UnitPtr class

References a unit in the scene.

Operators

auto operator==(const UnitPtr&) -> bool

Callbacks

auto RegisterEventCallback(UnitEventType event, uint32 filter, ref script, string func) -> UnitEventCallbackId
void TriggerCallbacks(UnitEventType event, uint32 filter, SValue* args = null)
auto RegisterEventCallback(UnitEventType event, ref script, string func) -> UnitEventCallbackId
void UnregisterEventCallback(UnitEventCallbackId id)
auto HasCallbacks(UnitEventType event) -> bool
void TriggerCallbacks(UnitEventType event, SValue* args = null)

Classification

void TagAsDebris(uint8 importance)
auto IsLight() -> bool
auto IsCollider() -> bool

Position

auto GetPosition() -> vec3
Get the current position of the unit for updating.
auto GetInterpolatedPosition(int32 idt) -> vec3
Get the current position of the unit for rendering.
void SetPosition(const vec3& pos, bool smooth = false)
void SetPosition(float x, float y, float z, bool smooth = false)
void SetPositionZ(float z, bool smooth = false)
void SetLayer(int32 layer)

Physics

auto GetPhysicsBody() -> PhysicsBody*
auto GetScriptBehavior() -> ref
auto GetRoughPingDistance() -> uint32
void SetUpdateDistanceLimit(int32 dist)

Scenes

void AttachToUnit(const UnitPtr& unit, vec3 offset)
void DetachFromUnit()
void SetUnitScene(string name, bool resetTime)
void SetUnitScene(UnitScene* scene, bool resetTime)
void SetUnitScene(CustomUnitScene* customScene, bool resetTime)
auto GetCurrentUnitScene() -> UnitScene*
auto GetUnitScene(string name) -> UnitScene*
auto GetUnitSceneTime() -> int32
void SetUnitSceneTime(int32 time)
auto GetUnitTimeScale() -> float
void SetUnitTimeScale(float scale)
auto FetchLocator(string name) -> vec2
auto FetchData(string name) -> SValue*

Misc

auto GetId() -> int32
auto IsValid() -> bool
auto GetMoveDir() -> vec2
auto GetUnitProducer() -> UnitProducer*
auto GetDebugName() -> string
auto GetSlot() -> uint32
void SetHidden(bool hidden)
auto IsHidden() -> bool
void Destroy()
auto IsDestroyed() -> bool
void Colorize(vec4 darks, vec4 mid, vec4 highlights)
void SetMultiColor(int32 color, vec4 darks, vec4 mid, vec4 highlights)
void DisableMultiColor()
void SetMultiplyColor(vec4 color)
auto CreateEffectParams(EffectParams* copy = null) -> EffectParams*
auto GetEffectParams() -> EffectParams*
auto CountNearbyUnits(UnitProducer* unitType, int32 range) -> int32

Collision

void SetShouldCollide(bool collides)
auto ShouldCollide() -> bool
void SetShouldCollideWithSame(bool collides)
auto ShouldCollideWithSame() -> bool
void SetShouldCollideWithTeam(bool collides)
auto ShouldCollideWithTeam() -> bool
void SetCollisionTeam(uint16 team)
auto GetCollisionTeam() -> uint16