Scene class
The world scene. This contains all units.
Contents
Constructors, destructors, conversion operators
Public functions
- auto RaycastWide(int32 num, int32 width, const vec2& from, const vec2& to, uint32 slots, RaycastType type) -> array<RaycastResult>*
- auto Raycast(const vec2& from, const vec2& to, uint32 slots, RaycastType type) -> array<RaycastResult>*
- auto RaycastClosest(const vec2& from, const vec2& to, uint32 slots, RaycastType type) -> RaycastResult
- auto RaycastQuick(const vec2& from, const vec2& to, uint32 slots, RaycastType type) -> bool
- auto RaycastQuickWithoutUnit(const vec2& from, const vec2& to, uint32 slots, RaycastType type, UnitPtr ignoreUnit) -> bool
- void EnableLagCompensation(bool enable)
- auto LagCompensation(int32 ms) -> RaycastProvider*
- auto QueryRect(const vec2& center, uint32 width, uint32 height, uint32 slots, RaycastType type, bool getSensors = false) -> array<UnitPtr>*
- auto QueryCircle(const vec2& center, uint32 radius, uint32 slots, RaycastType type, bool getSensors = false) -> array<UnitPtr>*
- auto GetTime() -> uint32
- auto GetUnit(int32 id) -> UnitPtr
- void Ping(array<vec2>* pos)
- auto Pathfind(const vec2& from, const vec2& to, int32 diameter, float maxDistance = -1, float maxRange = -1) -> array<vec2>*
- void QueuePathfind(UnitPtr owner, const vec2& from, const vec2& to, int32 diameter, float maxDistance = -1, float maxRange = -1)
- auto FetchTilesets(const vec2& pos) -> array<Tileset*>*
- auto FetchAllUnitsWithBehavior(string behavior, bool includeInherited = false) -> array<UnitPtr>*
- auto FetchUnitsWithBehavior(string behavior, vec2 center, int32 radius, bool includeInherited = false) -> array<UnitPtr>*
- auto FetchActorsWithOtherTeam(uint32 team, vec2 center, uint32 radius) -> array<UnitPtr>*
- auto FetchActorsWithTeam(uint32 team, vec2 center, uint32 radius) -> array<UnitPtr>*
- void QueueFetchActorsWithOtherTeam(UnitPtr owner, uint32 team, vec2 center, uint32 radius)
- void QueueFetchActorsWithTeam(UnitPtr owner, uint32 team, vec2 center, uint32 radius)
- auto FetchAllActorsWithOtherTeam(uint32 team) -> array<UnitPtr>*
- auto FetchAllActorsWithTeam(uint32 team) -> array<UnitPtr>*
- void QueueFetchAllActorsWithOtherTeam(UnitPtr owner, uint32 team)
- void QueueFetchAllActorsWithTeam(UnitPtr owner, uint32 team)
- auto FetchAllWorldScripts(string type) -> array<WorldScript*>*
- auto FetchAllWorldScriptsWithComment(string type, string comment) -> array<WorldScript*>*
- auto FetchAllWorldScriptsWithComment(string comment) -> array<WorldScript*>*
- auto FetchWorldScripts(string type, vec2 center, uint32 radius) -> array<WorldScript*>*
- auto FetchWorldScripts(string type, vec4 rect) -> array<WorldScript*>*
- auto FetchWorldScriptsWithComment(string type, string comment, vec2 center, uint32 radius) -> array<WorldScript*>*
- auto FetchWorldScriptsWithComment(string comment, vec2 center, uint32 radius) -> array<WorldScript*>*
- void ClearDelayedScriptExecution(array<WorldScript*>* script)
- void PaintTileset(Tileset* tileset, vec2 point, uint32 radius)
- void SetEnvironment(Environment* env)
- void SetEnvironment(ScriptEnvironment* env)
- auto GetEnvironment() -> Environment*
- void SetWind(vec2 windForce, vec2 curlOffset, float curlSpeed)
- void AddParticle(UnitScene* scene, vec2 pos, vec2 force, float damping, uint32 time, int32 timeOffset, float windSpeed, float curlSpeed, float curlScale)