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IFishingGameSequence

Trait IFishingGameSequence 

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pub trait IFishingGameSequence: IProcSceneSequence_1<HubSequence> {
Show 212 methods // Provided methods fn c_load_object_path(self) -> Array<Il2CppString> { ... } fn set_c_load_object_path(self, value: Array<Il2CppString>) { ... } fn m_config_base(self) -> FishingConfig_Base { ... } fn set_m_config_base(self, value: FishingConfig_Base) { ... } fn m_config_move_circle(self) -> FishingConfig_MoveCircle { ... } fn set_m_config_move_circle(self, value: FishingConfig_MoveCircle) { ... } fn m_config_throw_in(self) -> FishingConfig_ThrowIn { ... } fn set_m_config_throw_in(self, value: FishingConfig_ThrowIn) { ... } fn m_config_wait_catch(self) -> FishingConfig_WaitCatch { ... } fn set_m_config_wait_catch(self, value: FishingConfig_WaitCatch) { ... } fn m_config_wait_cancel(self) -> FishingConfig_WaitCancel { ... } fn set_m_config_wait_cancel(self, value: FishingConfig_WaitCancel) { ... } fn m_config_battle(self) -> FishingConfig_Battle { ... } fn set_m_config_battle(self, value: FishingConfig_Battle) { ... } fn m_config_defeat(self) -> FishingConfig_Defeat { ... } fn set_m_config_defeat(self, value: FishingConfig_Defeat) { ... } fn m_config_result(self) -> FishingConfig_Result { ... } fn set_m_config_result(self, value: FishingConfig_Result) { ... } fn m_player_root(self) -> GameObject { ... } fn set_m_player_root(self, value: GameObject) { ... } fn m_player_controller(self) -> HubUnitController { ... } fn set_m_player_controller(self, value: HubUnitController) { ... } fn m_hub_look_component(self) -> HubLookAtController { ... } fn set_m_hub_look_component(self, value: HubLookAtController) { ... } fn m_player_look_at(self) -> LookAtIK { ... } fn set_m_player_look_at(self, value: LookAtIK) { ... } fn m_rod_animator(self) -> Animator { ... } fn set_m_rod_animator(self, value: Animator) { ... } fn m_sola(self) -> Character { ... } fn set_m_sola(self, value: Character) { ... } fn m_hub_sola_lct(self) -> GameObject { ... } fn set_m_hub_sola_lct(self, value: GameObject) { ... } fn m_is_set_sola_invisible(self) -> bool { ... } fn set_m_is_set_sola_invisible(self, value: bool) { ... } fn rod_model_i_ds(self) -> Array<Il2CppString> { ... } fn set_rod_model_i_ds(self, value: Array<Il2CppString>) { ... } fn lure_model_i_ds(self) -> Array<Il2CppString> { ... } fn set_lure_model_i_ds(self, value: Array<Il2CppString>) { ... } fn m_talker(self) -> GameObject { ... } fn set_m_talker(self, value: GameObject) { ... } fn m_talker_chara(self) -> Character { ... } fn set_m_talker_chara(self, value: Character) { ... } fn m_talker_rot_test_dir(self) -> f32 { ... } fn set_m_talker_rot_test_dir(self, value: f32) { ... } fn m_talker_reset_pos(self) -> Vector3 { ... } fn set_m_talker_reset_pos(self, value: Vector3) { ... } fn m_talker_reset_rot(self) -> Quaternion { ... } fn set_m_talker_reset_rot(self, value: Quaternion) { ... } fn m_talker_reset_dir(self) -> f32 { ... } fn set_m_talker_reset_dir(self, value: f32) { ... } fn m_timer(self) -> f32 { ... } fn set_m_timer(self, value: f32) { ... } fn m_reset_pos(self) -> Vector3 { ... } fn set_m_reset_pos(self, value: Vector3) { ... } fn m_reset_rot(self) -> Quaternion { ... } fn set_m_reset_rot(self, value: Quaternion) { ... } fn m_reset_dir(self) -> f32 { ... } fn set_m_reset_dir(self, value: f32) { ... } fn m_camera_obj(self) -> GameObject { ... } fn set_m_camera_obj(self, value: GameObject) { ... } fn m_camera_component(self) -> Camera { ... } fn set_m_camera_component(self, value: Camera) { ... } fn m_defeat_camera(self) -> GameObject { ... } fn set_m_defeat_camera(self, value: GameObject) { ... } fn m_defeat_camera_anim(self) -> Animation { ... } fn set_m_defeat_camera_anim(self, value: Animation) { ... } fn m_guide_circle_obj(self) -> GameObject { ... } fn set_m_guide_circle_obj(self, value: GameObject) { ... } fn m_guide_effect(self) -> GameObject { ... } fn set_m_guide_effect(self, value: GameObject) { ... } fn m_lure_obj(self) -> GameObject { ... } fn set_m_lure_obj(self, value: GameObject) { ... } fn m_lure_trans(self) -> Transform { ... } fn set_m_lure_trans(self, value: Transform) { ... } fn m_lure_script(self) -> FishingLure { ... } fn set_m_lure_script(self, value: FishingLure) { ... } fn m_lure_model(self) -> GameObject { ... } fn set_m_lure_model(self, value: GameObject) { ... } fn m_lure_anime(self) -> Animator { ... } fn set_m_lure_anime(self, value: Animator) { ... } fn m_image(self) -> GameObject { ... } fn set_m_image(self, value: GameObject) { ... } fn m_angle(self) -> InterpolatorFloat { ... } fn set_m_angle(self, value: InterpolatorFloat) { ... } fn m_throw_distance(self) -> InterpolatorFloat { ... } fn set_m_throw_distance(self, value: InterpolatorFloat) { ... } fn m_is_play_throw_se(self) -> bool { ... } fn set_m_is_play_throw_se(self, value: bool) { ... } fn m_is_play_sink_se(self) -> bool { ... } fn set_m_is_play_sink_se(self, value: bool) { ... } fn m_is_throw_in_camera_change(self) -> bool { ... } fn set_m_is_throw_in_camera_change(self, value: bool) { ... } fn m_reset_distance(self) -> f32 { ... } fn set_m_reset_distance(self, value: f32) { ... } fn m_reset_angle(self) -> f32 { ... } fn set_m_reset_angle(self, value: f32) { ... } fn m_is_stop_lure(self) -> bool { ... } fn set_m_is_stop_lure(self, value: bool) { ... } fn m_past_stick_power(self) -> f32 { ... } fn set_m_past_stick_power(self, value: f32) { ... } fn m_lure_base_pos(self) -> Vector3 { ... } fn set_m_lure_base_pos(self, value: Vector3) { ... } fn m_stick_wait_timer(self) -> f32 { ... } fn set_m_stick_wait_timer(self, value: f32) { ... } fn m_attack_wait_timer(self) -> f32 { ... } fn set_m_attack_wait_timer(self, value: f32) { ... } fn m_voice_interval_timer(self) -> f32 { ... } fn set_m_voice_interval_timer(self, value: f32) { ... } fn m_battle_radar_obj(self) -> GameObject { ... } fn set_m_battle_radar_obj(self, value: GameObject) { ... } fn m_radar_script(self) -> FishingBattleRader { ... } fn set_m_radar_script(self, value: FishingBattleRader) { ... } fn m_hit_button_obj(self) -> GameObject { ... } fn set_m_hit_button_obj(self, value: GameObject) { ... } 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_lethal_button_obj(self) -> GameObject { ... } fn set_m_lethal_button_obj(self, value: GameObject) { ... } fn m_lethal_button_anime(self) -> Animator { ... } fn set_m_lethal_button_anime(self, value: Animator) { ... } fn m_lethal_anime_play_wait(self) -> bool { ... } fn set_m_lethal_anime_play_wait(self, value: bool) { ... } fn m_lethal_success_anime_wait(self) -> bool { ... } fn set_m_lethal_success_anime_wait(self, value: bool) { ... } fn m_radical_param(self) -> Array<FishingRadicalParamData_RadicalParam> { ... } fn set_m_radical_param( self, value: Array<FishingRadicalParamData_RadicalParam>, ) { ... } fn m_use_radical_index(self) -> i32 { ... } fn set_m_use_radical_index(self, value: i32) { ... } fn m_radical_timer(self) -> f32 { ... } fn set_m_radical_timer(self, value: f32) { ... } fn m_alart_se_timer(self) -> f32 { ... } fn set_m_alart_se_timer(self, value: f32) { ... } fn m_player_anime_timer(self) -> f32 { ... } fn set_m_player_anime_timer(self, value: f32) { ... } fn m_player_state(self) -> FishingGameSequence_FishingAngleState { ... } fn set_m_player_state(self, value: FishingGameSequence_FishingAngleState) { ... } fn m_battle_camera_state(self) -> FishingGameSequence_FishingAngleState { ... } fn set_m_battle_camera_state( self, value: