Class UsableMachine
- Namespace
- TaleWorlds.MountAndBlade
- Assembly
- TaleWorlds.MountAndBlade.dll
public abstract class UsableMachine : SynchedMissionObject, IFocusable, IOrderable, IDetachment
- Inheritance
-
UsableMachine
- Implements
- Derived
- Inherited Members
Constructors
UsableMachine()
protected UsableMachine()
Fields
ActiveWaitStandingPoint
protected GameEntity ActiveWaitStandingPoint
Field Value
AmmoPickUpTag
public string AmmoPickUpTag
Field Value
EnemyRangeToStopUsing
protected float EnemyRangeToStopUsing
Field Value
MachinePositionOffsetToStopUsingLocal
protected Vec2 MachinePositionOffsetToStopUsingLocal
Field Value
MakeVisibilityCheck
protected bool MakeVisibilityCheck
Field Value
PilotStandingPointTag
public string PilotStandingPointTag
Field Value
UsableMachineParentTag
public const string UsableMachineParentTag = "machine_parent"
Field Value
WaitStandingPointTag
public string WaitStandingPointTag
Field Value
_areUsableStandingPointsVacant
protected bool _areUsableStandingPointsVacant
Field Value
_isDetachmentRecentlyEvaluated
protected bool _isDetachmentRecentlyEvaluated
Field Value
_isDisabledForAI
protected bool _isDisabledForAI
Field Value
_usableStandingPoints
protected List<(int, StandingPoint)> _usableStandingPoints
Field Value
- List<(int, StandingPoint)>
_userFormations
protected MBList<Formation> _userFormations
Field Value
Properties
Ai
public UsableMachineAIBase Ai { get; }
Property Value
AmmoPickUpPoints
protected List<StandingPoint> AmmoPickUpPoints { get; }
Property Value
CurrentlyUsedAmmoPickUpPoint
public StandingPoint CurrentlyUsedAmmoPickUpPoint { get; set; }
Property Value
DestructionComponent
public DestructableComponent DestructionComponent { get; }
Property Value
FocusableObjectType
public virtual FocusableObjectType FocusableObjectType { get; }
Property Value
HasAIPickingUpAmmo
public bool HasAIPickingUpAmmo { get; }
Property Value
HasWaitFrame
public virtual bool HasWaitFrame { get; }
Property Value
IsDeactivated
public virtual bool IsDeactivated { get; }
Property Value
IsDestroyed
public bool IsDestroyed { get; }
Property Value
IsDestructible
public bool IsDestructible { get; }
Property Value
IsLoose
public bool IsLoose { get; }
Property Value
MaxUserCount
public virtual int MaxUserCount { get; }
Property Value
PilotAgent
public Agent PilotAgent { get; }
Property Value
PilotStandingPoint
public StandingPoint PilotStandingPoint { get; }
Property Value
StandingPoints
public MBList<StandingPoint> StandingPoints { get; }
Property Value
UserCountIncludingInStruckAction
public int UserCountIncludingInStruckAction { get; }
Property Value
UserCountNotInStruckAction
public int UserCountNotInStruckAction { get; }
Property Value
UserFormations
public MBReadOnlyList<Formation> UserFormations { get; }
Property Value
WaitEntity
public GameEntity WaitEntity { get; }
Property Value
WaitFrame
public MatrixFrame WaitFrame { get; }
Property Value
WaitStandingPoints
protected List<GameEntity> WaitStandingPoints { get; }
Property Value
Methods
Activate()
public void Activate()
AddAgentAtSlotIndex(Agent, int)
public void AddAgentAtSlotIndex(Agent agent, int slotIndex)
Parameters
AddComponent(UsableMissionObjectComponent)
public void AddComponent(UsableMissionObjectComponent component)
Parameters
component
UsableMissionObjectComponent
AutoAttachUserToFormation(BattleSideEnum)
public virtual bool AutoAttachUserToFormation(BattleSideEnum sideEnum)
Parameters
sideEnum
BattleSideEnum
Returns
CreateAIBehaviorObject()
public virtual UsableMachineAIBase CreateAIBehaviorObject()
Returns
Deactivate()
public void Deactivate()
DebugTick(float)
[Conditional("_RGL_KEEP_ASSERTS")]
protected virtual void DebugTick(float dt)
Parameters
dt
float
Disable()
public virtual void Disable()
GetActionTextForStandingPoint(UsableMissionObject)
public abstract TextObject GetActionTextForStandingPoint(UsableMissionObject usableGameObject)
Parameters
usableGameObject
UsableMissionObject
Returns
GetBestPointAlternativeTo(StandingPoint, Agent)
public virtual StandingPoint GetBestPointAlternativeTo(StandingPoint standingPoint, Agent agent)
Parameters
standingPoint
StandingPointagent
Agent
Returns
GetComponent<T>()
public T GetComponent<T>() where T : UsableMissionObjectComponent
Returns
- T
Type Parameters
T
GetDescriptionText(GameEntity)
public abstract string GetDescriptionText(GameEntity gameEntity = null)
Parameters
gameEntity
GameEntity
