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IFieldBgmManagerMethods

Trait IFieldBgmManagerMethods 

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pub trait IFieldBgmManagerMethods: IFieldBgmManager {
Show 33 methods // Provided methods fn ctor(self, snd_mgr: impl Into<SoundManager>) { ... } fn is_set_phase_bgm(self) -> bool { ... } fn init(self) { ... } fn final(self, fade_msec: impl Into<i32>) { ... } fn reset( self, fade_msec: impl Into<i32>, is_reset_restore_data: impl Into<bool>, ) { ... } fn start_special_battle_bgm_continue_turn(self) { ... } fn set_special_battle_bgm_continue_turn_for_rewind( self, turn: impl Into<i32>, ) { ... } fn set_phase_bgm( self, chapter: impl Into<ChapterData>, is_encount: impl Into<bool>, ) { ... } fn restore_phase_bgm(self) { ... } fn set_phase_bgm_2( self, player_bgm_event_name: impl Into<Il2CppString>, enemy_bgm_event_name: impl Into<Il2CppString>, ally_bgm_event_name: impl Into<Il2CppString>, ) -> bool { ... } fn serialize(self, stream: impl Into<Stream_2>) { ... } fn deserialize(self, stream: impl Into<Stream_2>) { ... } fn tick(self) { ... } fn play_bgm(self, force_type: impl Into<Force_Type>) { ... } fn stop_bgm(self, fade_msec: impl Into<i32>) { ... } fn pause_bgm(self, fade_msec: impl Into<i32>) { ... } fn resume_bgm(self, fade_msec: impl Into<i32>) { ... } fn set_bgm_volume(self, vol: impl Into<f32>, fade_msec: impl Into<i32>) { ... } fn change_force_type( self, force_type: impl Into<Force_Type>, super_: impl Into<ProcInst>, is_turn_elapsed: impl Into<bool>, ) { ... } fn change_force_type_imm(self, force_type: impl Into<Force_Type>) { ... } fn play_special_battle_bgm(self, event_name: impl Into<Il2CppString>) { ... } fn pause_special_battle_bgm(self, event_name: impl Into<Il2CppString>) { ... } fn stop_special_battle_bgm(self, event_name: impl Into<Il2CppString>) { ... } fn is_special_battle_bgm_exist( self, event_name: impl Into<Il2CppString>, ) -> bool { ... } fn set_war_situation_param(self, value_name: impl Into<Il2CppString>) { ... } fn restore_war_situation_param(self) { ... } fn set_first_played_flag(self) { ... } fn clear_bgm(self, fade_msec: impl Into<i32>) { ... } fn get_state_group_name(self) -> Il2CppString { ... } fn play_bgm_2(self, bgm_handle_name: impl Into<Il2CppString>) { ... } fn stop_bgm_2( self, bgm_handle_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, ) { ... } fn pause_bgm_2( self, bgm_handle_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, ) { ... } fn resume_bgm_2( self, bgm_handle_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, isfade_msec_by_manual: impl Into<bool>, ) { ... }
}

Provided Methods§

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fn ctor(self, snd_mgr: impl Into<SoundManager>)

.ctor(crate::app::soundmanager::SoundManager) overload

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fn is_set_phase_bgm(self) -> bool

IsSetPhaseBgm() overload

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fn init(self)

Init() overload

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fn final(self, fade_msec: impl Into<i32>)

Final(i32) overload

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fn reset( self, fade_msec: impl Into<i32>, is_reset_restore_data: impl Into<bool>, )

Reset(i32, bool) overload

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fn start_special_battle_bgm_continue_turn(self)

StartSpecialBattleBgmContinueTurn() overload

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fn set_special_battle_bgm_continue_turn_for_rewind(self, turn: impl Into<i32>)

SetSpecialBattleBgmContinueTurnForRewind(i32) overload

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fn set_phase_bgm( self, chapter: impl Into<ChapterData>, is_encount: impl Into<bool>, )

SetPhaseBgm(crate::app::chapterdata::ChapterData, bool) overload

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fn restore_phase_bgm(self)

RestorePhaseBgm() overload

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fn set_phase_bgm_2( self, player_bgm_event_name: impl Into<Il2CppString>, enemy_bgm_event_name: impl Into<Il2CppString>, ally_bgm_event_name: impl Into<Il2CppString>, ) -> bool

SetPhaseBgm(::unity::Il2CppString, ::unity::Il2CppString, ::unity::Il2CppString) overload

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fn serialize(self, stream: impl Into<Stream_2>)

Serialize(crate::app::stream_2::Stream_2) overload

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fn deserialize(self, stream: impl Into<Stream_2>)

Deserialize(crate::app::stream_2::Stream_2) overload

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fn tick(self)

Tick() overload

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fn play_bgm(self, force_type: impl Into<Force_Type>)

PlayBgm(crate::app::force::Force_Type) overload

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fn stop_bgm(self, fade_msec: impl Into<i32>)

StopBgm(i32) overload

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fn pause_bgm(self, fade_msec: impl Into<i32>)

PauseBgm(i32) overload

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fn resume_bgm(self, fade_msec: impl Into<i32>)

ResumeBgm(i32) overload

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fn set_bgm_volume(self, vol: impl Into<f32>, fade_msec: impl Into<i32>)

SetBgmVolume(f32, i32) overload

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fn change_force_type( self, force_type: impl Into<Force_Type>, super_: impl Into<ProcInst>, is_turn_elapsed: impl Into<bool>, )

ChangeForceType(crate::app::force::Force_Type, crate::app::procinst::ProcInst, bool) overload

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fn change_force_type_imm(self, force_type: impl Into<Force_Type>)

ChangeForceTypeImm(crate::app::force::Force_Type) overload

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fn play_special_battle_bgm(self, event_name: impl Into<Il2CppString>)

PlaySpecialBattleBgm(::unity::Il2CppString) overload

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fn pause_special_battle_bgm(self, event_name: impl Into<Il2CppString>)

PauseSpecialBattleBgm(::unity::Il2CppString) overload

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fn stop_special_battle_bgm(self, event_name: impl Into<Il2CppString>)

StopSpecialBattleBgm(::unity::Il2CppString) overload

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fn is_special_battle_bgm_exist( self, event_name: impl Into<Il2CppString>, ) -> bool

IsSpecialBattleBgmExist(::unity::Il2CppString) overload

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fn set_war_situation_param(self, value_name: impl Into<Il2CppString>)

SetWarSituationParam(::unity::Il2CppString) overload

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fn restore_war_situation_param(self)

RestoreWarSituationParam() overload

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fn set_first_played_flag(self)

SetFirstPlayedFlag() overload

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fn clear_bgm(self, fade_msec: impl Into<i32>)

ClearBgm(i32) overload

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fn get_state_group_name(self) -> Il2CppString

GetStateGroupName() overload

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fn play_bgm_2(self, bgm_handle_name: impl Into<Il2CppString>)

PlayBgm(::unity::Il2CppString) overload

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fn stop_bgm_2( self, bgm_handle_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, )

StopBgm(::unity::Il2CppString, i32) overload

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fn pause_bgm_2( self, bgm_handle_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, )

PauseBgm(::unity::Il2CppString, i32) overload

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fn resume_bgm_2( self, bgm_handle_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, isfade_msec_by_manual: impl Into<bool>, )

ResumeBgm(::unity::Il2CppString, i32, bool) 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: IFieldBgmManager> IFieldBgmManagerMethods for __T

Available on crate feature app-fieldbgmmanager only.