FishingGameSequence_FishingAngleState, ) { ... } fn m_base_camera_angle(self) -> f32 { ... } fn set_m_base_camera_angle(self, value: f32) { ... } fn m_is_running_reverse_lerp(self) -> bool { ... } fn set_m_is_running_reverse_lerp(self, value: bool) { ... } fn m_fish_obj(self) -> GameObject { ... } fn set_m_fish_obj(self, value: GameObject) { ... } fn m_fish_script(self) -> FishingFish { ... } fn set_m_fish_script(self, value: FishingFish) { ... } fn m_canvas_root(self) -> GameObject { ... } fn set_m_canvas_root(self, value: GameObject) { ... } fn m_fader(self) -> FishingEventFader { ... } fn set_m_fader(self, value: FishingEventFader) { ... } fn m_is_pull_stick(self) -> bool { ... } fn set_m_is_pull_stick(self, value: bool) { ... } fn m_is_cancel_fade_out(self) -> bool { ... } fn set_m_is_cancel_fade_out(self, value: bool) { ... } fn m_is_cancel_fade_in(self) -> bool { ... } fn set_m_is_cancel_fade_in(self, value: bool) { ... } fn m_is_select_rod_wait(self) -> bool { ... } fn set_m_is_select_rod_wait(self, value: bool) { ... } fn m_fail_type(self) -> FishingGameSequence_AnnounceType { ... } fn set_m_fail_type(self, value: FishingGameSequence_AnnounceType) { ... } fn m_throwin_height(self) -> InterpolatorFloat { ... } fn set_m_throwin_height(self, value: InterpolatorFloat) { ... } fn m_move_circle_help(self) -> GameObject { ... } fn set_m_move_circle_help(self, value: GameObject) { ... } fn m_ripples_root(self) -> GameObject { ... } fn set_m_ripples_root(self, value: GameObject) { ... } fn m_ripples(self) -> Array<FishingGameSequence_Ripple> { ... } fn set_m_ripples(self, value: Array<FishingGameSequence_Ripple>) { ... } fn m_enable_ripples(self) -> bool { ... } fn set_m_enable_ripples(self, value: bool) { ... } fn m_image_render_obj(self) -> GameObject { ... } fn set_m_image_render_obj(self, value: GameObject) { ... } fn m_image_render(self) -> FishingCharaImageRender { ... } fn set_m_image_render(self, value: FishingCharaImageRender) { ... } fn m_lure_height(self) -> InterpolatorFloat { ... } fn set_m_lure_height(self, value: InterpolatorFloat) { ... } fn m_is_assit_battle_start(self) -> bool { ... } fn set_m_is_assit_battle_start(self, value: bool) { ... } fn m_assist_pop_up(self) -> GameObject { ... } fn set_m_assist_pop_up(self, value: GameObject) { ... } fn m_assist_rect(self) -> RectTransform { ... } fn set_m_assist_rect(self, value: RectTransform) { ... } fn m_assist_glitter(self) -> GameObject { ... } fn set_m_assist_glitter(self, value: GameObject) { ... } fn m_assist_display_rate_x(self) -> f32 { ... } fn set_m_assist_display_rate_x(self, value: f32) { ... } fn m_assist_display_rate_y(self) -> f32 { ... } fn set_m_assist_display_rate_y(self, value: f32) { ... } fn m_assist_display_pos(self) -> Vector3 { ... } fn set_m_assist_display_pos(self, value: Vector3) { ... } fn m_defeat_frame(self) -> f32 { ... } fn set_m_defeat_frame(self, value: f32) { ... } fn m_defeat_fade_length(self) -> f32 { ... } fn set_m_defeat_fade_length(self, value: f32) { ... } fn m_is_show_sucess_telop(self) -> bool { ... } fn set_m_is_show_sucess_telop(self, value: bool) { ... } fn m_is_start_defeat_fade(self) -> bool { ... } fn set_m_is_start_defeat_fade(self, value: bool) { ... } fn m_result_ui(self) -> FishingResultUI { ... } fn set_m_result_ui(self, value: FishingResultUI) { ... } fn m_result_glitter(self) -> GameObject { ... } fn set_m_result_glitter(self, value: GameObject) { ... } fn m_is_play_result_voice(self) -> bool { ... } fn set_m_is_play_result_voice(self, value: bool) { ... } fn m_is_get_bonus(self) -> bool { ... } fn set_m_is_get_bonus(self, value: bool) { ... } fn m_assist_level(self) -> i32 { ... } fn set_m_assist_level(self, value: i32) { ... } fn m_assist_damage(self) -> f32 { ... } fn set_m_assist_damage(self, value: f32) { ... }
}

