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IDisposDataMethods

Trait IDisposDataMethods 

Source
pub trait IDisposDataMethods: IDisposData {
Show 117 methods // Provided methods fn ctor(self) { ... } fn get_group(self) -> Il2CppString { ... } fn set_group(self, value: impl Into<Il2CppString>) { ... } fn get_pid(self) -> Il2CppString { ... } fn set_pid(self, value: impl Into<Il2CppString>) { ... } fn get_tid(self) -> Il2CppString { ... } fn set_tid(self, value: impl Into<Il2CppString>) { ... } fn get_flag(self) -> DisposData_FlagField { ... } fn set_flag(self, value: impl Into<DisposData_FlagField>) { ... } fn get_jid(self) -> Il2CppString { ... } fn set_jid(self, value: impl Into<Il2CppString>) { ... } fn get_sid(self) -> Il2CppString { ... } fn set_sid(self, value: impl Into<Il2CppString>) { ... } fn get_bid(self) -> Il2CppString { ... } fn set_bid(self, value: impl Into<Il2CppString>) { ... } fn get_appear_x(self) -> i8 { ... } fn set_appear_x(self, value: impl Into<i8>) { ... } fn get_appear_y(self) -> i8 { ... } fn set_appear_y(self, value: impl Into<i8>) { ... } fn get_dispos_x(self) -> i8 { ... } fn set_dispos_x(self, value: impl Into<i8>) { ... } fn get_dispos_y(self) -> i8 { ... } fn set_dispos_y(self, value: impl Into<i8>) { ... } fn get_direction(self) -> DisposData_Directions { ... } fn set_direction(self, value: impl Into<DisposData_Directions>) { ... } fn get_rotation(self) -> i8 { ... } fn set_rotation(self, value: impl Into<i8>) { ... } fn get_level_n(self) -> u8 { ... } fn set_level_n(self, value: impl Into<u8>) { ... } fn get_level_h(self) -> u8 { ... } fn set_level_h(self, value: impl Into<u8>) { ... } fn get_level_l(self) -> u8 { ... } fn set_level_l(self, value: impl Into<u8>) { ... } fn get_items(self) -> Array<DisposData_Item> { ... } fn set_items(self, value: impl Into<Array<DisposData_Item>>) { ... } fn get_item1(self) -> DisposData_Item { ... } fn set_item1(self, value: impl Into<DisposData_Item>) { ... } fn get_item2(self) -> DisposData_Item { ... } fn set_item2(self, value: impl Into<DisposData_Item>) { ... } fn get_item3(self) -> DisposData_Item { ... } fn set_item3(self, value: impl Into<DisposData_Item>) { ... } fn get_item4(self) -> DisposData_Item { ... } fn set_item4(self, value: impl Into<DisposData_Item>) { ... } fn get_item5(self) -> DisposData_Item { ... } fn set_item5(self, value: impl Into<DisposData_Item>) { ... } fn get_item6(self) -> DisposData_Item { ... } fn set_item6(self, value: impl Into<DisposData_Item>) { ... } fn get_gid(self) -> Il2CppString { ... } fn set_gid(self, value: impl Into<Il2CppString>) { ... } fn get_hp_stock_count(self) -> u8 { ... } fn set_hp_stock_count(self, value: impl Into<u8>) { ... } fn get_state0(self) -> DisposData_State { ... } fn set_state0(self, value: impl Into<DisposData_State>) { ... } fn get_state1(self) -> DisposData_State { ... } fn set_state1(self, value: impl Into<DisposData_State>) { ... } fn get_state2(self) -> DisposData_State { ... } fn set_state2(self, value: impl Into<DisposData_State>) { ... } fn get_state3(self) -> DisposData_State { ... } fn set_state3(self, value: impl Into<DisposData_State>) { ... } fn get_state4(self) -> DisposData_State { ... } fn set_state4(self, value: impl Into<DisposData_State>) { ... } fn get_state5(self) -> DisposData_State { ... } fn set_state5(self, value: impl Into<DisposData_State>) { ... } fn get_ai_action_name(self) -> Il2CppString { ... } fn set_ai_action_name(self, value: impl Into<Il2CppString>) { ... } fn get_ai_action_val(self) -> Il2CppString { ... } fn set_ai_action_val(self, value: impl Into<Il2CppString>) { ... } fn get_ai_mind_name(self) -> Il2CppString { ... } fn set_ai_mind_name(self, value: impl Into<Il2CppString>) { ... } fn get_ai_mind_val(self) -> Il2CppString { ... } fn set_ai_mind_val(self, value: impl Into<Il2CppString>) { ... } fn get_ai_attack_name(self) -> Il2CppString { ... } fn set_ai_attack_name(self, value: impl Into<Il2CppString>) { ... } fn get_ai_attack_val(self) -> Il2CppString { ... } fn set_ai_attack_val(self, value: impl Into<Il2CppString>) { ... } fn get_ai_move_name(self) -> Il2CppString { ... } fn set_ai_move_name(self, value: impl Into<Il2CppString>) { ... } fn get_ai_move_val(self) -> Il2CppString { ... } fn set_ai_move_val(self, value: impl Into<Il2CppString>) { ... } fn get_ai_battle_rate(self) -> Il2CppString { ... } fn set_ai_battle_rate(self, value: impl Into<Il2CppString>) { ... } fn get_ai_priority(self) -> u8 { ... } fn set_ai_priority(self, value: impl Into<u8>) { ... } fn get_ai_heal_rate_a(self) -> i8 { ... } fn set_ai_heal_rate_a(self, value: impl Into<i8>) { ... } fn get_ai_heal_rate_b(self) -> i8 { ... } fn set_ai_heal_rate_b(self, value: impl Into<i8>) { ... } fn get_ai_band_no(self) -> u32 { ... } fn set_ai_band_no(self, value: impl Into<u32>) { ... } fn get_ai_move_limit(self) -> Il2CppString { ... } fn set_ai_move_limit(self, value: impl Into<Il2CppString>) { ... } fn get_ai_flag(self) -> DisposData_AIFlagField { ... } fn set_ai_flag(self, value: impl Into<DisposData_AIFlagField>) { ... } fn get_level_min(self) -> u8 { ... } fn set_level_min(self, value: impl Into<u8>) { ... } fn get_level_max(self) -> u8 { ... } fn set_level_max(self, value: impl Into<u8>) { ... } fn get_force(self) -> i8 { ... } fn set_force(self, value: impl Into<i8>) { ... } fn get_force_type(self) -> Force_Type { ... } fn get_person(self) -> PersonData { ... } fn get_terrain(self) -> TerrainData_2 { ... } fn get_job(self) -> JobData { ... } fn get_item(self, index: impl Into<i32>) -> ItemData { ... } fn add_unit_item(self, unit: impl Into<Unit>) -> bool { ... } fn get_level(self, difficulty: impl Into<Difficulty>) -> i32 { ... } fn get_level_2(self) -> i32 { ... } fn is_valid(self) -> bool { ... } fn has_position(self) -> bool { ... } fn can_dispos(self) -> bool { ... } fn can_terrain(self) -> bool { ... } fn can_use_position(self) -> bool { ... } fn is_difficulty(self) -> bool { ... } fn replace_battle_rate(self) -> UnitAI_BattleRate { ... } fn on_build(self) { ... } fn on_release(self) { ... } fn dbg_validate_state(self) { ... }
}

