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Namespace Mannequin.Bindings

Classes

Agent

Base class for Agents, including Clutter and Living agents

AgentData

The data of an Agent. Changes are reflected immediately.

AgentDeathInformation

Death certificates for Agents

AI

Control Living AI from Lua.

Note: this is currently broken.

AIs within the Anarkis Gaming engine are finite state machines.

Every game update call, OnCycleStart is called if functions are bound to it to determine whether the Action set for the Living's current EAIState, if any, should be called. In the game, Actions are generally interrupted by needs (e.g. combat).

If the result of OnCycleStart is false (i.e. not interrupted), the Action is called that reflects the AI's current state (see AddAction(EAIState, Closure)).

Then, the Transition function for the current EAIState, if any, is called (see AddTransition(EAIState, Closure)). This is where you should check the environment and the result of the Action to determine whether you should switch states.

Finally, OnCycleEnd is called, if any functions are bound to it.

Animation

Handles animations

Armor

Equippable armor.

AsyncOperation

Represents an in-progress, cancellable operation.

BodyDef

Body parts and footprint data for a Living

BodyGraph

Agent body graphical component

BodyPart

Agent body parts

BodyPartData

A body part that attaches to a Living.

LivingBodyParts are equivalent to objects in BodyDef.Data

Bullet

Spawned by Weapons.

Clutter

Non-moving objects (i.e. walls, tables...). See data/clutter for a full list.

ClutterData

The data of a Clutter. Changes are reflected immediately.

Color

Represents a color in (R, G, B, A) format.

Colors

Commonly-used colors.

Date

Represents a date and time.

Emote

Graphical emoticons (i.e. speech bubbles)

Equippable

Equippable items. Cannot be instantiated directly.

Event

Bind closures to in-game events.

EventListener

Manage bound event callbacks from Lua.

Expedition

Class for interfacing with Expeditions

ExpeditionEvent

Class for handling Expedition Events

Faction

Contains agents and determines relationships.

Factory

Factory component for Clutter

FoodRecipe

Game

Adjust game-related settings.

HTTP

Make HTTP requests. You must whitelist any hosts you plan to contact in mods/http-whitelist.txt.

Inventory

InventoryItem

Represents an item in an inventory.

IO

Save and load data.

Item

Represents in-game items.

ItemFilter

Filter items

Job

A job for a settler to complete.

Living

Living, moving agents (i.e. survivors, bandits, zombies, trade jeeps...)

LivingData

Data for NPCs and other "living" items (that move).

LivingEquipmentList

Equipment data for a Living

LivingJobAptitude

LivingStats

Stats of a AgentData

Mannequin

Base bindings for mods from Lua

Mob

Defines mobs that are spawned in a PointOfInterest

NativeMod

A mod loaded via the local mod directory. This is usually returned by GetMod(String)

PendingTimer

Timer representations. Timer

Point

A location.

PointOfInterest

Points of interest (used in procedural generation)

PositioningData

Positioning data

Recipe

Used in Factory to determine outputs

Rectangle

Represents an area on a coordinate plane.

Scene

Create and manipulate Scenes.

SceneGroup

SceneOptions

Specify options for Scene generation.

Song

A song that can be added to a Theme.

Sound

A queueable sound.

Steamworks

Steamworks functions.

SteamworksMod

A mod loaded via the Steam Workshop. This is usually returned by

SteamworksPersona

Persona information for a player.

SubClutter

Define Clutter items that also spawn when a this is built during procedural generation (i.e. a table and chairs, etc)

See pcg_tableandchairs, pcg_bedandshelf

Tech

Technology tree items

Texture

Drawable textures

TextureDrawController

Theme

A collection of ambient sounds and/or music to play.

Tile

A floor tile in a Scene.

Timer

An interface for creating Timers.

Trait

Traits that Livings can have

UI

Create and manipulate UI elements.

UIButton

Binding to UI buttons

UICheckable

A checkable UIComponent.

UICheckbox

Represents a checkbox.

UIComponent

Binding to UI components

UIHeader

A UIParagraph that has larger text.

UILabel

A UIParagraph with different styling.

UIMulticolorParagraph

A UIParagraph that can have color.

UIOverlay

Controls the game's overlay and some UI panels.

UIPanel

A handle to an open UI panel.

UIPanelListItem

An panel list item. Usually used for showcasing items, but has other uses, i.e. when a Texture should be supplied in addition to a list item.

UIParagraph

Represents a paragraph of text.

UIProgressBar

A bar that fills from left to right.

UIRadioButton

Represents a radio button.

UIRoot

The UI root. All UI elements are attached to it either directly or through descendants.

UISelectList

A dropdown list.

UISlider

Components that have a minimum and maximum value.

Vector

Defines a vector with two components.

Wall

Buildable walls.

WallData

Weapon

Equippable, drawable Item.

Zone

In-game zones.

Interfaces

IMannequinMod

The parent interface to all Mannequin mods.

Killable

Enums

EAIState

AI states

EAnimationType

EBodyPartType

The type of a BodyPartData

EBodyType

Body type of a LivingData

EBuildingPositioning

EBuildingType

EBuildRotation

Clutter item rotation availability

RotateUI

EClutterType

The type of Clutter this is.

EDamageLevel

Wall damage level

EDeathReason

EDiplomacyAction

Potential actions that can be conducted from the Diplomacy screen

EEquipSlot

EExpeditionEventEffect

Possible effects of going on an ExpeditionEvent.

EFactionRelationship

An enum describing the relationship with different factions.

EFactionType

An enum describing faction types.

EGameActivity

EGameStatus

EIngredientType

EIntegrityStrength

How strong an Agent is against damage, or how powerful an attack is.

EIOContext

IO contexts to be used with IO.

EItemTag

EItemType

Item types

EJobResult

The result/status of a Job.

ELayer

ELivingAI

Living AI types

ELivingCategory

What is this Living?

ELivingNeed

ELocation

EMapArchetype

EModSource

EParticleEffectType

Clutter particle effects

SpecialEffect

ERoofStatus

The status of a roof on a tile.

ESceneType

ESex

LivingData sex

ESkinColor

Skin color of LivingData.

ESpawnAllowed

Where a PointOfInterest can spawn

EStatsChangeMode

When an agent is generated: Set will use the stats from the file. SlightRandom will use the same stats and apply a slight randomization, or FullRandom which will generate stats going from 0 to 100.

ESubClutterPositioning

Determines the positioning of sub-clutter.

SubClutter Clutter

ETraitEffect

The overall net effect of a Trait

ETraitGivingMode

When an agent is generated, you can use the Set of traits already in the file. Ask to generate traits FullRandom (job + optional mental trait + a few physical), which is good for humans. Or Ask for the generator not to add a "Job" type trait with NoJob (good for animals).

ETraitType

Trait types.

EUIAnchor

An Anchor is a pre-defined position in parent entity that we use to position a child. For eample, we can use anchors to position an entity at the bottom-center point of its parent. Note: anchor affect both the position relative to parent and also the offset origin point of the entity.

EUndergroundType

Events

Events the game can fire. Only used for documentation purposes.

EWeaponDamageType

Type of damage inflicted when hit with a weapon

EWeaponType

ExpeditionLength

The length of an Expedition

ExpeditionState

The status of an Expedition

EZoneType

Zone types/purposes

JobResult

AI Job results

UIFontStyle

The font style of text components.

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