Provided Methods§

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fn c_load_object_path(self) -> Array<Il2CppString>

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fn set_c_load_object_path(self, value: Array<Il2CppString>)

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fn m_config_base(self) -> FishingConfig_Base

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fn set_m_config_base(self, value: FishingConfig_Base)

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fn m_config_move_circle(self) -> FishingConfig_MoveCircle

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fn set_m_config_move_circle(self, value: FishingConfig_MoveCircle)

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fn m_config_throw_in(self) -> FishingConfig_ThrowIn

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fn set_m_config_throw_in(self, value: FishingConfig_ThrowIn)

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fn m_config_wait_catch(self) -> FishingConfig_WaitCatch

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fn set_m_config_wait_catch(self, value: FishingConfig_WaitCatch)

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fn m_config_wait_cancel(self) -> FishingConfig_WaitCancel

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fn set_m_config_wait_cancel(self, value: FishingConfig_WaitCancel)

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fn m_config_battle(self) -> FishingConfig_Battle

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fn set_m_config_battle(self, value: FishingConfig_Battle)

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fn m_config_defeat(self) -> FishingConfig_Defeat

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fn set_m_config_defeat(self, value: FishingConfig_Defeat)

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fn m_config_result(self) -> FishingConfig_Result

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fn set_m_config_result(self, value: FishingConfig_Result)

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fn m_player_root(self) -> GameObject

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fn set_m_player_root(self, value: GameObject)

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fn m_player_controller(self) -> HubUnitController

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fn set_m_player_controller(self, value: HubUnitController)

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fn m_hub_look_component(self) -> HubLookAtController

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fn set_m_hub_look_component(self, value: HubLookAtController)

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fn m_player_look_at(self) -> LookAtIK

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fn set_m_player_look_at(self, value: LookAtIK)

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fn m_rod_animator(self) -> Animator

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fn set_m_rod_animator(self, value: Animator)

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fn m_sola(self) -> Character

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fn set_m_sola(self, value: Character)

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fn m_hub_sola_lct(self) -> GameObject

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fn set_m_hub_sola_lct(self, value: GameObject)

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fn m_is_set_sola_invisible(self) -> bool

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fn set_m_is_set_sola_invisible(self, value: bool)

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fn rod_model_i_ds(self) -> Array<Il2CppString>

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fn set_rod_model_i_ds(self, value: Array<Il2CppString>)

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fn lure_model_i_ds(self) -> Array<Il2CppString>

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fn set_lure_model_i_ds(self, value: Array<Il2CppString>)

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fn m_talker(self) -> GameObject

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fn set_m_talker(self, value: GameObject)

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fn m_talker_chara(self) -> Character

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fn set_m_talker_chara(self, value: Character)

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fn m_talker_rot_test_dir(self) -> f32

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fn set_m_talker_rot_test_dir(self, value: f32)

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fn m_talker_reset_pos(self) -> Vector3

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fn set_m_talker_reset_pos(self, value: Vector3)

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fn m_talker_reset_rot(self) -> Quaternion

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fn set_m_talker_reset_rot(self, value: Quaternion)

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fn m_talker_reset_dir(self) -> f32

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fn set_m_talker_reset_dir(self, value: f32)

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fn m_timer(self) -> f32

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fn set_m_timer(self, value: f32)

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fn m_reset_pos(self) -> Vector3

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fn set_m_reset_pos(self, value: Vector3)

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fn m_reset_rot(self) -> Quaternion

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fn set_m_reset_rot(self, value: Quaternion)

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fn m_reset_dir(self) -> f32

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fn set_m_reset_dir(self, value: f32)

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fn m_camera_obj(self) -> GameObject

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fn set_m_camera_obj(self, value: GameObject)

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fn m_camera_component(self) -> Camera

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fn set_m_camera_component(self, value: Camera)

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fn m_defeat_camera(self) -> GameObject