Provided Methods§

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fn ctor(self)

.ctor() overload

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fn get_group(self) -> Il2CppString

get_Group() overload

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fn set_group(self, value: impl Into<Il2CppString>)

set_Group(::unity::Il2CppString) overload

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fn get_pid(self) -> Il2CppString

get_Pid() overload

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fn set_pid(self, value: impl Into<Il2CppString>)

set_Pid(::unity::Il2CppString) overload

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fn get_tid(self) -> Il2CppString

get_Tid() overload

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fn set_tid(self, value: impl Into<Il2CppString>)

set_Tid(::unity::Il2CppString) overload

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fn get_flag(self) -> DisposData_FlagField

get_Flag() overload

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fn set_flag(self, value: impl Into<DisposData_FlagField>)

set_Flag(crate::app::disposdata::DisposData_FlagField) overload

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fn get_jid(self) -> Il2CppString

get_Jid() overload

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fn set_jid(self, value: impl Into<Il2CppString>)

set_Jid(::unity::Il2CppString) overload

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fn get_sid(self) -> Il2CppString

get_Sid() overload

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fn set_sid(self, value: impl Into<Il2CppString>)

set_Sid(::unity::Il2CppString) overload

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fn get_bid(self) -> Il2CppString

get_Bid() overload

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fn set_bid(self, value: impl Into<Il2CppString>)

set_Bid(::unity::Il2CppString) overload

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fn get_appear_x(self) -> i8

get_AppearX() overload

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fn set_appear_x(self, value: impl Into<i8>)

set_AppearX(i8) overload

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fn get_appear_y(self) -> i8

get_AppearY() overload

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fn set_appear_y(self, value: impl Into<i8>)

set_AppearY(i8) overload

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fn get_dispos_x(self) -> i8

get_DisposX() overload

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fn set_dispos_x(self, value: impl Into<i8>)

