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IBasicMenuContent_Cursor

Trait IBasicMenuContent_Cursor 

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pub trait IBasicMenuContent_Cursor: IObject {
Show 54 methods // Provided methods fn m_menu_content(self) -> BasicMenuContent { ... } fn set_m_menu_content(self, value: BasicMenuContent) { ... } fn m_obj_front_cursor(self) -> GameObject { ... } fn set_m_obj_front_cursor(self, value: GameObject) { ... } fn m_obj_back_cursor(self) -> GameObject { ... } fn set_m_obj_back_cursor(self, value: GameObject) { ... } fn m_obj_front_cursor_base(self) -> GameObject { ... } fn set_m_obj_front_cursor_base(self, value: GameObject) { ... } fn m_back_cursor_rect(self) -> RectTransform { ... } fn set_m_back_cursor_rect(self, value: RectTransform) { ... } fn m_back_cursor_image(self) -> Image { ... } fn set_m_back_cursor_image(self, value: Image) { ... } fn m_back_cursor_animator(self) -> Animator { ... } fn set_m_back_cursor_animator(self, value: Animator) { ... } fn m_front_cursor_animator(self) -> Animator { ... } fn set_m_front_cursor_animator(self, value: Animator) { ... } fn m_front_cursor_base_rect(self) -> RectTransform { ... } fn set_m_front_cursor_base_rect(self, value: RectTransform) { ... } fn m_front_cursor_base_parent_rect(self) -> RectTransform { ... } fn set_m_front_cursor_base_parent_rect(self, value: RectTransform) { ... } fn m_pos_x(self) -> f32 { ... } fn set_m_pos_x(self, value: f32) { ... } fn m_pos_y(self) -> f32 { ... } fn set_m_pos_y(self, value: f32) { ... } fn m_from_x(self) -> f32 { ... } fn set_m_from_x(self, value: f32) { ... } fn m_from_y(self) -> f32 { ... } fn set_m_from_y(self, value: f32) { ... } fn m_from_w(self) -> f32 { ... } fn set_m_from_w(self, value: f32) { ... } fn m_from_h(self) -> f32 { ... } fn set_m_from_h(self, value: f32) { ... } fn m_move_tick(self) -> f32 { ... } fn set_m_move_tick(self, value: f32) { ... } fn m_move_frame(self) -> f32 { ... } fn set_m_move_frame(self, value: f32) { ... } fn m_fixed(self) -> bool { ... } fn set_m_fixed(self, value: bool) { ... } fn m_fixed_wh(self) -> bool { ... } fn set_m_fixed_wh(self, value: bool) { ... } fn m_first_tick(self) -> bool { ... } fn set_m_first_tick(self, value: bool) { ... } fn m_last_visibility(self) -> bool { ... } fn set_m_last_visibility(self, value: bool) { ... } fn m_front_cursor_visibility(self) -> bool { ... } fn set_m_front_cursor_visibility(self, value: bool) { ... } fn m_front_cursor_move_tick(self) -> f32 { ... } fn set_m_front_cursor_move_tick(self, value: f32) { ... } fn m_front_cursor_move_frame(self) -> f32 { ... } fn set_m_front_cursor_move_frame(self, value: f32) { ... } fn m_front_cursor_from_x(self) -> f32 { ... } fn set_m_front_cursor_from_x(self, value: f32) { ... } fn m_front_cursor_from_y(self) -> f32 { ... } fn set_m_front_cursor_from_y(self, value: f32) { ... }
}

Provided Methods§

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fn m_menu_content(self) -> BasicMenuContent

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fn set_m_menu_content(self, value: BasicMenuContent)

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fn m_obj_front_cursor(self) -> GameObject

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fn set_m_obj_front_cursor(self, value: GameObject)

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fn m_obj_back_cursor(self) -> GameObject

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fn set_m_obj_back_cursor(self, value: GameObject)

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fn m_obj_front_cursor_base(self) -> GameObject

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fn set_m_obj_front_cursor_base(self, value: GameObject)

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fn m_back_cursor_rect(self) -> RectTransform

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fn set_m_back_cursor_rect(self, value: RectTransform)

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fn m_back_cursor_image(self) -> Image

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fn set_m_back_cursor_image(self, value: Image)

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fn m_back_cursor_animator(self) -> Animator

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fn set_m_back_cursor_animator(self, value: Animator)

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fn m_front_cursor_animator(self) -> Animator

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fn set_m_front_cursor_animator(self, value: Animator)

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fn m_front_cursor_base_rect(self) -> RectTransform

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fn set_m_front_cursor_base_rect(self, value: RectTransform)

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fn m_front_cursor_base_parent_rect(self) -> RectTransform

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fn set_m_front_cursor_base_parent_rect(self, value: RectTransform)

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fn m_pos_x(self) -> f32

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fn set_m_pos_x(self, value: f32)

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fn m_pos_y(self) -> f32

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fn set_m_pos_y(self, value: f32)

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fn m_from_x(self) -> f32

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fn set_m_from_x(self, value: f32)

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fn m_from_y(self) -> f32

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fn set_m_from_y(self, value: f32)

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fn m_from_w(self) -> f32

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fn set_m_from_w(self, value: f32)

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fn m_from_h(self) -> f32

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fn set_m_from_h(self, value: f32)

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fn m_move_tick(self) -> f32

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fn set_m_move_tick(self, value: f32)

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fn m_move_frame(self) -> f32

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fn set_m_move_frame(self, value: f32)

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fn m_fixed(self) -> bool

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fn set_m_fixed(self, value: bool)

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fn m_fixed_wh(self) -> bool

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fn set_m_fixed_wh(self, value: bool)

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fn m_first_tick(self) -> bool

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fn set_m_first_tick(self, value: bool)

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fn m_last_visibility(self) -> bool

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fn set_m_last_visibility(self, value: bool)

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fn m_front_cursor_visibility(self) -> bool

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fn set_m_front_cursor_visibility(self, value: bool)

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fn m_front_cursor_move_tick(self) -> f32

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fn set_m_front_cursor_move_tick(self, value: f32)

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fn m_front_cursor_move_frame(self) -> f32

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fn set_m_front_cursor_move_frame(self, value: f32)

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fn m_front_cursor_from_x(self) -> f32

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fn set_m_front_cursor_from_x(self, value: f32)

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fn m_front_cursor_from_y(self) -> f32

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fn set_m_front_cursor_from_y(self, value: f32)

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§