ORK Framework  3.17.1
API Documentation
GamingIsLove.ORKFramework.Group Class Reference
Inheritance diagram for GamingIsLove.ORKFramework.Group:
GamingIsLove.ORKFramework.IGUID

Public Member Functions

 Group (FactionSetting faction)
 
 Group (DataObject data)
 
virtual bool IsInputIDSet ()
 
void FireChanged ()
 
virtual void MarkResetStatus ()
 
void Merge (Group other)
 Merges another group into this group, adding all combatants and inventory from the other group to this group. More...
 
void Tick (float time, float battleTime)
 
int GetGroupSize (bool battleGroup, bool includeAlive, bool includeDead)
 
void ClearTargets ()
 
bool HasBattleReserve ()
 
List< CombatantGetGroup ()
 
List< CombatantGetGroupWithoutHidden ()
 
void GetGroup (ref List< Combatant > list)
 
List< CombatantGetBattle ()
 
void GetBattle (ref List< Combatant > list)
 
List< CombatantGetLockedBattle ()
 
void GetLockedBattle (ref List< Combatant > list)
 
List< CombatantGetBattleReserve ()
 
void GetBattleReserve (ref List< Combatant > list)
 
List< CombatantGetNonBattle ()
 
void GetNonBattle (ref List< Combatant > list)
 
List< CombatantGetNonBattleReserve ()
 
void GetNonBattleReserve (ref List< Combatant > list)
 
List< CombatantGetInactiveGroup ()
 
void GetInactiveGroup (ref List< Combatant > list)
 
List< CombatantGetHiddenGroup ()
 
void GetHiddenGroup (ref List< Combatant > list)
 
void GetMembers (MenuCombatantScope scope, ref List< Combatant > list)
 
List< CombatantGetBattleSorted ()
 
bool IsPlayerControlled ()
 Checks if this group is the active player group. More...
 
bool IsPlayerGroup ()
 Checks if this group is a player group (doesn't have to be the active player group). More...
 
bool IsEnemy (Combatant combatant)
 
bool IsEnemy (FactionSetting faction)
 
void SetLockedLeader (Combatant combatant)
 Sets a combatant as the (field) leader of the group and locks it as the leader. The locked (field) leader will remain the group's leader, even if the first member is changed. More...
 
void SetLeader (Combatant newLeader, bool moveOldBack)
 Set the (field) leader of the group. The (field) leader is the first member of the group. Has no effect if a locked leader is set. More...
 
void FindNewBattleLeader ()
 
GameObject GetSpawnedBattleLeaderObject ()
 
int MemberCount (CombatantSetting combatant)
 
bool IsMember (CombatantSetting combatant)
 
bool IsMember (Combatant combatant)
 
bool IsBattleMember (CombatantSetting combatant)
 
bool IsBattleMember (Combatant combatant)
 
bool IsBattleReserveMember (CombatantSetting combatant)
 
bool IsNonBattleReserveMember (CombatantSetting combatant)
 
bool IsBattleReserveMember (Combatant combatant)
 
bool IsNonBattleMember (CombatantSetting combatant)
 
bool IsNonBattleMember (Combatant combatant)
 
bool IsInactive (CombatantSetting combatant)
 
bool IsInactive (Combatant combatant)
 
bool AllDeadBattle ()
 
bool AllDeadBattleReserve ()
 
bool AllDeadNonBattleReserve ()
 
bool AllDeadNonBattle ()
 
bool AllDead ()
 
virtual void Join (Combatant combatant, bool showNotification, bool showConsole)
 Lets a combatant join the group. More...
 
virtual void Leave (Combatant combatant, bool destroyPrefab, bool showNotification, bool showConsole)
 Lets a combatant leave the group. More...
 
virtual void Remove (Combatant combatant, bool setGroup, bool destroyPrefab, bool showNotification, bool showConsole)
 Removes a combatant from the group completely (i.e. no inactive member). More...
 
virtual void SwitchGroup (Combatant oldCombatant, Combatant newCombatant, Group otherGroup)
 Switches combatants between this group and another group. More...
 
