/// <summary>returns true if any of the specified units are looking within the specified number of degrees of the flag.</summary> public bool objects_can_see_flag(IGameObject entity, ILocationFlag locationFlag, float degrees) { if (entity == null || locationFlag == null) { return(false); } return(ObjectCanSeePoint(entity, locationFlag.Position, degrees)); }
/// <summary>returns minimum distance from any of the specified objects to the specified flag. (returns -1 if there are no objects, or no flag, to check)</summary> public float objects_distance_to_flag(IGameObject entity, ILocationFlag locationFlag) { if (locationFlag == null || entity == null) { return(-1); } return(Vector3.Distance(entity.Position, locationFlag.Position)); }
/// <summary>moves the specified object to the specified flag.</summary> public void object_teleport(IGameObject entity, ILocationFlag cutscene_flag) { if (entity == null || cutscene_flag == null) { return; } entity.TeleportTo(cutscene_flag.Position); }
/// <summary>returns minimum distance from any of the specified objects to the specified flag. (returns -1 if there are no objects, or no flag, to check)</summary> public float objects_distance_to_flag(GameObjectList list, ILocationFlag locationFlag) { if (list == default || list.Objects.Length == 0 || locationFlag == null) { return(-1); } var test = locationFlag.Position; var min = float.MaxValue; foreach (var e in list.Objects) { min = MathF.Min(Vector3.Distance(e.Position, test), min); } return(min); }
/// <summary>returns true if any of the specified units are looking within the specified number of degrees of the flag.</summary> public bool objects_can_see_flag(GameObjectList list, ILocationFlag locationFlag, float degrees) { if (list == default || locationFlag == null) { return(false); } foreach (var entity in list.Objects) { if (ObjectCanSeePoint(entity, locationFlag.Position, degrees)) { return(true); } } return(false); }
/// <summary>predict resources at a frame in camera animation.</summary> public void camera_predict_resources_at_frame(AnimationGraphTag animation, string /*id*/ emotion, IUnit unit, ILocationFlag locationFlag, int intValue) { }
public void PerformCameraMove(AnimationGraphTag animationTag, string trackName, IUnit unit, ILocationFlag locationFlag) { var animation = animationTag.Animations.FirstOrDefault(t => t.Description == trackName); if (animation != null) { this.cameraMoveTicks = animation.FrameCount; } }
/// <summary>moves all players outside a specified trigger volume to a specified flag.</summary> public void volume_teleport_players_not_inside(ITriggerVolume trigger_volume, ILocationFlag cutscene_flag) { }
/// <summary>activates a nav point type <string> attached to a team anchored to a flag with a vertical offset <real>. If the player is not local to the machine, this will fail</summary> public void activate_team_nav_point_flag(INavigationPoint navpoint, ITeam team, ILocationFlag cutscene_flag, float real) { }
/// <summary>starts the specified effect at the specified flag.</summary> public void effect_new(EffectTag effect, ILocationFlag cutscene_flag) { }
/// <summary>deactivates a nav point type attached to a team anchored to a flag</summary> public void deactivate_team_nav_point_flag(ITeam team, ILocationFlag cutscene_flag) { }
/// <summary>causes the specified damage at the specified flag.</summary> public void damage_new(DamageEffectTag damage, ILocationFlag cutscene_flag) { }
/// <summary>begins a prerecorded camera animation synchronized to unit relative to cutscene flag.</summary> public void camera_set_animation_relative(AnimationGraphTag animationTag, string trackName, IUnit unit, ILocationFlag locationFlag) { this.cameraSystem.PerformCameraMove(animationTag, trackName, unit, locationFlag); }