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IAssetTable_ConditionFlagsMethods

Trait IAssetTable_ConditionFlagsMethods 

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pub trait IAssetTable_ConditionFlagsMethods: IAssetTable_ConditionFlags {
Show 21 methods // Provided methods fn ctor(self) { ... } fn get_names(self) -> List_1<Il2CppString> { ... } fn get_hits(self) -> List_1<i32> { ... } fn clear(self) { ... } fn test(self, index: impl Into<i32>) -> bool { ... } fn test_2(self, key: impl Into<Il2CppString>) -> bool { ... } fn add(self, keys: impl Into<Array<Il2CppString>>) { ... } fn add_2(self, key: impl Into<Il2CppString>) { ... } fn add_3(self, item: impl Into<ItemData>) { ... } fn add_4(self, force: impl Into<Force_Type>) { ... } fn add_5(self, unit: impl Into<Unit>) { ... } fn is_simple_mode(self) -> bool { ... } fn add_gender( self, gender: impl Into<Gender>, dress_gender: impl Into<Gender>, ) { ... } fn add_gender_2(self, person: impl Into<PersonData>) { ... } fn add_gender_3(self, unit: impl Into<Unit>) { ... } fn add_gender_4(self, goid_data: impl Into<GodData>) { ... } fn add_6(self, person: impl Into<PersonData>, job: impl Into<JobData>) { ... } fn add_7( self, person: impl Into<PersonData>, job: impl Into<JobData>, force: impl Into<Force_Type>, ) { ... } fn add_8(self, skills: impl Into<SkillArray>) { ... } fn add_9( self, state: impl Into<AssetTable_States>, god_data: impl Into<GodData>, is_darkness: impl Into<bool>, ) { ... } fn replace_gid2_eid(self, gid: impl Into<Il2CppString>) -> Il2CppString { ... }
}

Provided Methods§

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fn ctor(self)

.ctor() overload

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fn get_names(self) -> List_1<Il2CppString>

get_Names() overload

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fn get_hits(self) -> List_1<i32>

get_Hits() overload

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fn clear(self)

Clear() overload

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fn test(self, index: impl Into<i32>) -> bool

Test(i32) overload

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fn test_2(self, key: impl Into<Il2CppString>) -> bool

Test(::unity::Il2CppString) overload

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fn add(self, keys: impl Into<Array<Il2CppString>>)

Add(::unity::Array<::unity::Il2CppString>) overload

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fn add_2(self, key: impl Into<Il2CppString>)

Add(::unity::Il2CppString) overload

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fn add_3(self, item: impl Into<ItemData>)

Add(crate::app::itemdata::ItemData) overload

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fn add_4(self, force: impl Into<Force_Type>)

Add(crate::app::force::Force_Type) overload

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fn add_5(self, unit: impl Into<Unit>)

Add(crate::app::unit::Unit) overload

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fn is_simple_mode(self) -> bool

IsSimpleMode() overload

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fn add_gender(self, gender: impl Into<Gender>, dress_gender: impl Into<Gender>)

AddGender(crate::app::gender::Gender, crate::app::gender::Gender) overload

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fn add_gender_2(self, person: impl Into<PersonData>)

AddGender(crate::app::persondata::PersonData) overload

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fn add_gender_3(self, unit: impl Into<Unit>)

AddGender(crate::app::unit::Unit) overload

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fn add_gender_4(self, goid_data: impl Into<GodData>)

AddGender(crate::app::goddata::GodData) overload

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fn add_6(self, person: impl Into<PersonData>, job: impl Into<JobData>)

Add(crate::app::persondata::PersonData, crate::app::jobdata::JobData) overload

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fn add_7( self, person: impl Into<PersonData>, job: impl Into<JobData>, force: impl Into<Force_Type>, )

Add(crate::app::persondata::PersonData, crate::app::jobdata::JobData, crate::app::force::Force_Type) overload

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fn add_8(self, skills: impl Into<SkillArray>)

Add(crate::app::skillarray::SkillArray) overload

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fn add_9( self, state: impl Into<AssetTable_States>, god_data: impl Into<GodData>, is_darkness: impl Into<bool>, )

Add(crate::app::assettable::AssetTable_States, crate::app::goddata::GodData, bool) overload

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fn replace_gid2_eid(self, gid: impl Into<Il2CppString>) -> Il2CppString

ReplaceGid2Eid(::unity::Il2CppString) overload

Dyn Compatibility§

This trait is not dyn compatible.

In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.

Implementors§

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impl<__T: IAssetTable_ConditionFlags> IAssetTable_ConditionFlagsMethods for __T

Available on crate feature app-assettable only.