ORK Framework  2.25.2
API Documentation
ORKFramework.CombatantHandler Class Reference

Public Member Functions

void Clear (bool clearLocked)
 
void Tick ()
 
void UpdateAnimations ()
 
void Add (Combatant combatant, bool isJoiningBattle)
 
void Remove (Combatant combatant)
 
void Lock (Combatant combatant)
 
bool IsLocked (Combatant combatant)
 
bool Unlock (Combatant combatant)
 
void SpawnBattle ()
 
void EndBattle ()
 
void CheckDeath ()
 
List< CombatantGetAll ()
 
List< CombatantGet (bool addPlayerGroup, Consider isDead, Consider inBattle)
 
void Get (ref List< Combatant > list, bool addPlayerGroup, Consider isDead, Consider inBattle)
 
List< CombatantGet (Combatant user, bool addPlayerGroup, Range range, Consider isEnemy, Consider isDead, Consider inBattle, CombatantCheck2 check)
 
void Get (ref List< Combatant > list, Combatant user, bool addPlayerGroup, Range range, Consider isEnemy, Consider isDead, Consider inBattle, CombatantCheck2 check)
 
List< CombatantGet (Vector3 position, Combatant user, bool addPlayerGroup, Range range, Consider isEnemy, Consider isDead, Consider inBattle, CombatantCheck2 check)
 
void Get (ref List< Combatant > list, Vector3 position, Combatant user, bool addPlayerGroup, Range range, Consider isEnemy, Consider isDead, Consider inBattle, CombatantCheck2 check)
 
void GetInGridRange (ref List< Combatant > list, Combatant user, bool addPlayerGroup, bool ignoreCellSize, bool blockDiagonalDistance1, int minDistance, int maxDistance, Consider isEnemy, Consider isDead, Consider inBattle, GridCellOriginCheck check)
 
List< int > GetFactions (Combatant user, bool addPlayerGroup, Range range, Consider isDead, Consider inBattle, CombatantCheck2 check)
 
List< CombatantGetFactionMembers (Combatant user, int factionID, bool addPlayerGroup, Range range, Consider isDead, Consider inBattle, CombatantCheck2 check)
 
List< GroupGetFactionGroups (int factionID)
 
Dictionary< int, List< Combatant > > GetByFaction (Combatant user, bool addPlayerGroup, Range range, Consider isDead, Consider inBattle, CombatantCheck2 check)
 
Combatant GetRandom (Combatant user, bool addPlayerGroup, Range range, Consider isEnemy, Consider isDead, Consider inBattle, CombatantCheck2 check)
 
Combatant GetOffset (Combatant current, int add, bool distanceSort, Combatant user, bool addPlayerGroup, Range range, Consider isEnemy, Consider isDead, Consider inBattle, CombatantCheck2 check)
 
Combatant GetNearest (Combatant user, bool addPlayerGroup, Range range, Consider isEnemy, Consider isDead, Consider inBattle, CombatantCheck2 check)