Struct Npc
Namespace: OblivionMp.Sdk.Common.Archetypes
Assembly: OblivionMp.Sdk.Common.dll
A person or creature from the game.
[Archetype(true)]
[Tag(typeof(AllowOwnershipTransferOnScopeEnterTag))]
[Tag(typeof(AllowOwnershipTransferOnScopeLeaveTag))]
[Include(typeof(Transform), "")]
[Include(typeof(AnimationMovement), "")]
[Include(typeof(AnimationState), "")]
[Include(typeof(ParentCell), "ParentCell")]
[Include(typeof(CellHandoffTarget), "")]
[Include(typeof(CombatTarget), "")]
[Include(typeof(DoorFollow), "")]
[Include(typeof(RefIdMixin), "")]
[Include(typeof(BaseIdMixin), "")]
[Include(typeof(Equipment), "")]
[Include(typeof(Vitals), "")]
[Include(typeof(LevelMixin), "")]
[Include(typeof(SpawnOrigin), "")]
[Include(typeof(AiIntent), "")]
[Include(typeof(AiState), "")]
public readonly struct Npc : IArchetype, IArchetypeQueryable, IEntityShape
Implements
IArchetype, IArchetypeQueryable, IEntityShape
Inherited Members
object.GetType(), object.ToString(), object.Equals(object?), object.Equals(object?, object?), object.ReferenceEquals(object?, object?), object.GetHashCode()
Properties
AnimActionSamplesCount
public int AnimActionSamplesCount { get; }
Property Value
AnimIsStaggered
The game's staggered animation flag.
public bool AnimIsStaggered { get; set; }
Property Value
AnimTagsCount
public int AnimTagsCount { get; }
Property Value
AttackingRequest
Whether an attack animation is requested.
public bool AttackingRequest { get; set; }
Property Value
AttackingTagsCount
public int AttackingTagsCount { get; }
Property Value
BaseId
The form this entity is made from, such as which kind of chest or which creature.
public NetworkFormId BaseId { get; set; }
Property Value
NetworkFormId
BlockAnimLayerClassName
The class name of the animation layer for blocking.
public NativeString256 BlockAnimLayerClassName { get; set; }
Property Value
NativeString256
BlockingTagsCount
public int BlockingTagsCount { get; }
Property Value
CanExitAttack
Whether the character can leave the attack animation.
public bool CanExitAttack { get; set; }
Property Value
CanExitBlock
Whether the character can leave the block animation.
public bool CanExitBlock { get; set; }
Property Value
CanFootLock
The game's CanFootLock animation flag.
public bool CanFootLock { get; set; }
Property Value
CanUseOrientationWarping
The game's CanUseOrientationWarping animation flag.
public bool CanUseOrientationWarping { get; set; }
Property Value
CastingRequest
Whether a spell casting animation is requested.
public bool CastingRequest { get; set; }
Property Value
CastingRequestSamplesCount
public int CastingRequestSamplesCount { get; }
Property Value
CharacterStateFlags
Whether the character is running, sneaking, swimming, jumping, blocking, staggered, falling, dodging or holding a torch.
public CharacterStateFlags CharacterStateFlags { get; set; }
Property Value
CharacterStateFlags
ComboHitIndex
The index of the current hit in a melee combo.
public int ComboHitIndex { get; set; }
Property Value
CompWeaponDrawn
The game's CompWeaponDrawn animation flag.
public bool CompWeaponDrawn { get; set; }
Property Value
CurrentAnimAction
The game's current animation action, as a raw value.
public byte CurrentAnimAction { get; set; }
Property Value
CurrentGait
The name of the character's current gait.
public NativeString256 CurrentGait { get; set; }
Property Value
NativeString256
CurrentPoison
The poison on the equipped weapon.
public NetworkFormId CurrentPoison { get; set; }
Property Value
NetworkFormId
DodgeAnimLayerClassName
The class name of the animation layer for dodging.