Returns
GetDetachmentWeightAux(BattleSideEnum)
protected virtual float GetDetachmentWeightAux(BattleSideEnum side)
Parameters
side
BattleSideEnum
Returns
GetInfoTextForBeingNotInteractable(Agent)
public virtual TextObject GetInfoTextForBeingNotInteractable(Agent userAgent)
Parameters
userAgent
Agent
Returns
GetNumberOfUsableSlots()
public int GetNumberOfUsableSlots()
Returns
GetOrder(BattleSideEnum)
public virtual OrderType GetOrder(BattleSideEnum side)
Parameters
side
BattleSideEnum
Returns
GetSuitableStandingPointFor(BattleSideEnum, Agent, List<Agent>, List<(Agent, float)>)
protected virtual StandingPoint GetSuitableStandingPointFor(BattleSideEnum side, Agent agent = null, List<Agent> agents = null, List<(Agent, float)> agentValuePairs = null)
Parameters
Returns
GetTargetStandingPointOfAIAgent(Agent)
public StandingPoint GetTargetStandingPointOfAIAgent(Agent agent)
Parameters
agent
Agent
Returns
GetTickRequirement()
public override ScriptComponentBehavior.TickRequirement GetTickRequirement()
Returns
GetVacantStandingPointForAI(Agent)
public StandingPoint GetVacantStandingPointForAI(Agent agent)
Parameters
agent
Agent
Returns
GetValidStandingPointForAgent(Agent)
public GameEntity GetValidStandingPointForAgent(Agent agent)
Parameters
agent
Agent
Returns
GetValidStandingPointForAgentWithoutDistanceCheck(Agent)
public GameEntity GetValidStandingPointForAgentWithoutDistanceCheck(Agent agent)
Parameters
agent
Agent
Returns
GetWeightOfStandingPoint(StandingPoint)
protected virtual float GetWeightOfStandingPoint(StandingPoint sp)
Parameters
Returns
HasToBeDefendedByUser(BattleSideEnum)
public virtual bool HasToBeDefendedByUser(BattleSideEnum sideEnum)
Parameters
sideEnum
BattleSideEnum
Returns
IsAgentOnInconvenientNavmesh(Agent, StandingPoint)
protected virtual bool IsAgentOnInconvenientNavmesh(Agent agent, StandingPoint standingPoint)
Parameters
agent
AgentstandingPoint
StandingPoint
Returns
IsDisabledDueToEnemyInRange(BattleSideEnum)
protected bool IsDisabledDueToEnemyInRange(BattleSideEnum sideEnum)
Parameters
sideEnum
BattleSideEnum
Returns
IsDisabledForBattleSide(BattleSideEnum)
public virtual bool IsDisabledForBattleSide(BattleSideEnum sideEnum)
Parameters
sideEnum
BattleSideEnum
Returns
IsDisabledForBattleSideAI(BattleSideEnum)
public virtual bool IsDisabledForBattleSideAI(BattleSideEnum sideEnum)
Parameters
sideEnum
BattleSideEnum
Returns
IsInRangeToCheckAlternativePoints(Agent)
public virtual bool IsInRangeToCheckAlternativePoints(Agent agent)
Parameters
agent
Agent
Returns
IsStandingPointAvailableForAgent(Agent)
public bool IsStandingPointAvailableForAgent(Agent agent)
Parameters
agent
Agent
Returns
IsStandingPointNotUsedOnAccountOfBeingAmmoLoad(StandingPoint)
protected virtual bool IsStandingPointNotUsedOnAccountOfBeingAmmoLoad(StandingPoint standingPoint)
Parameters
standingPoint
StandingPoint
Returns
IsUsedByFormation(Formation)
public bool IsUsedByFormation(Formation formation)
Parameters
formation
Formation
Returns
OnEditorInit()
protected override void OnEditorInit()
OnEditorTick(float)
protected override void OnEditorTick(float dt)
Parameters
dt
float
OnEditorValidate()
protected override void OnEditorValidate()
OnFocusGain(Agent)
public virtual void OnFocusGain(Agent userAgent)
Parameters
userAgent
Agent
OnFocusLose(Agent)
public virtual void OnFocusLose(Agent userAgent)
Parameters
userAgent
Agent
OnInit()
protected override void OnInit()
OnMissionEnded()
public override void OnMissionEnded()
OnMissionReset()
protected override void OnMissionReset()
OnRemoved(int)
protected override void OnRemoved(int removeReason)
Parameters
removeReason
int
OnTick(float)
protected override void OnTick(float dt)
Parameters
dt
float
RemoveComponent(UsableMissionObjectComponent)
public void RemoveComponent(UsableMissionObjectComponent component)
Parameters
component
UsableMissionObjectComponent
SetPhysicsStateSynched(bool, bool)
public override void SetPhysicsStateSynched(bool value, bool setChildren = true)
Parameters
SetVisibleSynched(bool, bool)
public override void SetVisibleSynched(bool value, bool forceChildrenVisible = false)
Parameters
ShouldAutoLeaveDetachmentWhenDisabled(BattleSideEnum)
public virtual bool ShouldAutoLeaveDetachmentWhenDisabled(BattleSideEnum sideEnum)
Parameters
sideEnum
BattleSideEnum
Returns
ToString()
public override string ToString()
Returns
This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).