virtual void Regenerate (MenuCombatantScope scope, bool revive)
 Sets the 'Consumable' type status values of group members to their maximum value. More...
 
virtual void MarkHUDUpdateShortcuts ()
 
virtual void FireBeforeTargetChange ()
 
virtual void FireAfterTargetChange ()
 
void CheckMaxGroup ()
 
void SetBattleGroup (List< Combatant > list, bool enterBattle)
 Sets the battle group. More...
 
bool CanJoinBattle (Combatant combatant)
 
void JoinBattle (Combatant combatant)
 Lets a combatant join the battle group. More...
 
void LeaveBattle (Combatant combatant, bool destroyPrefab)
 Lets a combatant leave the battle group. More...
 
bool CanChangeBattle (Combatant oldCombatant, Combatant newCombatant)
 
void ChangeBattle (Combatant oldCombatant, Combatant newCombatant)
 Changes a member of the battle group with another combatant currently not in the battle group. Both combatants must be members of the group. More...
 
void PlayerChangeCheck (Combatant combatant)
 
void CheckMaxBattleGroup ()
 
void JoinBattleReserve (Combatant combatant)
 Lets a combatant join the battle reserve (only for player groups). More...
 
void LeaveBattleReserve (Combatant combatant, bool destroyPrefab)
 Lets a combatant leave the battle reserve (only for player groups). More...
 
void ChangeBattleReserve (Combatant oldCombatant, Combatant newCombatant)
 Changes a member of the battle reserve with another combatant currently not in the battle reserve. Both combatants must be members of the group. More...
 
void CheckMaxBattleReserve ()
 
Combatant GetOffset (Combatant combatant, int offset, bool battleGroup)
 
Combatant GetOffset (Combatant combatant, int offset, MenuCombatantScope scope)
 
Combatant GetOffsetControllable (Combatant combatant, int offset, bool battleGroup, bool notDead)
 
Combatant GetNextInLine (Combatant combatant, int offset, bool battleGroup)
 
int GetMemberIndex (Combatant combatant)
 
Combatant MemberAt (int index)
 
int GetBattleMemberIndex (Combatant combatant)
 
Combatant BattleMemberAt (int index)
 
Combatant BattleReserveMemberAt (int index)
 
Combatant NonBattleMemberAt (int index)
 
Combatant Get (CombatantSetting combatant)
 
Combatant GetBattle (CombatantSetting combatant)
 
Combatant GetInactive (CombatantSetting combatant)
 
Combatant GetMember (CombatantSetting combatant)
 
List< CombatantGetMembers (CombatantSetting combatant)
 
Combatant GetFirstAlive ()
 
int GetMemberCount (CombatantSetting combatant)
 
void LockBattleMember (Combatant combatant, bool doLock)
 Locks or unlocks a member of the battle group. A locked battle group member can't be removed. More...
 
bool IsLockedBattleMember (Combatant combatant)
 
bool HasLockedBattleMembers ()
 
void HideMember (Combatant combatant, bool doHide)
 Hides or unhides a member of the group. A hidden combatant isn't visible in any UI (e.g. menus). More...
 
bool IsHiddenMember (Combatant combatant)
 
Combatant GetFirstNonHiddenMember ()
 
void RespawnGroup ()
 
void SpawnGroup (bool onlyBattle, bool onlyNonCreated)
 Spawns members of the group. More...
 
void DestroyInstances (bool includeLeader)
 Destroys all spawned group members. More...
 
void EnableInstances (bool includeLeader, bool enable)
 Disables all spawned group members. More...
 
void AggressionChangeGroup (Combatant combatant, Combatant aggressor)
 
void AggressionChangeFaction (Combatant combatant, Combatant aggressor)
 
int GetAbilityCount (AbilityShortcut shortcut)
 
List< CombatantGetAbilityOwners (AbilityShortcut shortcut)
 
void SortVisual (List< Combatant > list)
 
void ChangeVisualSorting (int index, int newIndex)
 
void ChangeVisualSorting (Combatant combatant, Combatant otherCombatant)
 
void RemoveFromSort (Combatant combatant)
 
void ChangeBattleSort (Combatant combatant, Combatant otherCombatant)
 Moves a combatant in front of another combatant in the battle group. Both combatants must be members of the battle group. More...
 