public NativeString256 DodgeAnimLayerClassName { get; set; }
Property Value
NativeString256
DodgingRequest
Whether a dodge animation is requested.
public bool DodgingRequest { get; set; }
Property Value
EquipUnequipTagsCount
public int EquipUnequipTagsCount { get; }
Property Value
Fatigue
Current fatigue.
public float Fatigue { get; set; }
Property Value
FatigueBase
Maximum fatigue.
public float FatigueBase { get; set; }
Property Value
ForceExitEquip
The game's ForceExitEquip animation flag.
public bool ForceExitEquip { get; set; }
Property Value
GameplayTagsCount
public int GameplayTagsCount { get; }
Property Value
GetUpAnimLayerClassName
The class name of the animation layer for getting up.
public NativeString256 GetUpAnimLayerClassName { get; set; }
Property Value
NativeString256
HasMeleeWeapon
Whether the character has a melee weapon equipped.
public bool HasMeleeWeapon { get; set; }
Property Value
Hp
Current health.
public float Hp { get; set; }
Property Value
HpBase
Maximum health.
public float HpBase { get; set; }
Property Value
InAirAnimLayerClassName
The class name of the animation layer for being in the air.
public NativeString256 InAirAnimLayerClassName { get; set; }
Property Value
NativeString256
InCombatStance
Whether the character is in a combat stance.
public bool InCombatStance { get; set; }
Property Value
IsDead
Whether the character is dead.
public bool IsDead { get; set; }
Property Value
IsMoving
Whether the character is moving.
public bool IsMoving { get; set; }
Property Value
IsStartCompleted
The game's IsStartCompleted animation flag.
public bool IsStartCompleted { get; set; }
Property Value
IsUsingFullBody
Whether the current animation uses the full body.
public bool IsUsingFullBody { get; set; }
Property Value
IsValid
public bool IsValid { get; }
Property Value
ItemsCount
public int ItemsCount { get; }
Property Value
LastAnimTagsCount
public int LastAnimTagsCount { get; }
Property Value
Level
The current level.
public ushort Level { get; set; }
Property Value
Magicka
Current magicka.
public float Magicka { get; set; }
Property Value
MagickaBase
Maximum magicka.
public float MagickaBase { get; set; }
Property Value
MeleeMontageSamplesCount
public int MeleeMontageSamplesCount { get; }
Property Value
MeleePlayRate
The play rate of that melee sequence.
public float MeleePlayRate { get; set; }
Property Value
MeleeSequenceName
The name of the melee animation sequence playing.
public NativeString256 MeleeSequenceName { get; set; }
Property Value
NativeString256
MontageName
The name of the animation montage playing.
public NativeString256 MontageName { get; set; }
Property Value
NativeString256
MontagePosition
The play position within that montage.
public float MontagePosition { get; set; }
Property Value
OrientRotationToMovement
Whether the character turns to face the way it moves.
public bool OrientRotationToMovement { get; set; }
Property Value
Overridden
Whether the NPC runs a package laid over its schedule, such as a server order, rather than its own.
public bool Overridden { get; set; }
Property Value
PackageFormId
The form id of the AI package the NPC is running now.
public uint PackageFormId { get; set; }
Property Value
PackageType
The type of that package.
public AiPackageType PackageType { get; set; }
Property Value
AiPackageType
ParentCellKind
Whether the cell is an interior or an exterior, or Unknown before the game has said.
public ParentCellKind ParentCellKind { get; set; }
Property Value
ParentCellKind
ParentCellX
The X coordinate of the exterior grid square.
public int ParentCellX { get; set; }
Property Value
ParentCellY
The Y coordinate of the exterior grid square.
public int ParentCellY { get; set; }
Property Value
Position
The position in the game's world space, in centimeters.
public Vector3 Position { get; set; }
Property Value
Procedure
The step of the package the NPC is on.
