pub trait IFishingBattleRader: IMonoBehaviour {
Show 58 methods
// Provided methods
fn m_fish_shadow_obj(self) -> GameObject { ... }
fn set_m_fish_shadow_obj(self, value: GameObject) { ... }
fn m_fish_bubble_effect(self) -> GameObject { ... }
fn set_m_fish_bubble_effect(self, value: GameObject) { ... }
fn m_fish_shadow_trans(self) -> RectTransform { ... }
fn set_m_fish_shadow_trans(self, value: RectTransform) { ... }
fn m_fish_anime(self) -> Animator { ... }
fn set_m_fish_anime(self, value: Animator) { ... }
fn m_is_counter_shadow(self) -> bool { ... }
fn set_m_is_counter_shadow(self, value: bool) { ... }
fn m_area(self) -> GameObject { ... }
fn set_m_area(self, value: GameObject) { ... }
fn m_hp_gauge(self) -> GameObject { ... }
fn set_m_hp_gauge(self, value: GameObject) { ... }
fn m_danger_line(self) -> GameObject { ... }
fn set_m_danger_line(self, value: GameObject) { ... }
fn m_shadow_scale(self) -> f32 { ... }
fn set_m_shadow_scale(self, value: f32) { ... }
fn m_hp_gauge_hp_move(self) -> GameObject { ... }
fn set_m_hp_gauge_hp_move(self, value: GameObject) { ... }
fn m_hp_gauge_hp_now(self) -> GameObject { ... }
fn set_m_hp_gauge_hp_now(self, value: GameObject) { ... }
fn m_damage_color(self) -> Color { ... }
fn set_m_damage_color(self, value: Color) { ... }
fn m_heal_color(self) -> Color { ... }
fn set_m_heal_color(self, value: Color) { ... }
fn m_stick_obj(self) -> GameObject { ... }
fn set_m_stick_obj(self, value: GameObject) { ... }
fn m_button_obj(self) -> GameObject { ... }
fn set_m_button_obj(self, value: GameObject) { ... }
fn m_repeat_gauge(self) -> RectTransform { ... }
fn set_m_repeat_gauge(self, value: RectTransform) { ... }
fn m_config(self) -> FishingConfig_Battle { ... }
fn set_m_config(self, value: FishingConfig_Battle) { ... }
fn m_position_interp(self) -> InterpolatorFloat { ... }
fn set_m_position_interp(self, value: InterpolatorFloat) { ... }
fn m_shake_count(self) -> i32 { ... }
fn set_m_shake_count(self, value: i32) { ... }
fn c_shake_diff_array(self) -> Array<f32> { ... }
fn set_c_shake_diff_array(self, value: Array<f32>) { ... }
fn m_max_hp_width(self) -> f32 { ... }
fn set_m_max_hp_width(self, value: f32) { ... }
fn m_now_hp_width(self) -> f32 { ... }
fn set_m_now_hp_width(self, value: f32) { ... }
fn m_moving_hp_width(self) -> f32 { ... }
fn set_m_moving_hp_width(self, value: f32) { ... }
fn m_hp_move_wait_timer(self) -> f32 { ... }
fn set_m_hp_move_wait_timer(self, value: f32) { ... }
fn m_is_force_counter(self) -> bool { ... }
fn set_m_is_force_counter(self, value: bool) { ... }
fn m_is_lethal(self) -> bool { ... }
fn set_m_is_lethal(self, value: bool) { ... }
fn m_lethal_timer(self) -> f32 { ... }
fn set_m_lethal_timer(self, value: f32) { ... }
fn m_is_lethal_button_appear(self) -> bool { ... }
fn set_m_is_lethal_button_appear(self, value: bool) { ... }
fn m_is_first_attack(self) -> bool { ... }
fn set_m_is_first_attack(self, value: bool) { ... }
}Provided Methods§
fn m_fish_shadow_obj(self) -> GameObject
fn set_m_fish_shadow_obj(self, value: GameObject)
fn m_fish_bubble_effect(self) -> GameObject
fn set_m_fish_bubble_effect(self, value: GameObject)
fn m_fish_shadow_trans(self) -> RectTransform
fn set_m_fish_shadow_trans(self, value: RectTransform)
fn m_fish_anime(self) -> Animator
fn set_m_fish_anime(self, value: Animator)
fn m_is_counter_shadow(self) -> bool
fn set_m_is_counter_shadow(self, value: bool)
fn m_area(self) -> GameObject
fn set_m_area(self, value: GameObject)
fn m_hp_gauge(self) -> GameObject
fn set_m_hp_gauge(self, value: GameObject)
fn m_danger_line(self) -> GameObject
fn set_m_danger_line(self, value: GameObject)
fn m_shadow_scale(self) -> f32
fn set_m_shadow_scale(self, value: f32)
fn m_hp_gauge_hp_move(self) -> GameObject
fn set_m_hp_gauge_hp_move(self, value: GameObject)
fn m_hp_gauge_hp_now(self) -> GameObject
fn set_m_hp_gauge_hp_now(self, value: GameObject)
fn m_damage_color(self) -> Color
fn set_m_damage_color(self, value: Color)
fn m_heal_color(self) -> Color
fn set_m_heal_color(self, value: Color)
fn m_stick_obj(self) -> GameObject
fn set_m_stick_obj(self, value: GameObject)
fn m_repeat_gauge(self) -> RectTransform
fn set_m_repeat_gauge(self, value: RectTransform)
fn m_config(self) -> FishingConfig_Battle
fn set_m_config(self, value: FishingConfig_Battle)
fn m_position_interp(self) -> InterpolatorFloat
fn set_m_position_interp(self, value: InterpolatorFloat)
fn m_shake_count(self) -> i32
fn set_m_shake_count(self, value: i32)
fn c_shake_diff_array(self) -> Array<f32>
fn set_c_shake_diff_array(self, value: Array<f32>)
fn m_max_hp_width(self) -> f32
fn set_m_max_hp_width(self, value: f32)
fn m_now_hp_width(self) -> f32
fn set_m_now_hp_width(self, value: f32)
fn m_moving_hp_width(self) -> f32
fn set_m_moving_hp_width(self, value: f32)
fn m_hp_move_wait_timer(self) -> f32
fn set_m_hp_move_wait_timer(self, value: f32)
fn m_is_force_counter(self) -> bool
fn set_m_is_force_counter(self, value: bool)
fn m_is_lethal(self) -> bool
fn set_m_is_lethal(self, value: bool)
fn m_lethal_timer(self) -> f32
fn set_m_lethal_timer(self, value: f32)
fn m_is_first_attack(self) -> bool
fn set_m_is_first_attack(self, value: bool)
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.