pub trait IEndRollSetter: IMonoBehaviour {
Show 58 methods
// Provided methods
fn picture_side0(self) -> Image { ... }
fn set_picture_side0(self, value: Image) { ... }
fn picture_side1(self) -> Image { ... }
fn set_picture_side1(self, value: Image) { ... }
fn picture_large(self) -> Image { ... }
fn set_picture_large(self, value: Image) { ... }
fn credit_root(self) -> GameObject { ... }
fn set_credit_root(self, value: GameObject) { ... }
fn prefab_title_position(self) -> GameObject { ... }
fn set_prefab_title_position(self, value: GameObject) { ... }
fn prefab_title_company(self) -> GameObject { ... }
fn set_prefab_title_company(self, value: GameObject) { ... }
fn prefab1_lines(self) -> GameObject { ... }
fn set_prefab1_lines(self, value: GameObject) { ... }
fn prefab2_lines(self) -> GameObject { ... }
fn set_prefab2_lines(self, value: GameObject) { ... }
fn prefab3_lines(self) -> GameObject { ... }
fn set_prefab3_lines(self, value: GameObject) { ... }
fn prefab_voice_actor(self) -> GameObject { ... }
fn set_prefab_voice_actor(self, value: GameObject) { ... }
fn m_pictures(self) -> SpriteAtlas { ... }
fn set_m_pictures(self, value: SpriteAtlas) { ... }
fn m_start_pos(self) -> f32 { ... }
fn set_m_start_pos(self, value: f32) { ... }
fn m_illust_fade_time(self) -> f32 { ... }
fn set_m_illust_fade_time(self, value: f32) { ... }
fn m_scroll_time(self) -> f32 { ... }
fn set_m_scroll_time(self, value: f32) { ... }
fn m_wait_time_after_stop(self) -> f32 { ... }
fn set_m_wait_time_after_stop(self, value: f32) { ... }
fn m_fade_out_time(self) -> f32 { ... }
fn set_m_fade_out_time(self, value: f32) { ... }
fn m_last_pic_wait_time(self) -> f32 { ... }
fn set_m_last_pic_wait_time(self, value: f32) { ... }
fn m_last_pic_fade_in(self) -> f32 { ... }
fn set_m_last_pic_fade_in(self, value: f32) { ... }
fn m_last_pic_display(self) -> f32 { ... }
fn set_m_last_pic_display(self, value: f32) { ... }
fn m_last_pic_fade_out(self) -> f32 { ... }
fn set_m_last_pic_fade_out(self, value: f32) { ... }
fn m_scrolled_time(self) -> f32 { ... }
fn set_m_scrolled_time(self, value: f32) { ... }
fn m_scroll_length(self) -> f32 { ... }
fn set_m_scroll_length(self, value: f32) { ... }
fn m_last_object(self) -> GameObject { ... }
fn set_m_last_object(self, value: GameObject) { ... }
fn m_credit_list(self) -> List_1<RectTransform> { ... }
fn set_m_credit_list(self, value: List_1<RectTransform>) { ... }
fn m_illust_list(self) -> List_1<i32> { ... }
fn set_m_illust_list(self, value: List_1<i32>) { ... }
fn m_illust_fade(self) -> f32 { ... }
fn set_m_illust_fade(self, value: f32) { ... }
fn m_start_time(self) -> f64 { ... }
fn set_m_start_time(self, value: f64) { ... }
fn m_phase(self) -> i32 { ... }
fn set_m_phase(self, value: i32) { ... }
fn seq_illust(self) -> Array<i32> { ... }
fn set_seq_illust(self, value: Array<i32>) { ... }
}Provided Methods§
fn picture_side0(self) -> Image
fn set_picture_side0(self, value: Image)
fn picture_side1(self) -> Image
fn set_picture_side1(self, value: Image)
fn picture_large(self) -> Image
fn set_picture_large(self, value: Image)
fn credit_root(self) -> GameObject
fn set_credit_root(self, value: GameObject)
fn prefab_title_position(self) -> GameObject
fn set_prefab_title_position(self, value: GameObject)
fn prefab_title_company(self) -> GameObject
fn set_prefab_title_company(self, value: GameObject)
fn prefab1_lines(self) -> GameObject
fn set_prefab1_lines(self, value: GameObject)
fn prefab2_lines(self) -> GameObject
fn set_prefab2_lines(self, value: GameObject)
fn prefab3_lines(self) -> GameObject
fn set_prefab3_lines(self, value: GameObject)
fn prefab_voice_actor(self) -> GameObject
fn set_prefab_voice_actor(self, value: GameObject)
fn m_pictures(self) -> SpriteAtlas
fn set_m_pictures(self, value: SpriteAtlas)
fn m_start_pos(self) -> f32
fn set_m_start_pos(self, value: f32)
fn m_illust_fade_time(self) -> f32
fn set_m_illust_fade_time(self, value: f32)
fn m_scroll_time(self) -> f32
fn set_m_scroll_time(self, value: f32)
fn m_wait_time_after_stop(self) -> f32
fn set_m_wait_time_after_stop(self, value: f32)
fn m_fade_out_time(self) -> f32
fn set_m_fade_out_time(self, value: f32)
fn m_last_pic_wait_time(self) -> f32
fn set_m_last_pic_wait_time(self, value: f32)
fn m_last_pic_fade_in(self) -> f32
fn set_m_last_pic_fade_in(self, value: f32)
fn m_last_pic_display(self) -> f32
fn set_m_last_pic_display(self, value: f32)
fn m_last_pic_fade_out(self) -> f32
fn set_m_last_pic_fade_out(self, value: f32)
fn m_scrolled_time(self) -> f32
fn set_m_scrolled_time(self, value: f32)
fn m_scroll_length(self) -> f32
fn set_m_scroll_length(self, value: f32)
fn m_last_object(self) -> GameObject
fn set_m_last_object(self, value: GameObject)
fn m_credit_list(self) -> List_1<RectTransform>
fn set_m_credit_list(self, value: List_1<RectTransform>)
fn m_illust_list(self) -> List_1<i32>
fn set_m_illust_list(self, value: List_1<i32>)
fn m_illust_fade(self) -> f32
fn set_m_illust_fade(self, value: f32)
fn m_start_time(self) -> f64
fn set_m_start_time(self, value: f64)
fn m_phase(self) -> i32
fn set_m_phase(self, value: i32)
fn seq_illust(self) -> Array<i32>
fn set_seq_illust(self, value: Array<i32>)
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.