public AiProcedure Procedure { get; set; }
Property Value
AiProcedure
ProcedureIndex
The index of that step within the package.
public int ProcedureIndex { get; set; }
Property Value
RecoilAnimLayerClassName
The class name of the animation layer for recoiling.
public NativeString256 RecoilAnimLayerClassName { get; set; }
Property Value
NativeString256
RecoilingRequest
Whether a recoil animation is requested.
public bool RecoilingRequest { get; set; }
Property Value
RefId
The ref id of this placed object or actor.
public uint RefId { get; set; }
Property Value
ReportedOutcome
How that order ended, or None before any has ended.
public AiIntentOutcome ReportedOutcome { get; set; }
Property Value
AiIntentOutcome
ReportedSeq
The sequence number of the last order the NPC finished.
public ushort ReportedSeq { get; set; }
Property Value
Rotation
The yaw, in degrees.
public float Rotation { get; set; }
Property Value
ShieldHandPoseAnimLayerClassName
The class name of the animation layer for the shield hand pose.
public NativeString256 ShieldHandPoseAnimLayerClassName { get; set; }
Property Value
NativeString256
SpawnerRefId
The ref id of the spawner that made this NPC, or 0.
public uint SpawnerRefId { get; set; }
Property Value
SpellCastAnimLayerClassName
The class name of the animation layer for casting spells.
public NativeString256 SpellCastAnimLayerClassName { get; set; }
Property Value
NativeString256
StaggerAnimLayerClassName
The class name of the animation layer for staggering.
public NativeString256 StaggerAnimLayerClassName { get; set; }
Property Value
NativeString256
TorchAnimLayerClassName
The class name of the animation layer for holding a torch.
public NativeString256 TorchAnimLayerClassName { get; set; }
Property Value
NativeString256
UseControllerDesiredRotation
The game's UseControllerDesiredRotation movement setting.
public bool UseControllerDesiredRotation { get; set; }
Property Value
UseControllerRotationYaw
The game's UseControllerRotationYaw movement setting.
public bool UseControllerRotationYaw { get; set; }
Property Value
UseRotationSpeedCurve
The game's UseRotationSpeedCurve movement setting.
public bool UseRotationSpeedCurve { get; set; }
Property Value
WantsToRun
Whether the character wants to run.
public bool WantsToRun { get; set; }
Property Value
WeaponDrawn
Whether the character has a weapon drawn.
public bool WeaponDrawn { get; set; }
Property Value
Methods
AddAnimActionSamples(in SequencedSample)
[Changes("AnimationState.Field.AnimActionSamples")]
public void AddAnimActionSamples(in SequencedSample value)
Parameters
value SequencedSample
AddAnimTags(in NativeString256)
[Changes("AnimationState.Field.AnimTags")]
public void AddAnimTags(in NativeString256 value)
Parameters
value NativeString256
AddAttackingTags(in NativeString256)
[Changes("AnimationState.Field.AttackingTags")]
public void AddAttackingTags(in NativeString256 value)
Parameters
value NativeString256
AddBlockingTags(in NativeString256)
[Changes("AnimationState.Field.BlockingTags")]
public void AddBlockingTags(in NativeString256 value)
Parameters
value NativeString256
AddCastingRequestSamples(in SequencedSample)
[Changes("AnimationState.Field.CastingRequestSamples")]
public void AddCastingRequestSamples(in SequencedSample value)
Parameters
value SequencedSample
AddEquipUnequipTags(in NativeString256)
[Changes("AnimationState.Field.EquipUnequipTags")]
public void AddEquipUnequipTags(in NativeString256 value)
Parameters
value NativeString256
AddGameplayTags(in NativeString256)
[Changes("AnimationState.Field.GameplayTags")]
public void AddGameplayTags(in NativeString256 value)
Parameters
value NativeString256
AddItems(in InventoryEntry)
[Changes("Equipment.Field.Items")]
public void AddItems(in InventoryEntry value)
Parameters
value InventoryEntry