void ChangeMemberSort (Combatant combatant, Combatant otherCombatant)
 Moves a combatant in front of another combatant (members). Both combatants must be members of the group. More...
 
void ChangeMemberSortFirst (Combatant combatant)
 Moves a combatant to the front of the group. The combatant must be a member of the group. More...
 
void ChangeMemberSortLast (Combatant combatant)
 Moves a combatant to the back of the group. The combatant must be a member of the group. More...
 
bool IsFormation (Formation formation)
 
bool IsInFormation (Combatant combatant)
 
void SetFormation (Formation formation)
 
void CheckFormationGridFormation ()
 
void UpdateFormationPositions ()
 
bool GetFormationPosition (Combatant combatant, out Vector3 position)
 
bool GetFormationBattlePosition (Combatant combatant, out Vector3 position)
 
DataObject SaveGame ()
 
void LoadGame (DataObject data)
 
void LoadMembers (DataObject data, bool loadPositions)
 

Static Public Member Functions

static Combatant GetOffsetGroup (Combatant combatant, int offset, List< Combatant > group)
 
static Combatant GetOffsetGroup (Combatant combatant, int offset, List< Combatant > group, ref int cycles)
 

Public Attributes

bool noBattleJoinFlag = false
 

Properties

NotifyGroup Changed
 
virtual int? InputID [get, set]
 
FactionSetting Faction [get, set]
 
string GUID [get, set]
 
int SizeLimit [get, set]
 
Inventory Inventory [get]
 
bool HasLoot [get]
 
List< IShortcutLoot [get]
 
int Size [get]
 
int BattleSize [get]
 
int MaxBattleSize [get]
 
int? BattleReserveSize [get]
 
int NonBattleSize [get]
 
GroupAbilities Abilities [get]
 
bool HasClasses [get]
 
GroupClasses Classes [get]
 
GroupShortcuts Shortcuts [get]
 
GroupGridFormation GridFormation [get]
 
bool InGridFormation [get]
 
SelectedTargets SelectedTargets [get]
 
int AverageLevel [get]
 
int AverageBattleLevel [get]
 
int AverageMaxLevel [get]
 
int AverageBattleMaxLevel [get]
 
int AverageClassLevel [get]
 
int AverageBattleClassLevel [get]
 
int AverageMaxClassLevel [get]
 
int AverageBattleMaxClassLevel [get]
 
int AverageTurn [get]
 
int AverageBattleTurn [get]
 
float AverageTurnValue [get]
 
float AverageBattleTurnValue [get]
 
float AverageActionBar [get]
 
float AverageBattleActionBar [get]
 
float AverageUsedActionBar [get]
 
float AverageBattleUsedActionBar [get]
 
float AverageBattleActionTime [get]
 
float AverageActionTime [get]
 
float AverageBattleActionTimeMax [get]
 
float AverageActionTimeMax [get]
 
float AverageBattleGridMoveRange [get]
 
float AverageGridMoveRange [get]
 
float AverageBattleGridMoveRangeMax [get]
 
float AverageGridMoveRangeMax [get]
 
bool ForcePlayerControlled [get, set]
 
Combatant Leader [get]
 
Combatant FieldLeader [get]
 
Combatant BattleLeader [get]
 
BattleSystem BattleSystem [get, set]
 
SpawnOrigin SpawnOrigin [get, set]
 
bool InFormation [get]
 
- Properties inherited from GamingIsLove.ORKFramework.IGUID
string GUID [get, set]
 

Member Function Documentation

◆ ChangeBattle()

void GamingIsLove.ORKFramework.Group.ChangeBattle ( Combatant  oldCombatant,
Combatant  newCombatant 
)

Changes a member of the battle group with another combatant currently not in the battle group. Both combatants must be members of the group.

Parameters
oldCombatantThe combatant currently in the battle group.
newCombatantThe combatant replacing the old combatant.

