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IGmapMapInfoContent

Trait IGmapMapInfoContent 

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pub trait IGmapMapInfoContent: IMonoBehaviour {
Show 78 methods // Provided methods fn m_sprite_atlas(self) -> SpriteAtlas { ... } fn set_m_sprite_atlas(self, value: SpriteAtlas) { ... } fn m_map_info_anim(self) -> Animator { ... } fn set_m_map_info_anim(self, value: Animator) { ... } fn m_map_info_image(self) -> Image { ... } fn set_m_map_info_image(self, value: Image) { ... } fn m_map_info_chapter_obj(self) -> GameObject { ... } fn set_m_map_info_chapter_obj(self, value: GameObject) { ... } fn m_map_info_title(self) -> TextMeshProUGUI { ... } fn set_m_map_info_title(self, value: TextMeshProUGUI) { ... } fn m_map_info_icon_exp_obj(self) -> GameObject { ... } fn set_m_map_info_icon_exp_obj(self, value: GameObject) { ... } fn m_map_info_icon_coin_obj(self) -> GameObject { ... } fn set_m_map_info_icon_coin_obj(self, value: GameObject) { ... } fn m_map_info_icon_encount_obj(self) -> GameObject { ... } fn set_m_map_info_icon_encount_obj(self, value: GameObject) { ... } fn m_map_info_message_root_obj(self) -> GameObject { ... } fn set_m_map_info_message_root_obj(self, value: GameObject) { ... } fn m_map_info_message_story_obj(self) -> GameObject { ... } fn set_m_map_info_message_story_obj(self, value: GameObject) { ... } fn m_map_info_message_encount_obj(self) -> GameObject { ... } fn set_m_map_info_message_encount_obj(self, value: GameObject) { ... } fn m_map_info_lv_root_obj(self) -> GameObject { ... } fn set_m_map_info_lv_root_obj(self, value: GameObject) { ... } fn m_map_info_lv_obj(self) -> GameObject { ... } fn set_m_map_info_lv_obj(self, value: GameObject) { ... } fn m_map_info_country_name(self) -> TextMeshProUGUI { ... } fn set_m_map_info_country_name(self, value: TextMeshProUGUI) { ... } fn m_map_info_country_lv(self) -> TextMeshProUGUI { ... } fn set_m_map_info_country_lv(self, value: TextMeshProUGUI) { ... } fn m_item_material_list(self) -> List_1<GameObject> { ... } fn set_m_item_material_list(self, value: List_1<GameObject>) { ... } fn m_item_food_list(self) -> List_1<GameObject> { ... } fn set_m_item_food_list(self, value: List_1<GameObject>) { ... } fn m_item_animal_list(self) -> List_1<GameObject> { ... } fn set_m_item_animal_list(self, value: List_1<GameObject>) { ... } fn m_item_info_material_list(self) -> List_1<GmapMapInfoContent_ItemInfo> { ... } fn set_m_item_info_material_list( self, value: List_1<GmapMapInfoContent_ItemInfo>, ) { ... } fn m_item_info_food_list(self) -> List_1<GmapMapInfoContent_ItemInfo> { ... } fn set_m_item_info_food_list( self, value: List_1<GmapMapInfoContent_ItemInfo>, ) { ... } fn m_item_info_animal_list(self) -> List_1<GmapMapInfoContent_ItemInfo> { ... } fn set_m_item_info_animal_list( self, value: List_1<GmapMapInfoContent_ItemInfo>, ) { ... } fn m_map_info_sprite(self) -> Sprite { ... } fn set_m_map_info_sprite(self, value: Sprite) { ... } fn m_encount_info(self) -> GameObject { ... } fn set_m_encount_info(self, value: GameObject) { ... } fn m_encount_info_anim(self) -> Animator { ... } fn set_m_encount_info_anim(self, value: Animator) { ... } fn m_main_title(self) -> GameObject { ... } fn set_m_main_title(self, value: GameObject) { ... } fn m_god_title(self) -> GameObject { ... } fn set_m_god_title(self, value: GameObject) { ... } fn m_evil_title(self) -> GameObject { ... } fn set_m_evil_title(self, value: GameObject) { ... } fn m_main_value(self) -> GameObject { ... } fn set_m_main_value(self, value: GameObject) { ... } fn m_god_value(self) -> GameObject { ... } fn set_m_god_value(self, value: GameObject) { ... } fn m_evil_value(self) -> GameObject { ... } fn set_m_evil_value(self, value: GameObject) { ... } fn m_main_normal(self) -> TextMeshProUGUI { ... } fn set_m_main_normal(self, value: TextMeshProUGUI) { ... } fn m_main_gold_rare(self) -> TextMeshProUGUI { ... } fn set_m_main_gold_rare(self, value: TextMeshProUGUI) { ... } fn m_main_exp_rare(self) -> TextMeshProUGUI { ... } fn set_m_main_exp_rare(self, value: TextMeshProUGUI) { ... } fn m_god_normal(self) -> TextMeshProUGUI { ... } fn set_m_god_normal(self, value: TextMeshProUGUI) { ... } fn m_god_gold_rare(self) -> TextMeshProUGUI { ... } fn set_m_god_gold_rare(self, value: TextMeshProUGUI) { ... } fn m_god_exp_rare(self) -> TextMeshProUGUI { ... } fn set_m_god_exp_rare(self, value: TextMeshProUGUI) { ... } fn m_evil_normal(self) -> TextMeshProUGUI { ... } fn set_m_evil_normal(self, value: TextMeshProUGUI) { ... } fn m_evil_gold_rare(self) -> TextMeshProUGUI { ... } fn set_m_evil_gold_rare(self, value: TextMeshProUGUI) { ... } fn m_evil_exp_rare(self) -> TextMeshProUGUI { ... } fn set_m_evil_exp_rare(self, value: TextMeshProUGUI) { ... }
}