AddLastAnimTags(in NativeString256)
[Changes("AnimationState.Field.LastAnimTags")]
public void AddLastAnimTags(in NativeString256 value)
Parameters
value NativeString256
AddMeleeMontageSamples(in SequencedSample)
[Changes("AnimationState.Field.MeleeMontageSamples")]
public void AddMeleeMontageSamples(in SequencedSample value)
Parameters
value SequencedSample
As<T>()
public T As<T>() where T : struct, IArchetypeQueryable
Returns
T
Type Parameters
T
ClearAnimActionSamples()
[Changes("AnimationState.Field.AnimActionSamples")]
public void ClearAnimActionSamples()
ClearAnimTags()
[Changes("AnimationState.Field.AnimTags")]
public void ClearAnimTags()
ClearAttackingTags()
[Changes("AnimationState.Field.AttackingTags")]
public void ClearAttackingTags()
ClearBlockingTags()
[Changes("AnimationState.Field.BlockingTags")]
public void ClearBlockingTags()
ClearCastingRequestSamples()
[Changes("AnimationState.Field.CastingRequestSamples")]
public void ClearCastingRequestSamples()
ClearEquipUnequipTags()
[Changes("AnimationState.Field.EquipUnequipTags")]
public void ClearEquipUnequipTags()
ClearGameplayTags()
[Changes("AnimationState.Field.GameplayTags")]
public void ClearGameplayTags()
ClearItems()
[Changes("Equipment.Field.Items")]
public void ClearItems()
ClearLastAnimTags()
[Changes("AnimationState.Field.LastAnimTags")]
public void ClearLastAnimTags()
ClearMeleeMontageSamples()
[Changes("AnimationState.Field.MeleeMontageSamples")]
public void ClearMeleeMontageSamples()
ContainsAnimActionSamples(in SequencedSample)
public bool ContainsAnimActionSamples(in SequencedSample value)
Parameters
value SequencedSample
Returns
ContainsAnimTags(in NativeString256)
public bool ContainsAnimTags(in NativeString256 value)
Parameters
value NativeString256
Returns
ContainsAttackingTags(in NativeString256)
public bool ContainsAttackingTags(in NativeString256 value)
Parameters
value NativeString256
Returns
ContainsBlockingTags(in NativeString256)
public bool ContainsBlockingTags(in NativeString256 value)
Parameters
value NativeString256
Returns
ContainsCastingRequestSamples(in SequencedSample)
public bool ContainsCastingRequestSamples(in SequencedSample value)
Parameters
value SequencedSample
Returns
ContainsEquipUnequipTags(in NativeString256)
public bool ContainsEquipUnequipTags(in NativeString256 value)
Parameters
value NativeString256
Returns
ContainsGameplayTags(in NativeString256)
public bool ContainsGameplayTags(in NativeString256 value)
Parameters
value NativeString256
Returns
ContainsItems(in InventoryEntry)
public bool ContainsItems(in InventoryEntry value)
Parameters
value InventoryEntry
Returns
ContainsLastAnimTags(in NativeString256)
public bool ContainsLastAnimTags(in NativeString256 value)
Parameters
value NativeString256
Returns
ContainsMeleeMontageSamples(in SequencedSample)
public bool ContainsMeleeMontageSamples(in SequencedSample value)
Parameters
value SequencedSample
Returns
GetAnimActionSamples()
public NativeList<SequencedSample>.ReadOnly GetAnimActionSamples()
Returns
NativeList<SequencedSample>.ReadOnly
GetAnimActionSamples(int)
public SequencedSample GetAnimActionSamples(int index)
Parameters
index int
Returns
SequencedSample
GetAnimTags()
public NativeList<NativeString256>.ReadOnly GetAnimTags()
Returns
NativeList<NativeString256>.ReadOnly
GetAnimTags(int)
public NativeString256 GetAnimTags(int index)
Parameters
index int
Returns
NativeString256
GetAttackingTags()
public NativeList<NativeString256>.ReadOnly GetAttackingTags()
Returns
NativeList<NativeString256>.ReadOnly
GetAttackingTags(int)
public NativeString256 GetAttackingTags(int index)
Parameters
index int
Returns
NativeString256
GetBlockingTags()
public NativeList<NativeString256>.ReadOnly GetBlockingTags()
Returns
NativeList<NativeString256>.ReadOnly
GetBlockingTags(int)
