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IEffectSequenceMethods

Trait IEffectSequenceMethods 

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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§

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fn get_sequence(self) -> Il2CppString

get_Sequence() overload

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

set_Sequence(::unity::Il2CppString) overload

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fn get_active(self) -> Il2CppString

get_Active() overload

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

set_Active(::unity::Il2CppString) overload

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fn get_shoot(self) -> Il2CppString

get_Shoot() overload

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

set_Shoot(::unity::Il2CppString) overload

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fn get_hit(self) -> Il2CppString

get_Hit() overload

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

set_Hit(::unity::Il2CppString) overload

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fn get_data(self, kind: impl Into<EffectSequence_Kind>) -> EffectData

GetData(crate::app::effectsequence::EffectSequence_Kind) overload

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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

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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

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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

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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

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fn try_get_data(self, name: impl Into<Il2CppString>) -> EffectData

TryGetData(::unity::Il2CppString) overload

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fn on_build(self)

OnBuild() overload

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fn ctor(self)

.ctor() 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: IEffectSequence> IEffectSequenceMethods for __T

Available on crate feature app-effectsequence only.