pub trait IEffectSequenceMethods: IEffectSequence {
Show 16 methods
// Provided methods
fn get_sequence(self) -> Il2CppString { ... }
fn set_sequence(self, value: impl Into<Il2CppString>) { ... }
fn get_active(self) -> Il2CppString { ... }
fn set_active(self, value: impl Into<Il2CppString>) { ... }
fn get_shoot(self) -> Il2CppString { ... }
fn set_shoot(self, value: impl Into<Il2CppString>) { ... }
fn get_hit(self) -> Il2CppString { ... }
fn set_hit(self, value: impl Into<Il2CppString>) { ... }
fn get_data(self, kind: impl Into<EffectSequence_Kind>) -> EffectData { ... }
fn play_sequence(
self,
mode: impl Into<EffectData_Modes>,
parent: impl Into<GameObject>,
position: impl Into<Vector3>,
) { ... }
fn play_sequence_2(
self,
mode: impl Into<EffectData_Modes>,
parent: impl Into<GameObject>,
position: impl Into<Vector3>,
rotation: impl Into<Quaternion>,
) { ... }
fn play_shoot(
self,
mode: impl Into<EffectData_Modes>,
parent: impl Into<GameObject>,
) { ... }
fn play_impl(
self,
kind: impl Into<EffectSequence_Kind>,
mode: impl Into<EffectData_Modes>,
parent: impl Into<GameObject>,
) -> (ResourceObject, f32) { ... }
fn try_get_data(self, name: impl Into<Il2CppString>) -> EffectData { ... }
fn on_build(self) { ... }
fn ctor(self) { ... }
}Provided Methods§
Sourcefn get_sequence(self) -> Il2CppString
fn get_sequence(self) -> Il2CppString
get_Sequence() overload
Sourcefn set_sequence(self, value: impl Into<Il2CppString>)
fn set_sequence(self, value: impl Into<Il2CppString>)
set_Sequence(::unity::Il2CppString) overload
Sourcefn get_active(self) -> Il2CppString
fn get_active(self) -> Il2CppString
get_Active() overload
Sourcefn set_active(self, value: impl Into<Il2CppString>)
fn set_active(self, value: impl Into<Il2CppString>)
set_Active(::unity::Il2CppString) overload
Sourcefn get_shoot(self) -> Il2CppString
fn get_shoot(self) -> Il2CppString
get_Shoot() overload
Sourcefn set_shoot(self, value: impl Into<Il2CppString>)
fn set_shoot(self, value: impl Into<Il2CppString>)
set_Shoot(::unity::Il2CppString) overload
Sourcefn get_hit(self) -> Il2CppString
fn get_hit(self) -> Il2CppString
get_Hit() overload
Sourcefn set_hit(self, value: impl Into<Il2CppString>)
fn set_hit(self, value: impl Into<Il2CppString>)
set_Hit(::unity::Il2CppString) overload
Sourcefn get_data(self, kind: impl Into<EffectSequence_Kind>) -> EffectData
fn get_data(self, kind: impl Into<EffectSequence_Kind>) -> EffectData
GetData(crate::app::effectsequence::EffectSequence_Kind) overload
Sourcefn play_sequence(
self,
mode: impl Into<EffectData_Modes>,
parent: impl Into<GameObject>,
position: impl Into<Vector3>,
)
fn play_sequence( self, mode: impl Into<EffectData_Modes>, parent: impl Into<GameObject>, position: impl Into<Vector3>, )
PlaySequence(crate::app::effectdata::EffectData_Modes, crate::unity_engine::gameobject::GameObject, crate::unity_engine::vector3::Vector3) overload
Sourcefn play_sequence_2(
self,
mode: impl Into<EffectData_Modes>,
parent: impl Into<GameObject>,
position: impl Into<Vector3>,
rotation: impl Into<Quaternion>,
)
fn play_sequence_2( self, mode: impl Into<EffectData_Modes>, parent: impl Into<GameObject>, position: impl Into<Vector3>, rotation: impl Into<Quaternion>, )
PlaySequence(crate::app::effectdata::EffectData_Modes, crate::unity_engine::gameobject::GameObject, crate::unity_engine::vector3::Vector3, crate::unity_engine::quaternion::Quaternion) overload
Sourcefn play_shoot(
self,
mode: impl Into<EffectData_Modes>,
parent: impl Into<GameObject>,
)
fn play_shoot( self, mode: impl Into<EffectData_Modes>, parent: impl Into<GameObject>, )
PlayShoot(crate::app::effectdata::EffectData_Modes, crate::unity_engine::gameobject::GameObject) overload
Sourcefn play_impl(
self,
kind: impl Into<EffectSequence_Kind>,
mode: impl Into<EffectData_Modes>,
parent: impl Into<GameObject>,
) -> (ResourceObject, f32)
fn play_impl( self, kind: impl Into<EffectSequence_Kind>, mode: impl Into<EffectData_Modes>, parent: impl Into<GameObject>, ) -> (ResourceObject, f32)
PlayImpl(crate::app::effectsequence::EffectSequence_Kind, crate::app::effectdata::EffectData_Modes, crate::unity_engine::gameobject::GameObject, *mutf32) overload
Sourcefn try_get_data(self, name: impl Into<Il2CppString>) -> EffectData
fn try_get_data(self, name: impl Into<Il2CppString>) -> EffectData
TryGetData(::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§
impl<__T: IEffectSequence> IEffectSequenceMethods for __T
app-effectsequence only.