Provided Methods§

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fn m_sprite_atlas(self) -> SpriteAtlas

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fn set_m_sprite_atlas(self, value: SpriteAtlas)

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fn m_map_info_anim(self) -> Animator

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fn set_m_map_info_anim(self, value: Animator)

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fn m_map_info_image(self) -> Image

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fn set_m_map_info_image(self, value: Image)

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fn m_map_info_chapter_obj(self) -> GameObject

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fn set_m_map_info_chapter_obj(self, value: GameObject)

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fn m_map_info_title(self) -> TextMeshProUGUI

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fn set_m_map_info_title(self, value: TextMeshProUGUI)

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fn m_map_info_icon_exp_obj(self) -> GameObject

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fn set_m_map_info_icon_exp_obj(self, value: GameObject)

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fn m_map_info_icon_coin_obj(self) -> GameObject

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fn set_m_map_info_icon_coin_obj(self, value: GameObject)

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fn m_map_info_icon_encount_obj(self) -> GameObject

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fn set_m_map_info_icon_encount_obj(self, value: GameObject)

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fn m_map_info_message_root_obj(self) -> GameObject

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fn set_m_map_info_message_root_obj(self, value: GameObject)

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fn m_map_info_message_story_obj(self) -> GameObject

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fn set_m_map_info_message_story_obj(self, value: GameObject)

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fn m_map_info_message_encount_obj(self) -> GameObject

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fn set_m_map_info_message_encount_obj(self, value: GameObject)

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fn m_map_info_lv_root_obj(self) -> GameObject

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fn set_m_map_info_lv_root_obj(self, value: GameObject)

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fn m_map_info_lv_obj(self) -> GameObject

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fn set_m_map_info_lv_obj(self, value: GameObject)

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fn m_map_info_country_name(self) -> TextMeshProUGUI

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fn set_m_map_info_country_name(self, value: TextMeshProUGUI)

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fn m_map_info_country_lv(self) -> TextMeshProUGUI

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fn set_m_map_info_country_lv(self, value: TextMeshProUGUI)

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fn m_item_material_list(self) -> List_1<GameObject>

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fn set_m_item_material_list(self, value: List_1<GameObject>)

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fn m_item_food_list(self) -> List_1<GameObject>

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fn set_m_item_food_list(self, value: List_1<GameObject>)

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fn m_item_animal_list(self) -> List_1<GameObject>

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fn set_m_item_animal_list(self, value: List_1<GameObject>)

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fn m_item_info_material_list(self) -> List_1<GmapMapInfoContent_ItemInfo>

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fn set_m_item_info_material_list( self, value: List_1<GmapMapInfoContent_ItemInfo>, )

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fn m_item_info_food_list(self) -> List_1<GmapMapInfoContent_ItemInfo>

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fn set_m_item_info_food_list(self, value: List_1<GmapMapInfoContent_ItemInfo>)

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fn m_item_info_animal_list(self) -> List_1<GmapMapInfoContent_ItemInfo>

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fn set_m_item_info_animal_list(self, value: List_1<GmapMapInfoContent_ItemInfo>)

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fn m_map_info_sprite(self) -> Sprite

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fn set_m_map_info_sprite(self, value: Sprite)

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fn m_encount_info(self) -> GameObject

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fn set_m_encount_info(self, value: GameObject)

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fn m_encount_info_anim(self) -> Animator

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fn set_m_encount_info_anim(self, value: Animator)

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fn m_main_title(self) -> GameObject

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fn set_m_main_title(self, value: GameObject)

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fn m_god_title(self) -> GameObject

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fn set_m_god_title(self, value: GameObject)

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fn m_evil_title(self) -> GameObject

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fn set_m_evil_title(self, value: GameObject)

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fn m_main_value(self) -> GameObject

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fn set_m_main_value(self, value: GameObject)

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fn m_god_value(self) -> GameObject

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fn set_m_god_value(self, value: GameObject)

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fn m_evil_value(self) -> GameObject

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fn set_m_evil_value(self, value: GameObject)

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fn m_main_normal(self) -> TextMeshProUGUI

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fn set_m_main_normal(self, value: TextMeshProUGUI)

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fn m_main_gold_rare(self) -> TextMeshProUGUI

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fn set_m_main_gold_rare(self, value: TextMeshProUGUI)

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fn m_main_exp_rare(self) -> TextMeshProUGUI

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fn set_m_main_exp_rare(self, value: TextMeshProUGUI)

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fn m_god_normal(self) -> TextMeshProUGUI

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fn set_m_god_normal(self, value: TextMeshProUGUI)

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fn m_god_gold_rare(self) -> TextMeshProUGUI

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fn set_m_god_gold_rare(self, value: TextMeshProUGUI)

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fn m_god_exp_rare(self) -> TextMeshProUGUI

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fn set_m_god_exp_rare(self, value: TextMeshProUGUI)

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fn m_evil_normal(self) -> TextMeshProUGUI

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fn set_m_evil_normal(self, value: TextMeshProUGUI)

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fn m_evil_gold_rare(self) -> TextMeshProUGUI

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fn set_m_evil_gold_rare(self, value: TextMeshProUGUI)

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fn m_evil_exp_rare(self) -> TextMeshProUGUI

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fn set_m_evil_exp_rare(self, value: TextMeshProUGUI)

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§