pub trait IFishingFish: IMonoBehaviour {
Show 66 methods
// Provided methods
fn m_state(self) -> FishingFish_FishState { ... }
fn set_m_state(self, value: FishingFish_FishState) { ... }
fn m_lure_pos(self) -> Vector3 { ... }
fn set_m_lure_pos(self, value: Vector3) { ... }
fn m_forecast_list(self) -> List_1<ForecastFishData> { ... }
fn set_m_forecast_list(self, value: List_1<ForecastFishData>) { ... }
fn m_selected_forecast_num(self) -> i32 { ... }
fn set_m_selected_forecast_num(self, value: i32) { ... }
fn m_size_mult(self) -> f32 { ... }
fn set_m_size_mult(self, value: f32) { ... }
fn m_data(self) -> FishingFishData { ... }
fn set_m_data(self, value: FishingFishData) { ... }
fn m_config_base(self) -> FishingConfig_Base { ... }
fn set_m_config_base(self, value: FishingConfig_Base) { ... }
fn m_config_wait(self) -> FishingConfig_WaitCatch { ... }
fn set_m_config_wait(self, value: FishingConfig_WaitCatch) { ... }
fn m_config_battle(self) -> FishingConfig_Battle { ... }
fn set_m_config_battle(self, value: FishingConfig_Battle) { ... }
fn m_hp(self) -> f32 { ... }
fn set_m_hp(self, value: f32) { ... }
fn m_lethal_hp(self) -> f32 { ... }
fn set_m_lethal_hp(self, value: f32) { ... }
fn m_recovery_hp(self) -> f32 { ... }
fn set_m_recovery_hp(self, value: f32) { ... }
fn m_escape_speed(self) -> f32 { ... }
fn set_m_escape_speed(self, value: f32) { ... }
fn m_timer(self) -> f32 { ... }
fn set_m_timer(self, value: f32) { ... }
fn m_perfect_time(self) -> f32 { ... }
fn set_m_perfect_time(self, value: f32) { ... }
fn m_catch_time(self) -> f32 { ... }
fn set_m_catch_time(self, value: f32) { ... }
fn m_effect_timer(self) -> f32 { ... }
fn set_m_effect_timer(self, value: f32) { ... }
fn m_model_fade_timer(self) -> f32 { ... }
fn set_m_model_fade_timer(self, value: f32) { ... }
fn m_counter_timer(self) -> f32 { ... }
fn set_m_counter_timer(self, value: f32) { ... }
fn m_force_timer(self) -> f32 { ... }
fn set_m_force_timer(self, value: f32) { ... }
fn m_escape_timer(self) -> f32 { ... }
fn set_m_escape_timer(self, value: f32) { ... }
fn m_shadow_dir(self) -> f32 { ... }
fn set_m_shadow_dir(self, value: f32) { ... }
fn m_target_dir(self) -> f32 { ... }
fn set_m_target_dir(self, value: f32) { ... }
fn m_is_chance_draw(self) -> bool { ... }
fn set_m_is_chance_draw(self, value: bool) { ... }
fn m_dir_interp(self) -> InterpolatorFloat { ... }
fn set_m_dir_interp(self, value: InterpolatorFloat) { ... }
fn m_power(self) -> f32 { ... }
fn set_m_power(self, value: f32) { ... }
fn m_angle_diff(self) -> f32 { ... }
fn set_m_angle_diff(self, value: f32) { ... }
fn m_lure_obj(self) -> GameObject { ... }
fn set_m_lure_obj(self, value: GameObject) { ... }
fn m_radar_obj(self) -> GameObject { ... }
fn set_m_radar_obj(self, value: GameObject) { ... }
fn m_fake_count(self) -> i32 { ... }
fn set_m_fake_count(self, value: i32) { ... }
fn m_radar_script(self) -> FishingBattleRader { ... }
fn set_m_radar_script(self, value: FishingBattleRader) { ... }
fn m_radical_power(self) -> f32 { ... }
fn set_m_radical_power(self, value: f32) { ... }
fn m_radical_regene(self) -> f32 { ... }
fn set_m_radical_regene(self, value: f32) { ... }
}Provided Methods§
fn m_state(self) -> FishingFish_FishState
fn set_m_state(self, value: FishingFish_FishState)
fn m_lure_pos(self) -> Vector3
fn set_m_lure_pos(self, value: Vector3)
fn m_forecast_list(self) -> List_1<ForecastFishData>
fn set_m_forecast_list(self, value: List_1<ForecastFishData>)
fn m_selected_forecast_num(self) -> i32
fn set_m_selected_forecast_num(self, value: i32)
fn m_size_mult(self) -> f32
fn set_m_size_mult(self, value: f32)
fn m_data(self) -> FishingFishData
fn set_m_data(self, value: FishingFishData)
fn m_config_base(self) -> FishingConfig_Base
fn set_m_config_base(self, value: FishingConfig_Base)
fn m_config_wait(self) -> FishingConfig_WaitCatch
fn set_m_config_wait(self, value: FishingConfig_WaitCatch)
fn m_config_battle(self) -> FishingConfig_Battle
fn set_m_config_battle(self, value: FishingConfig_Battle)
fn m_hp(self) -> f32
fn set_m_hp(self, value: f32)
fn m_lethal_hp(self) -> f32
fn set_m_lethal_hp(self, value: f32)
fn m_recovery_hp(self) -> f32
fn set_m_recovery_hp(self, value: f32)
fn m_escape_speed(self) -> f32
fn set_m_escape_speed(self, value: f32)
fn m_timer(self) -> f32
fn set_m_timer(self, value: f32)
fn m_perfect_time(self) -> f32
fn set_m_perfect_time(self, value: f32)
fn m_catch_time(self) -> f32
fn set_m_catch_time(self, value: f32)
fn m_effect_timer(self) -> f32
fn set_m_effect_timer(self, value: f32)
fn m_model_fade_timer(self) -> f32
fn set_m_model_fade_timer(self, value: f32)
fn m_counter_timer(self) -> f32
fn set_m_counter_timer(self, value: f32)
fn m_force_timer(self) -> f32
fn set_m_force_timer(self, value: f32)
fn m_escape_timer(self) -> f32
fn set_m_escape_timer(self, value: f32)
fn m_shadow_dir(self) -> f32
fn set_m_shadow_dir(self, value: f32)
fn m_target_dir(self) -> f32
fn set_m_target_dir(self, value: f32)
fn m_is_chance_draw(self) -> bool
fn set_m_is_chance_draw(self, value: bool)
fn m_dir_interp(self) -> InterpolatorFloat
fn set_m_dir_interp(self, value: InterpolatorFloat)
fn m_power(self) -> f32
fn set_m_power(self, value: f32)
fn m_angle_diff(self) -> f32
fn set_m_angle_diff(self, value: f32)
fn m_lure_obj(self) -> GameObject
fn set_m_lure_obj(self, value: GameObject)
fn m_radar_obj(self) -> GameObject
fn set_m_radar_obj(self, value: GameObject)
fn m_fake_count(self) -> i32
fn set_m_fake_count(self, value: i32)
fn m_radar_script(self) -> FishingBattleRader
fn set_m_radar_script(self, value: FishingBattleRader)
fn m_radical_power(self) -> f32
fn set_m_radical_power(self, value: f32)
fn m_radical_regene(self) -> f32
fn set_m_radical_regene(self, value: f32)
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.