public NativeString256 GetBlockingTags(int index)
Parameters
index int
Returns
NativeString256
GetCastingRequestSamples()
public NativeList<SequencedSample>.ReadOnly GetCastingRequestSamples()
Returns
NativeList<SequencedSample>.ReadOnly
GetCastingRequestSamples(int)
public SequencedSample GetCastingRequestSamples(int index)
Parameters
index int
Returns
SequencedSample
GetEquipUnequipTags()
public NativeList<NativeString256>.ReadOnly GetEquipUnequipTags()
Returns
NativeList<NativeString256>.ReadOnly
GetEquipUnequipTags(int)
public NativeString256 GetEquipUnequipTags(int index)
Parameters
index int
Returns
NativeString256
GetGameplayTags()
public NativeList<NativeString256>.ReadOnly GetGameplayTags()
Returns
NativeList<NativeString256>.ReadOnly
GetGameplayTags(int)
public NativeString256 GetGameplayTags(int index)
Parameters
index int
Returns
NativeString256
GetItems()
public NativeList<InventoryEntry>.ReadOnly GetItems()
Returns
NativeList<InventoryEntry>.ReadOnly
GetItems(int)
public InventoryEntry GetItems(int index)
Parameters
index int
Returns
InventoryEntry
GetLastAnimTags()
public NativeList<NativeString256>.ReadOnly GetLastAnimTags()
Returns
NativeList<NativeString256>.ReadOnly
GetLastAnimTags(int)
public NativeString256 GetLastAnimTags(int index)
Parameters
index int
Returns
NativeString256
GetMeleeMontageSamples()
public NativeList<SequencedSample>.ReadOnly GetMeleeMontageSamples()
Returns
NativeList<SequencedSample>.ReadOnly
GetMeleeMontageSamples(int)
public SequencedSample GetMeleeMontageSamples(int index)
Parameters
index int
Returns
SequencedSample
InsertAnimActionSamples(int, in SequencedSample)
[Changes("AnimationState.Field.AnimActionSamples")]
public void InsertAnimActionSamples(int index, in SequencedSample value)
Parameters
index int
value SequencedSample
InsertAnimTags(int, in NativeString256)
[Changes("AnimationState.Field.AnimTags")]
public void InsertAnimTags(int index, in NativeString256 value)
Parameters
index int
value NativeString256
InsertAttackingTags(int, in NativeString256)
[Changes("AnimationState.Field.AttackingTags")]
public void InsertAttackingTags(int index, in NativeString256 value)
Parameters
index int
value NativeString256
InsertBlockingTags(int, in NativeString256)
[Changes("AnimationState.Field.BlockingTags")]
public void InsertBlockingTags(int index, in NativeString256 value)
Parameters
index int
value NativeString256
InsertCastingRequestSamples(int, in SequencedSample)
[Changes("AnimationState.Field.CastingRequestSamples")]
public void InsertCastingRequestSamples(int index, in SequencedSample value)
Parameters
index int
value SequencedSample
InsertEquipUnequipTags(int, in NativeString256)
[Changes("AnimationState.Field.EquipUnequipTags")]
public void InsertEquipUnequipTags(int index, in NativeString256 value)
Parameters
index int
value NativeString256
InsertGameplayTags(int, in NativeString256)
[Changes("AnimationState.Field.GameplayTags")]
public void InsertGameplayTags(int index, in NativeString256 value)
Parameters
index int
value NativeString256
InsertItems(int, in InventoryEntry)
[Changes("Equipment.Field.Items")]
public void InsertItems(int index, in InventoryEntry value)
Parameters
index int
value InventoryEntry
InsertLastAnimTags(int, in NativeString256)
[Changes("AnimationState.Field.LastAnimTags")]
public void InsertLastAnimTags(int index, in NativeString256 value)
Parameters
index int
value NativeString256
InsertMeleeMontageSamples(int, in SequencedSample)
[Changes("AnimationState.Field.MeleeMontageSamples")]
public void InsertMeleeMontageSamples(int index, in SequencedSample value)
Parameters
index int
value SequencedSample
Is<T>()
public bool Is<T>() where T : struct, IArchetypeQueryable
Returns
Type Parameters
T
Keep()
This entity, which it already is: a loop over this shape hands over the shape itself.