set_DisposX(i8) overload

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fn get_dispos_y(self) -> i8

get_DisposY() overload

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fn set_dispos_y(self, value: impl Into<i8>)

set_DisposY(i8) overload

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fn get_direction(self) -> DisposData_Directions

get_Direction() overload

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fn set_direction(self, value: impl Into<DisposData_Directions>)

set_Direction(crate::app::disposdata::DisposData_Directions) overload

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fn get_rotation(self) -> i8

get_Rotation() overload

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fn set_rotation(self, value: impl Into<i8>)

set_Rotation(i8) overload

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fn get_level_n(self) -> u8

get_LevelN() overload

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fn set_level_n(self, value: impl Into<u8>)

set_LevelN(u8) overload

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fn get_level_h(self) -> u8

get_LevelH() overload

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fn set_level_h(self, value: impl Into<u8>)

set_LevelH(u8) overload

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fn get_level_l(self) -> u8

get_LevelL() overload

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fn set_level_l(self, value: impl Into<u8>)

set_LevelL(u8) overload

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fn get_items(self) -> Array<DisposData_Item>

get_Items() overload

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fn set_items(self, value: impl Into<Array<DisposData_Item>>)

set_Items(::unity::Array<crate::app::disposdata::DisposData_Item>) overload

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fn get_item1(self) -> DisposData_Item

get_Item1() overload

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fn set_item1(self, value: impl Into<DisposData_Item>)

set_Item1(crate::app::disposdata::DisposData_Item) overload

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fn get_item2(self) -> DisposData_Item

get_Item2() overload

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fn set_item2(self, value: impl Into<DisposData_Item>)

set_Item2(crate::app::disposdata::DisposData_Item) overload

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fn get_item3(self) -> DisposData_Item

get_Item3() overload

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fn set_item3(self, value: impl Into<DisposData_Item>)

set_Item3(crate::app::disposdata::DisposData_Item) overload

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fn get_item4(self) -> DisposData_Item

get_Item4() overload

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fn set_item4(self, value: impl Into<DisposData_Item>)

set_Item4(crate::app::disposdata::DisposData_Item) overload

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fn get_item5(self) -> DisposData_Item

get_Item5() overload

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fn set_item5(self, value: impl Into<DisposData_Item>)

set_Item5(crate::app::disposdata::DisposData_Item) overload

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fn get_item6(self) -> DisposData_Item

get_Item6() overload

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fn set_item6(self, value: impl Into<DisposData_Item>)

set_Item6(crate::app::disposdata::DisposData_Item) overload

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fn get_gid(self) -> Il2CppString

get_Gid() overload

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fn set_gid(self, value: impl Into<Il2CppString>)

set_Gid(::unity::Il2CppString) overload

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fn get_hp_stock_count(self) -> u8

get_HpStockCount() overload

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fn set_hp_stock_count(self, value: impl Into<u8>)

set_HpStockCount(u8) overload

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fn get_state0(self) -> DisposData_State

get_State0() overload

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fn set_state0(self, value: impl Into<DisposData_State>)

set_State0(crate::app::disposdata::DisposData_State) overload

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fn get_state1(self) -> DisposData_State

get_State1() overload

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fn set_state1(self, value: impl Into<DisposData_State>)

set_State1(crate::app::disposdata::DisposData_State) overload

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fn get_state2(self) -> DisposData_State

get_State2() overload

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fn set_state2(self, value: impl Into<DisposData_State>)

set_State2(crate::app::disposdata::DisposData_State) overload

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fn get_state3(self) -> DisposData_State

get_State3() overload

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fn set_state3(self, value: impl Into<DisposData_State>)

set_State3(crate::app::disposdata::DisposData_State) overload

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fn get_state4(self) -> DisposData_State

get_State4() overload

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fn set_state4(self, value: impl Into<DisposData_State>)

set_State4(crate::app::disposdata::DisposData_State) overload

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fn get_state5(self) -> DisposData_State

get_State5() overload

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fn set_state5(self, value: impl Into<DisposData_State>)

set_State5(crate::app::disposdata::DisposData_State) overload

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fn get_ai_action_name(self) -> Il2CppString

get_AI_ActionName() overload

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fn set_ai_action_name(self, value: impl Into<Il2CppString>)

set_AI_ActionName(::unity::Il2CppString) overload

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fn get_ai_action_val(self) -> Il2CppString

get_AI_ActionVal() overload

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fn set_ai_action_val(self, value: impl Into<Il2CppString>)

set_AI_ActionVal(::unity::Il2CppString) overload

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fn get_ai_mind_name(self) -> Il2CppString

