returns
ApplyAimChange()
protected virtual void ApplyAimChange()
ApplyCurrentDirectionToEntity()
protected virtual void ApplyCurrentDirectionToEntity()
ApproachToAngle(ref float, float, bool, float, float, float)
protected static bool ApproachToAngle(ref float angle, float angleToApproach, bool isMouse, float speed_limit, float dt, float sensitivity)
Parameters
Returns
CalculateShootingRange(float)
protected virtual float CalculateShootingRange(float heightDifference)
Parameters
heightDifference
float
Returns
CanRotate()
protected virtual bool CanRotate()
Returns
CanShootAtAgent(Agent)
public bool CanShootAtAgent(Agent agent)
Parameters
agent
Agent
Returns
CanShootAtBox(Vec3, Vec3, uint)
public bool CanShootAtBox(Vec3 boxMin, Vec3 boxMax, uint attempts = 5)
Parameters
Returns
CanShootAtBoxSimplified(Vec3, Vec3)
public bool CanShootAtBoxSimplified(Vec3 boxMin, Vec3 boxMax)
Parameters
Returns
CanShootAtPoint(Vec3)
public bool CanShootAtPoint(Vec3 target)
Parameters
target
Vec3
Returns
CanShootAtThreat(Threat)
public bool CanShootAtThreat(Threat threat)
Parameters
threat
Threat
Returns
ChangeProjectileEntityClient(int)
public void ChangeProjectileEntityClient(int index)
Parameters
index
int
ChangeProjectileEntityServer(Agent, string)
protected void ChangeProjectileEntityServer(Agent loadingAgent, string missileItemID)
Parameters
CheckAmmo()
protected virtual void CheckAmmo()
ConsumeAmmo()
protected virtual void ConsumeAmmo()
GetBestPointAlternativeTo(StandingPoint, Agent)
public override StandingPoint GetBestPointAlternativeTo(StandingPoint standingPoint, Agent agent)
Parameters
standingPoint
StandingPointagent
Agent
Returns
GetDetachmentWeightAuxForExternalAmmoWeapons(BattleSideEnum)
protected float GetDetachmentWeightAuxForExternalAmmoWeapons(BattleSideEnum side)
Parameters
side
BattleSideEnum
Returns
GetEntityToAttachNavMeshFaces()
protected override GameEntity GetEntityToAttachNavMeshFaces()
Returns
GetEstimatedTargetMovementVector(Vec3, Vec3)
public Vec3 GetEstimatedTargetMovementVector(Vec3 targetCurrentPosition, Vec3 targetVelocity)
Parameters
Returns
GetOrder(BattleSideEnum)
public override OrderType GetOrder(BattleSideEnum side)
Parameters
side
BattleSideEnum
Returns
GetSiegeEngineType()
public override abstract SiegeEngineType GetSiegeEngineType()
Returns
GetSoundEventIndices()
protected abstract void GetSoundEventIndices()
GetTargetDirection(Vec3)
public virtual float GetTargetDirection(Vec3 target)
Parameters
target
Vec3
Returns
GetTargetReleaseAngle(Vec3)
public virtual float GetTargetReleaseAngle(Vec3 target)
Parameters
target
Vec3
Returns
GetTickRequirement()
public override ScriptComponentBehavior.TickRequirement GetTickRequirement()
Returns
GiveExactInput(float, float)
public void GiveExactInput(float targetX, float targetY)
Parameters
GiveInput(float, float)
public void GiveInput(float inputX, float inputY)
Parameters
HandleUserAiming(float)
protected virtual void HandleUserAiming(float dt)
Parameters
dt
float
IsAnyUserBelongsToFormation(Formation)
protected override bool IsAnyUserBelongsToFormation(Formation formation)
Parameters
formation
Formation
Returns
IsInRangeToCheckAlternativePoints(Agent)
public override bool IsInRangeToCheckAlternativePoints(Agent agent)
Parameters
agent
Agent
Returns
IsTargetValid(ITargetable)
protected virtual bool IsTargetValid(ITargetable target)
Parameters
target
ITargetable
Returns
ManualReload()
public void ManualReload()
OnAfterReadFromNetwork((BaseSynchedMissionObjectReadableRecord, ISynchedMissionObjectReadableRecord))
public override void OnAfterReadFromNetwork((BaseSynchedMissionObjectReadableRecord, ISynchedMissionObjectReadableRecord) synchedMissionObjectReadableRecord)
Parameters
synchedMissionObjectReadableRecord
(BaseSynchedMissionObjectReadableRecord, ISynchedMissionObjectReadableRecord)
OnAmmoPickupUsingCancelled(Agent, bool)
protected void OnAmmoPickupUsingCancelled(Agent agent, bool isCanceledBecauseOfAnimation)
Parameters
OnEditorInit()
protected override void OnEditorInit()
OnInit()
protected override void OnInit()
OnLoadingAmmoPointUsingCancelled(Agent, bool)
protected void OnLoadingAmmoPointUsingCancelled(Agent agent, bool isCanceledBecauseOfAnimation)
Parameters
OnMissionReset()
protected override void OnMissionReset()
OnRangedSiegeWeaponStateChange()
protected virtual void OnRangedSiegeWeaponStateChange()
OnRotationStarted()
protected void OnRotationStarted()
OnRotationStopped()
protected void OnRotationStopped()
OnTick(float)
protected override void OnTick(float dt)
Parameters
dt
float
ProcessTargetValue(float, TargetFlags)
public abstract float ProcessTargetValue(float baseValue, TargetFlags flags)
Parameters
baseValue
floatflags
TargetFlags
Returns
RegisterAnimationParameters()
protected abstract void RegisterAnimationParameters()
SendAgentToAmmoPickup(Agent)
protected void SendAgentToAmmoPickup(Agent agent)
Parameters
agent
Agent
SendReloaderAgentToOriginalPoint()
protected void SendReloaderAgentToOriginalPoint()
SetActivationLoadAmmoPoint(bool)
protected virtual void SetActivationLoadAmmoPoint(bool activate)
Parameters
activate
bool
SetAmmo(int)
public virtual void SetAmmo(int ammoLeft)
Parameters
ammoLeft
int
Shoot()
public bool Shoot()
Returns
UpdateAmmoMesh()
protected virtual void UpdateAmmoMesh()
UpdateProjectilePosition()
protected virtual void UpdateProjectilePosition()
WriteToNetwork()
public override void WriteToNetwork()
Events
OnAgentLoadsMachine
public event Action<RangedSiegeWeapon, Agent> OnAgentLoadsMachine
Event Type
OnReloadDone
public event RangedSiegeWeapon.OnSiegeWeaponReloadDone OnReloadDone
Event Type
This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).