◆ ChangeBattleReserve()

void GamingIsLove.ORKFramework.Group.ChangeBattleReserve ( Combatant  oldCombatant,
Combatant  newCombatant 
)

Changes a member of the battle reserve with another combatant currently not in the battle reserve. Both combatants must be members of the group.

Parameters
oldCombatantThe combatant currently in the battle reserve.
newCombatantThe combatant replacing the old combatant.

◆ ChangeBattleSort()

void GamingIsLove.ORKFramework.Group.ChangeBattleSort ( Combatant  combatant,
Combatant  otherCombatant 
)

Moves a combatant in front of another combatant in the battle group. Both combatants must be members of the battle group.

Parameters
combatantThe combatant that will be moved.
otherCombatantThe other combatant.

◆ ChangeMemberSort()

void GamingIsLove.ORKFramework.Group.ChangeMemberSort ( Combatant  combatant,
Combatant  otherCombatant 
)

Moves a combatant in front of another combatant (members). Both combatants must be members of the group.

Parameters
combatantThe first combatant.
otherCombatantThe second combatant.

◆ ChangeMemberSortFirst()

void GamingIsLove.ORKFramework.Group.ChangeMemberSortFirst ( Combatant  combatant)

Moves a combatant to the front of the group. The combatant must be a member of the group.

Parameters
combatantThe combatant.

◆ ChangeMemberSortLast()

void GamingIsLove.ORKFramework.Group.ChangeMemberSortLast ( Combatant  combatant)

Moves a combatant to the back of the group. The combatant must be a member of the group.

Parameters
combatantThe combatant.

◆ DestroyInstances()

void GamingIsLove.ORKFramework.Group.DestroyInstances ( bool  includeLeader)

Destroys all spawned group members.

Parameters
includeLeadertrue if the group's leader should also be destroyed.

◆ EnableInstances()

void GamingIsLove.ORKFramework.Group.EnableInstances ( bool  includeLeader,
bool  enable 
)

Disables all spawned group members.

Parameters
includeLeadertrue if the group's leader should also be disabled.
enabletrue to enable, false to disable the game object.

◆ HideMember()

void GamingIsLove.ORKFramework.Group.HideMember ( Combatant  combatant,
bool  doHide 
)

Hides or unhides a member of the group. A hidden combatant isn't visible in any UI (e.g. menus).

Parameters
combatantThe combatant that will be hidden/unhidden
doHidetrue if the combatant will be hidden.

◆ IsPlayerControlled()

bool GamingIsLove.ORKFramework.Group.IsPlayerControlled ( )

Checks if this group is the active player group.

Returns
true if the group is the active player group.

◆ IsPlayerGroup()

bool GamingIsLove.ORKFramework.Group.IsPlayerGroup ( )

Checks if this group is a player group (doesn't have to be the active player group).

Returns
true if the group is a player group.

◆ Join()

virtual void GamingIsLove.ORKFramework.Group.Join ( Combatant  combatant,
bool  showNotification,
bool  showConsole 
)
virtual

Lets a combatant join the group.

Parameters
combatantThe combatant that will join.
showNotificationtrue if a notification should be displayed (player groups only).
showConsoletrue if a console line should be added (player groups only).

◆ JoinBattle()

void GamingIsLove.ORKFramework.Group.JoinBattle ( Combatant  combatant)

Lets a combatant join the battle group.

Parameters
combatantThe combatant that will join the battle group.

◆ JoinBattleReserve()

void GamingIsLove.ORKFramework.Group.JoinBattleReserve ( Combatant  combatant)

Lets a combatant join the battle reserve (only for player groups).

Parameters
combatantThe combatant that will join the battle reserve.

◆ Leave()

virtual void GamingIsLove.ORKFramework.Group.Leave ( Combatant  combatant,
bool  destroyPrefab,
bool  showNotification,
bool  showConsole 
)
virtual

Lets a combatant leave the group.

Parameters
combatantThe combatant that will leave.
destroyPrefabtrue if the combatant's spawned prefab should be destroyed
showNotificationtrue if a notification should be displayed (player groups only).
showConsoletrue if a console line should be added (player groups only).