get_AI_MindName() overload

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fn set_ai_mind_name(self, value: impl Into<Il2CppString>)

set_AI_MindName(::unity::Il2CppString) overload

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fn get_ai_mind_val(self) -> Il2CppString

get_AI_MindVal() overload

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fn set_ai_mind_val(self, value: impl Into<Il2CppString>)

set_AI_MindVal(::unity::Il2CppString) overload

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fn get_ai_attack_name(self) -> Il2CppString

get_AI_AttackName() overload

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fn set_ai_attack_name(self, value: impl Into<Il2CppString>)

set_AI_AttackName(::unity::Il2CppString) overload

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fn get_ai_attack_val(self) -> Il2CppString

get_AI_AttackVal() overload

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fn set_ai_attack_val(self, value: impl Into<Il2CppString>)

set_AI_AttackVal(::unity::Il2CppString) overload

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fn get_ai_move_name(self) -> Il2CppString

get_AI_MoveName() overload

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fn set_ai_move_name(self, value: impl Into<Il2CppString>)

set_AI_MoveName(::unity::Il2CppString) overload

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fn get_ai_move_val(self) -> Il2CppString

get_AI_MoveVal() overload

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fn set_ai_move_val(self, value: impl Into<Il2CppString>)

set_AI_MoveVal(::unity::Il2CppString) overload

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fn get_ai_battle_rate(self) -> Il2CppString

get_AI_BattleRate() overload

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fn set_ai_battle_rate(self, value: impl Into<Il2CppString>)

set_AI_BattleRate(::unity::Il2CppString) overload

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fn get_ai_priority(self) -> u8

get_AI_Priority() overload

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fn set_ai_priority(self, value: impl Into<u8>)

set_AI_Priority(u8) overload

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fn get_ai_heal_rate_a(self) -> i8

get_AI_HealRateA() overload

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fn set_ai_heal_rate_a(self, value: impl Into<i8>)

set_AI_HealRateA(i8) overload

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fn get_ai_heal_rate_b(self) -> i8

get_AI_HealRateB() overload

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fn set_ai_heal_rate_b(self, value: impl Into<i8>)

set_AI_HealRateB(i8) overload

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fn get_ai_band_no(self) -> u32

get_AI_BandNo() overload

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fn set_ai_band_no(self, value: impl Into<u32>)

set_AI_BandNo(u32) overload

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fn get_ai_move_limit(self) -> Il2CppString

get_AI_MoveLimit() overload

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fn set_ai_move_limit(self, value: impl Into<Il2CppString>)

set_AI_MoveLimit(::unity::Il2CppString) overload

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fn get_ai_flag(self) -> DisposData_AIFlagField

get_AI_Flag() overload

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fn set_ai_flag(self, value: impl Into<DisposData_AIFlagField>)

set_AI_Flag(crate::app::disposdata::DisposData_AIFlagField) overload

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fn get_level_min(self) -> u8

get_LevelMin() overload

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fn set_level_min(self, value: impl Into<u8>)

set_LevelMin(u8) overload

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fn get_level_max(self) -> u8

get_LevelMax() overload

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fn set_level_max(self, value: impl Into<u8>)

set_LevelMax(u8) overload

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fn get_force(self) -> i8

get_Force() overload

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fn set_force(self, value: impl Into<i8>)

set_Force(i8) overload

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fn get_force_type(self) -> Force_Type

get_ForceType() overload

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fn get_person(self) -> PersonData

GetPerson() overload

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fn get_terrain(self) -> TerrainData_2

GetTerrain() overload

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fn get_job(self) -> JobData

GetJob() overload

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fn get_item(self, index: impl Into<i32>) -> ItemData

GetItem(i32) overload

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fn add_unit_item(self, unit: impl Into<Unit>) -> bool

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

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fn get_level(self, difficulty: impl Into<Difficulty>) -> i32

GetLevel(crate::app::difficulty::Difficulty) overload

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fn get_level_2(self) -> i32

GetLevel() overload

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fn is_valid(self) -> bool

IsValid() overload

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fn has_position(self) -> bool

HasPosition() overload

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fn can_dispos(self) -> bool

CanDispos() overload

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fn can_terrain(self) -> bool

CanTerrain() overload

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fn can_use_position(self) -> bool

CanUsePosition() overload

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fn is_difficulty(self) -> bool

IsDifficulty() overload

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fn replace_battle_rate(self) -> UnitAI_BattleRate

ReplaceBattleRate() overload

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fn on_build(self)

OnBuild() overload

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fn on_release(self)

OnRelease() overload

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fn dbg_validate_state(self)

DbgValidateState() 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: IDisposData> IDisposDataMethods for __T

Available on crate feature app-disposdata only.