public Npc Keep()
Returns
Remarks
Here so taking something out of a loop reads the same whichever way the loop walks. Whether a shape is walked by chunk follows from what it includes, which the call site cannot see and which changes when an include does.
RemoveAtAnimActionSamples(int)
[Changes("AnimationState.Field.AnimActionSamples")]
public SequencedSample RemoveAtAnimActionSamples(int index)
Parameters
index int
Returns
SequencedSample
RemoveAtAnimTags(int)
[Changes("AnimationState.Field.AnimTags")]
public NativeString256 RemoveAtAnimTags(int index)
Parameters
index int
Returns
NativeString256
RemoveAtAttackingTags(int)
[Changes("AnimationState.Field.AttackingTags")]
public NativeString256 RemoveAtAttackingTags(int index)
Parameters
index int
Returns
NativeString256
RemoveAtBlockingTags(int)
[Changes("AnimationState.Field.BlockingTags")]
public NativeString256 RemoveAtBlockingTags(int index)
Parameters
index int
Returns
NativeString256
RemoveAtCastingRequestSamples(int)
[Changes("AnimationState.Field.CastingRequestSamples")]
public SequencedSample RemoveAtCastingRequestSamples(int index)
Parameters
index int
Returns
SequencedSample
RemoveAtEquipUnequipTags(int)
[Changes("AnimationState.Field.EquipUnequipTags")]
public NativeString256 RemoveAtEquipUnequipTags(int index)
Parameters
index int
Returns
NativeString256
RemoveAtGameplayTags(int)
[Changes("AnimationState.Field.GameplayTags")]
public NativeString256 RemoveAtGameplayTags(int index)
Parameters
index int
Returns
NativeString256
RemoveAtItems(int)
[Changes("Equipment.Field.Items")]
public InventoryEntry RemoveAtItems(int index)
Parameters
index int
Returns
InventoryEntry
RemoveAtLastAnimTags(int)
[Changes("AnimationState.Field.LastAnimTags")]
public NativeString256 RemoveAtLastAnimTags(int index)
Parameters
index int
Returns
NativeString256
RemoveAtMeleeMontageSamples(int)
[Changes("AnimationState.Field.MeleeMontageSamples")]
public SequencedSample RemoveAtMeleeMontageSamples(int index)
Parameters
index int
Returns
SequencedSample
SetAnimActionSamples(in NativeList<SequencedSample>)
[Changes("AnimationState.Field.AnimActionSamples")]
public void SetAnimActionSamples(in NativeList<SequencedSample> value)
Parameters
value NativeList<SequencedSample>
SetAnimActionSamples(int, in SequencedSample)
[Changes("AnimationState.Field.AnimActionSamples")]
public void SetAnimActionSamples(int index, in SequencedSample value)
Parameters
index int
value SequencedSample
SetAnimTags(in NativeList<NativeString256>)
[Changes("AnimationState.Field.AnimTags")]
public void SetAnimTags(in NativeList<NativeString256> value)
Parameters
value NativeList<NativeString256>
SetAnimTags(int, in NativeString256)
[Changes("AnimationState.Field.AnimTags")]
public void SetAnimTags(int index, in NativeString256 value)
Parameters
index int
value NativeString256
SetAttackingTags(in NativeList<NativeString256>)
[Changes("AnimationState.Field.AttackingTags")]
public void SetAttackingTags(in NativeList<NativeString256> value)
Parameters
value NativeList<NativeString256>
SetAttackingTags(int, in NativeString256)
[Changes("AnimationState.Field.AttackingTags")]