◆ LeaveBattle()

void GamingIsLove.ORKFramework.Group.LeaveBattle ( Combatant  combatant,
bool  destroyPrefab 
)

Lets a combatant leave the battle group.

Parameters
combatantThe combatant that will leave the battle group.
destroyPrefabtrue if the combatant's spawned prefab should be destroyed.

◆ LeaveBattleReserve()

void GamingIsLove.ORKFramework.Group.LeaveBattleReserve ( Combatant  combatant,
bool  destroyPrefab 
)

Lets a combatant leave the battle reserve (only for player groups).

Parameters
combatantThe combatant that will leave the battle reserve.
destroyPrefabtrue if the combatant's spawned prefab should be destroyed.

◆ LockBattleMember()

void GamingIsLove.ORKFramework.Group.LockBattleMember ( Combatant  combatant,
bool  doLock 
)

Locks or unlocks a member of the battle group. A locked battle group member can't be removed.

Parameters
combatantThe combatant that will be locked/unlocked
doLocktrue if the combatant will be locked.

◆ Merge()

void GamingIsLove.ORKFramework.Group.Merge ( Group  other)

Merges another group into this group, adding all combatants and inventory from the other group to this group.

Parameters
otherThe other group that will be joined to this group.

◆ Regenerate()

virtual void GamingIsLove.ORKFramework.Group.Regenerate ( MenuCombatantScope  scope,
bool  revive 
)
virtual

Sets the 'Consumable' type status values of group members to their maximum value.

Parameters
scopeThe scope of group members to regenerate.
revivetrue if dead combatants should be revived.

◆ Remove()

virtual void GamingIsLove.ORKFramework.Group.Remove ( Combatant  combatant,
bool  setGroup,
bool  destroyPrefab,
bool  showNotification,
bool  showConsole 
)
virtual

Removes a combatant from the group completely (i.e. no inactive member).

Parameters
combatantThe combatant that will be removed.
setGrouptrue if the combatant's group should be cleared.
destroyPrefabtrue if the combatant's spawned prefab should be destroyed
showNotificationtrue if a notification should be displayed (player groups only).
showConsoletrue if a console line should be added (player groups only).

◆ SetBattleGroup()

void GamingIsLove.ORKFramework.Group.SetBattleGroup ( List< Combatant list,
bool  enterBattle 
)

Sets the battle group.

Parameters
listThe combatants that will be used as battle group.
enterBattleThe combatants will enter the running battle.

◆ SetLeader()

void GamingIsLove.ORKFramework.Group.SetLeader ( Combatant  newLeader,
bool  moveOldBack 
)

Set the (field) leader of the group. The (field) leader is the first member of the group. Has no effect if a locked leader is set.

Parameters
newLeaderThe new leader combatant.
moveOldBacktrue if the old leader should be moved to the back of the group.

◆ SetLockedLeader()

void GamingIsLove.ORKFramework.Group.SetLockedLeader ( Combatant  combatant)

Sets a combatant as the (field) leader of the group and locks it as the leader. The locked (field) leader will remain the group's leader, even if the first member is changed.

Parameters
combatantThe new, locked leader of the group, or null to reset/remove the locked leader.

◆ SpawnGroup()

void GamingIsLove.ORKFramework.Group.SpawnGroup ( bool  onlyBattle,
bool  onlyNonCreated 
)

Spawns members of the group.

Parameters
onlyBattletrue if only battle group members should be spawned.
onlyNonCreatedtrue if only not yet spawned members should be spawned.

◆ SwitchGroup()

virtual void GamingIsLove.ORKFramework.Group.SwitchGroup ( Combatant  oldCombatant,
Combatant  newCombatant,
Group  otherGroup 
)
virtual

Switches combatants between this group and another group.

Parameters
oldCombatantThe combatant from this group. If null, only the 'newCombatant' will be transfered to this group.
newCombatantThe combatant from the other group. If null, only the 'oldCombatant' will be transfered to the other group.
otherGroupThe other group.