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fn set_m_defeat_camera(self, value: GameObject)

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fn m_defeat_camera_anim(self) -> Animation

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fn set_m_defeat_camera_anim(self, value: Animation)

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fn m_guide_circle_obj(self) -> GameObject

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fn set_m_guide_circle_obj(self, value: GameObject)

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fn m_guide_effect(self) -> GameObject

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fn set_m_guide_effect(self, value: GameObject)

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fn m_lure_obj(self) -> GameObject

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fn set_m_lure_obj(self, value: GameObject)

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fn m_lure_trans(self) -> Transform

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fn set_m_lure_trans(self, value: Transform)

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fn m_lure_script(self) -> FishingLure

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fn set_m_lure_script(self, value: FishingLure)

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fn m_lure_model(self) -> GameObject

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fn set_m_lure_model(self, value: GameObject)

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fn m_lure_anime(self) -> Animator

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fn set_m_lure_anime(self, value: Animator)

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fn m_image(self) -> GameObject

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fn set_m_image(self, value: GameObject)

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fn m_angle(self) -> InterpolatorFloat

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fn set_m_angle(self, value: InterpolatorFloat)

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fn m_throw_distance(self) -> InterpolatorFloat

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fn set_m_throw_distance(self, value: InterpolatorFloat)

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fn m_is_play_throw_se(self) -> bool

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fn set_m_is_play_throw_se(self, value: bool)

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fn m_is_play_sink_se(self) -> bool

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fn set_m_is_play_sink_se(self, value: bool)

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fn m_is_throw_in_camera_change(self) -> bool

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fn set_m_is_throw_in_camera_change(self, value: bool)

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fn m_reset_distance(self) -> f32

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fn set_m_reset_distance(self, value: f32)

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fn m_reset_angle(self) -> f32

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fn set_m_reset_angle(self, value: f32)

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fn m_is_stop_lure(self) -> bool

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fn set_m_is_stop_lure(self, value: bool)

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fn m_past_stick_power(self) -> f32

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fn set_m_past_stick_power(self, value: f32)

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fn m_lure_base_pos(self) -> Vector3

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fn set_m_lure_base_pos(self, value: Vector3)

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fn m_stick_wait_timer(self) -> f32

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fn set_m_stick_wait_timer(self, value: f32)

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fn m_attack_wait_timer(self) -> f32

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fn set_m_attack_wait_timer(self, value: f32)

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fn m_voice_interval_timer(self) -> f32

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fn set_m_voice_interval_timer(self, value: f32)

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fn m_battle_radar_obj(self) -> GameObject

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fn set_m_battle_radar_obj(self, value: GameObject)

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fn m_radar_script(self) -> FishingBattleRader

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fn set_m_radar_script(self, value: FishingBattleRader)

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fn m_hit_button_obj(self) -> GameObject

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fn set_m_hit_button_obj(self, value: GameObject)

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fn m_stick_obj(self) -> GameObject

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fn set_m_stick_obj(self, value: GameObject)

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fn m_button_obj(self) -> GameObject

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fn set_m_button_obj(self, value: GameObject)

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fn m_lethal_button_obj(self) -> GameObject

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fn set_m_lethal_button_obj(self, value: GameObject)

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fn m_lethal_button_anime(self) -> Animator

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fn set_m_lethal_button_anime(self, value: Animator)

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fn m_lethal_anime_play_wait(self) -> bool

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fn set_m_lethal_anime_play_wait(self, value: bool)

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fn m_lethal_success_anime_wait(self) -> bool

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fn set_m_lethal_success_anime_wait(self, value: bool)

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fn m_radical_param(self) -> Array<FishingRadicalParamData_RadicalParam>

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fn set_m_radical_param(self, value: Array<FishingRadicalParamData_RadicalParam>)

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fn m_use_radical_index(self) -> i32

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fn set_m_use_radical_index(self, value: i32)

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fn m_radical_timer(self) -> f32

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fn set_m_radical_timer(self, value: f32)

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fn m_alart_se_timer(self) -> f32

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fn set_m_alart_se_timer(self, value: f32)

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fn m_player_anime_timer(self) -> f32

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fn set_m_player_anime_timer(self, value: f32)

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fn m_player_state(self) -> FishingGameSequence_FishingAngleState

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fn set_m_player_state(self, value: FishingGameSequence_FishingAngleState)