public void SetAttackingTags(int index, in NativeString256 value)
Parameters
index int
value NativeString256
SetBlockingTags(in NativeList<NativeString256>)
[Changes("AnimationState.Field.BlockingTags")]
public void SetBlockingTags(in NativeList<NativeString256> value)
Parameters
value NativeList<NativeString256>
SetBlockingTags(int, in NativeString256)
[Changes("AnimationState.Field.BlockingTags")]
public void SetBlockingTags(int index, in NativeString256 value)
Parameters
index int
value NativeString256
SetCastingRequestSamples(in NativeList<SequencedSample>)
[Changes("AnimationState.Field.CastingRequestSamples")]
public void SetCastingRequestSamples(in NativeList<SequencedSample> value)
Parameters
value NativeList<SequencedSample>
SetCastingRequestSamples(int, in SequencedSample)
[Changes("AnimationState.Field.CastingRequestSamples")]
public void SetCastingRequestSamples(int index, in SequencedSample value)
Parameters
index int
value SequencedSample
SetEquipUnequipTags(in NativeList<NativeString256>)
[Changes("AnimationState.Field.EquipUnequipTags")]
public void SetEquipUnequipTags(in NativeList<NativeString256> value)
Parameters
value NativeList<NativeString256>
SetEquipUnequipTags(int, in NativeString256)
[Changes("AnimationState.Field.EquipUnequipTags")]
public void SetEquipUnequipTags(int index, in NativeString256 value)
Parameters
index int
value NativeString256
SetGameplayTags(in NativeList<NativeString256>)
[Changes("AnimationState.Field.GameplayTags")]
public void SetGameplayTags(in NativeList<NativeString256> value)
Parameters
value NativeList<NativeString256>
SetGameplayTags(int, in NativeString256)
[Changes("AnimationState.Field.GameplayTags")]
public void SetGameplayTags(int index, in NativeString256 value)
Parameters
index int
value NativeString256
SetItems(in NativeList<InventoryEntry>)
[Changes("Equipment.Field.Items")]
public void SetItems(in NativeList<InventoryEntry> value)
Parameters
value NativeList<InventoryEntry>
SetItems(int, in InventoryEntry)
[Changes("Equipment.Field.Items")]
public void SetItems(int index, in InventoryEntry value)
Parameters
index int
value InventoryEntry
SetLastAnimTags(in NativeList<NativeString256>)
[Changes("AnimationState.Field.LastAnimTags")]
public void SetLastAnimTags(in NativeList<NativeString256> value)
Parameters
value NativeList<NativeString256>
SetLastAnimTags(int, in NativeString256)
[Changes("AnimationState.Field.LastAnimTags")]
public void SetLastAnimTags(int index, in NativeString256 value)
Parameters
index int
value NativeString256
SetMeleeMontageSamples(in NativeList<SequencedSample>)
[Changes("AnimationState.Field.MeleeMontageSamples")]
public void SetMeleeMontageSamples(in NativeList<SequencedSample> value)
Parameters
value NativeList<SequencedSample>
SetMeleeMontageSamples(int, in SequencedSample)
[Changes("AnimationState.Field.MeleeMontageSamples")]
public void SetMeleeMontageSamples(int index, in SequencedSample value)
Parameters
index int
value SequencedSample
TryAs<T>(out T)
public bool TryAs<T>(out T archetype) where T : struct, IArchetypeQueryable
Parameters
archetype T
Returns
Type Parameters
T