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
RandomClothingColor1HueRange
public const float RandomClothingColor1HueRange = 4
Field Value
RandomClothingColor1SaturationRange
public const float RandomClothingColor1SaturationRange = 0.2
Field Value
RandomClothingColor2BrightnessRange
public const float RandomClothingColor2BrightnessRange = 0.3
Field Value
RandomClothingColor2HueRange
public const float RandomClothingColor2HueRange = 8
Field Value
RandomClothingColor2SaturationRange
public const float RandomClothingColor2SaturationRange = 0.5
Field Value
RandomGlossinessRange
public const float RandomGlossinessRange = 0.05
Field Value
Properties
IsFemale
public bool IsFemale { get; }
Property Value
Methods
AddArmorMultiMeshesToAgentEntity(uint, uint)
public void AddArmorMultiMeshesToAgentEntity(uint teamColor1, uint teamColor2)
Parameters
AddPrefabToAgentVisualBoneByBoneType(string, HumanBone)
public CompositeComponent AddPrefabToAgentVisualBoneByBoneType(string prefabName, HumanBone boneType)
Parameters
Returns
AddPrefabToAgentVisualBoneByRealBoneIndex(string, sbyte)
public CompositeComponent AddPrefabToAgentVisualBoneByRealBoneIndex(string prefabName, sbyte realBoneIndex)
Parameters
Returns
Create(AgentVisualsData, string, bool, bool, bool)
public static AgentVisuals Create(AgentVisualsData data, string name, bool isRandomProgress, bool needBatchedVersionForWeaponMeshes, bool forceUseFaceCache)
Parameters
data
AgentVisualsDataname
stringisRandomProgress
boolneedBatchedVersionForWeaponMeshes
boolforceUseFaceCache
bool
Returns
DoesActionContinueWithCurrentAction(ActionIndexCache)
public bool DoesActionContinueWithCurrentAction(ActionIndexCache actionIndex)
Parameters
actionIndex
ActionIndexCache
Returns
GetAnimationParameterAtChannel(int)
public float GetAnimationParameterAtChannel(int channelIndex)
Parameters
channelIndex
int
Returns
GetBodyProperties()
public BodyProperties GetBodyProperties()
Returns
GetCharacterObjectID()
public string GetCharacterObjectID()
Returns
GetClothingColors(out uint, out uint)
public void GetClothingColors(out uint color1, out uint color2)
Parameters
GetCopyAgentVisualsData()
public AgentVisualsData GetCopyAgentVisualsData()
Returns
GetEntity()
public GameEntity GetEntity()
Returns
GetEquipment()
public Equipment GetEquipment()
Returns
GetFrame()
public MatrixFrame GetFrame()
Returns
GetGlobalStableEyePoint(bool)
public Vec3 GetGlobalStableEyePoint(bool isHumanoid)
Parameters
isHumanoid
bool
Returns
GetGlobalStableNeckPoint(bool)
public Vec3 GetGlobalStableNeckPoint(bool isHumanoid)
Parameters
isHumanoid
bool
Returns
GetIsFemale()
public bool GetIsFemale()
Returns
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
GetRandomGlossFactor(Random)
public static float GetRandomGlossFactor(Random randomGenerator)
Parameters
randomGenerator
Random
Returns
GetScale()
public float GetScale()
Returns
GetVisuals()
public MBAgentVisuals GetVisuals()
Returns
MakeRandomVoiceForFacegen()
public void MakeRandomVoiceForFacegen()
Refresh(bool, AgentVisualsData, bool)
public void Refresh(bool needBatchedVersionForWeaponMeshes, AgentVisualsData data, bool forceUseFaceCache = false)
Parameters
needBatchedVersionForWeaponMeshes
booldata
AgentVisualsDataforceUseFaceCache
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
ActionIndexCachestartProgress
floatforceFaceMorphRestart
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
Vec3isLocal
boolweaponIndex
EquipmentIndex
SetClothingColors(uint, uint)
public void SetClothingColors(uint color1, uint color2)
Parameters
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
StartRhubarbRecord(string, int)
public void StartRhubarbRecord(string path, int soundId)
Parameters
Tick(AgentVisuals, float, bool, float)
public void Tick(AgentVisuals parentAgentVisuals, float dt, bool isEntityMoving = false, float speed = 0)
Parameters
parentAgentVisuals
AgentVisualsdt
floatisEntityMoving
boolspeed
float
TickVisuals()
public void TickVisuals()
This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).