Scene class

The world scene. This contains all units.

Constructors, destructors, conversion operators

operator RaycastProvider*()

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)