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fn m_battle_camera_state(self) -> FishingGameSequence_FishingAngleState

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fn set_m_battle_camera_state(self, value: FishingGameSequence_FishingAngleState)

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fn m_base_camera_angle(self) -> f32

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fn set_m_base_camera_angle(self, value: f32)

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fn m_is_running_reverse_lerp(self) -> bool

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fn set_m_is_running_reverse_lerp(self, value: bool)

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fn m_fish_obj(self) -> GameObject

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fn set_m_fish_obj(self, value: GameObject)

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fn m_fish_script(self) -> FishingFish

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fn set_m_fish_script(self, value: FishingFish)

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fn m_canvas_root(self) -> GameObject

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fn set_m_canvas_root(self, value: GameObject)

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fn m_fader(self) -> FishingEventFader

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fn set_m_fader(self, value: FishingEventFader)

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fn m_is_pull_stick(self) -> bool

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fn set_m_is_pull_stick(self, value: bool)

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fn m_is_cancel_fade_out(self) -> bool

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fn set_m_is_cancel_fade_out(self, value: bool)

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fn m_is_cancel_fade_in(self) -> bool

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fn set_m_is_cancel_fade_in(self, value: bool)

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fn m_is_select_rod_wait(self) -> bool

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fn set_m_is_select_rod_wait(self, value: bool)

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fn m_fail_type(self) -> FishingGameSequence_AnnounceType

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fn set_m_fail_type(self, value: FishingGameSequence_AnnounceType)

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fn m_throwin_height(self) -> InterpolatorFloat

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fn set_m_throwin_height(self, value: InterpolatorFloat)

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fn m_move_circle_help(self) -> GameObject

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fn set_m_move_circle_help(self, value: GameObject)

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fn m_ripples_root(self) -> GameObject

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fn set_m_ripples_root(self, value: GameObject)

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fn m_ripples(self) -> Array<FishingGameSequence_Ripple>

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fn set_m_ripples(self, value: Array<FishingGameSequence_Ripple>)

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fn m_enable_ripples(self) -> bool

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fn set_m_enable_ripples(self, value: bool)

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fn m_image_render_obj(self) -> GameObject

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fn set_m_image_render_obj(self, value: GameObject)

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fn m_image_render(self) -> FishingCharaImageRender

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fn set_m_image_render(self, value: FishingCharaImageRender)

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fn m_lure_height(self) -> InterpolatorFloat

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fn set_m_lure_height(self, value: InterpolatorFloat)

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fn m_is_assit_battle_start(self) -> bool

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fn set_m_is_assit_battle_start(self, value: bool)

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fn m_assist_pop_up(self) -> GameObject

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fn set_m_assist_pop_up(self, value: GameObject)

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fn m_assist_rect(self) -> RectTransform

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fn set_m_assist_rect(self, value: RectTransform)

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fn m_assist_glitter(self) -> GameObject

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fn set_m_assist_glitter(self, value: GameObject)

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fn m_assist_display_rate_x(self) -> f32

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fn set_m_assist_display_rate_x(self, value: f32)

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fn m_assist_display_rate_y(self) -> f32

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fn set_m_assist_display_rate_y(self, value: f32)

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fn m_assist_display_pos(self) -> Vector3

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fn set_m_assist_display_pos(self, value: Vector3)

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fn m_defeat_frame(self) -> f32

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fn set_m_defeat_frame(self, value: f32)

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fn m_defeat_fade_length(self) -> f32

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fn set_m_defeat_fade_length(self, value: f32)

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fn m_is_show_sucess_telop(self) -> bool

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fn set_m_is_show_sucess_telop(self, value: bool)

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fn m_is_start_defeat_fade(self) -> bool

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fn set_m_is_start_defeat_fade(self, value: bool)

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fn m_result_ui(self) -> FishingResultUI

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fn set_m_result_ui(self, value: FishingResultUI)

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fn m_result_glitter(self) -> GameObject

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fn set_m_result_glitter(self, value: GameObject)

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fn m_is_play_result_voice(self) -> bool

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fn set_m_is_play_result_voice(self, value: bool)

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fn m_is_get_bonus(self) -> bool

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fn set_m_is_get_bonus(self, value: bool)

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fn m_assist_level(self) -> i32

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fn set_m_assist_level(self, value: i32)

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fn m_assist_damage(self) -> f32

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fn set_m_assist_damage(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.

Implementors§