Table of Contents

Class AgentVisuals

Namespace
TaleWorlds.MountAndBlade.View
Assembly
TaleWorlds.MountAndBlade.View.dll
public class AgentVisuals : IAgentVisual
Inheritance
AgentVisuals
Implements
Inherited Members

Fields

RandomClothingColor1BrightnessRange

public const float RandomClothingColor1BrightnessRange = 0.2

Field Value

float

RandomClothingColor1HueRange

public const float RandomClothingColor1HueRange = 4

Field Value

float

RandomClothingColor1SaturationRange

public const float RandomClothingColor1SaturationRange = 0.2

Field Value

float

RandomClothingColor2BrightnessRange

public const float RandomClothingColor2BrightnessRange = 0.3

Field Value

float

RandomClothingColor2HueRange

public const float RandomClothingColor2HueRange = 8

Field Value

float

RandomClothingColor2SaturationRange

public const float RandomClothingColor2SaturationRange = 0.5

Field Value

float

RandomGlossinessRange

public const float RandomGlossinessRange = 0.05

Field Value

float

Properties

IsFemale

public bool IsFemale { get; }

Property Value

bool

Methods

AddArmorMultiMeshesToAgentEntity(uint, uint)

public void AddArmorMultiMeshesToAgentEntity(uint teamColor1, uint teamColor2)

Parameters

teamColor1 uint
teamColor2 uint

AddPrefabToAgentVisualBoneByBoneType(string, HumanBone)

public CompositeComponent AddPrefabToAgentVisualBoneByBoneType(string prefabName, HumanBone boneType)

Parameters

prefabName string
boneType HumanBone

Returns

CompositeComponent

AddPrefabToAgentVisualBoneByRealBoneIndex(string, sbyte)

public CompositeComponent AddPrefabToAgentVisualBoneByRealBoneIndex(string prefabName, sbyte realBoneIndex)

Parameters

prefabName string
realBoneIndex sbyte

Returns

CompositeComponent

Create(AgentVisualsData, string, bool, bool, bool)

public static AgentVisuals Create(AgentVisualsData data, string name, bool isRandomProgress, bool needBatchedVersionForWeaponMeshes, bool forceUseFaceCache)

Parameters

data AgentVisualsData
name string
isRandomProgress bool
needBatchedVersionForWeaponMeshes bool
forceUseFaceCache bool

Returns

AgentVisuals

DoesActionContinueWithCurrentAction(ActionIndexCache)

public bool DoesActionContinueWithCurrentAction(ActionIndexCache actionIndex)

Parameters

actionIndex ActionIndexCache

Returns

bool

GetAnimationParameterAtChannel(int)

public float GetAnimationParameterAtChannel(int channelIndex)

Parameters

channelIndex int

Returns

float

GetBodyProperties()

public BodyProperties GetBodyProperties()

Returns

BodyProperties

GetCharacterObjectID()

public string GetCharacterObjectID()

Returns

string

GetClothingColors(out uint, out uint)

public void GetClothingColors(out uint color1, out uint color2)

Parameters

color1 uint
color2 uint

GetCopyAgentVisualsData()

public AgentVisualsData GetCopyAgentVisualsData()

Returns

AgentVisualsData

GetEntity()

public GameEntity GetEntity()

Returns

GameEntity

GetEquipment()

public Equipment GetEquipment()

Returns

Equipment

GetFrame()

public MatrixFrame GetFrame()

Returns

MatrixFrame

GetGlobalStableEyePoint(bool)

public Vec3 GetGlobalStableEyePoint(bool isHumanoid)

Parameters

isHumanoid bool

Returns

Vec3

GetGlobalStableNeckPoint(bool)

public Vec3 GetGlobalStableNeckPoint(bool isHumanoid)

Parameters

isHumanoid bool

Returns

Vec3

GetIsFemale()

public bool GetIsFemale()

Returns

bool

GetRandomClothingColors(int, Color, Color, out Color, out Color)

public static void GetRandomClothingColors(int seed, Color inputColor1, Color inputColor2, out Color color1, out Color color2)

Parameters

seed int
inputColor1 Color
inputColor2 Color
color1 Color
color2 Color

GetRandomGlossFactor(Random)

public static float GetRandomGlossFactor(Random randomGenerator)

Parameters

randomGenerator Random

Returns

float

GetScale()

public float GetScale()

Returns

float

GetVisuals()

public MBAgentVisuals GetVisuals()

Returns

MBAgentVisuals

MakeRandomVoiceForFacegen()

public void MakeRandomVoiceForFacegen()

Refresh(bool, AgentVisualsData, bool)

public void Refresh(bool needBatchedVersionForWeaponMeshes, AgentVisualsData data, bool forceUseFaceCache = false)

Parameters

needBatchedVersionForWeaponMeshes bool
data AgentVisualsData
forceUseFaceCache bool

Reset()

public void Reset()

ResetNextFrame()

public void ResetNextFrame()

SetAction(ActionIndexCache, float, bool)

public void SetAction(ActionIndexCache actionIndex, float startProgress = 0, bool forceFaceMorphRestart = true)

Parameters

actionIndex ActionIndexCache
startProgress float
forceFaceMorphRestart bool

SetAgentLocalSpeed(Vec2)

public void SetAgentLocalSpeed(Vec2 speed)

Parameters

speed Vec2

SetAgentLodZeroOrMax(bool)

public void SetAgentLodZeroOrMax(bool value)

Parameters

value bool

SetAgentLodZeroOrMaxExternal(bool)

public void SetAgentLodZeroOrMaxExternal(bool makeZero)

Parameters

makeZero bool

SetBodyProperties(BodyProperties)

public void SetBodyProperties(BodyProperties bodyProperties)

Parameters

bodyProperties BodyProperties

SetCharacterObjectID(string)

public void SetCharacterObjectID(string id)

Parameters

id string

SetClothWindToWeaponAtIndex(Vec3, bool, EquipmentIndex)

public void SetClothWindToWeaponAtIndex(Vec3 localWindDirection, bool isLocal, EquipmentIndex weaponIndex)

Parameters

localWindDirection Vec3
isLocal bool
weaponIndex EquipmentIndex

SetClothingColors(uint, uint)

public void SetClothingColors(uint color1, uint color2)

Parameters

color1 uint
color2 uint

SetEntity(GameEntity)

public void SetEntity(GameEntity entity)

Parameters

entity GameEntity

SetFaceGenerationParams(FaceGenerationParams)

public void SetFaceGenerationParams(FaceGenerationParams faceGenerationParams)

Parameters

faceGenerationParams FaceGenerationParams

SetLookDirection(Vec3)

public void SetLookDirection(Vec3 direction)

Parameters

direction Vec3

SetVisible(bool)

public void SetVisible(bool value)

Parameters

value bool

SetVoiceDefinitionIndex(int, float)

public void SetVoiceDefinitionIndex(int voiceDefinitionIndex, float voicePitch)

Parameters

voiceDefinitionIndex int
voicePitch float

StartRhubarbRecord(string, int)

public void StartRhubarbRecord(string path, int soundId)

Parameters

path string
soundId int

Tick(AgentVisuals, float, bool, float)

public void Tick(AgentVisuals parentAgentVisuals, float dt, bool isEntityMoving = false, float speed = 0)

Parameters

parentAgentVisuals AgentVisuals
dt float
isEntityMoving bool
speed float

TickVisuals()

public void TickVisuals()

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