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IHelpParamSetterMethods

Trait IHelpParamSetterMethods 

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pub trait IHelpParamSetterMethods: IHelpParamSetter {
Show 32 methods // Provided methods fn set_ring_select_god( self, is_temp_god: impl Into<bool>, god: impl Into<GodUnit>, ) { ... } fn set_ring_select_common( self, is_temp_ring: impl Into<bool>, ring: impl Into<UnitRing>, ) { ... } fn move_immediate(self) { ... } fn update_langage(self) { ... } fn awake(self) { ... } fn on_destroy(self) { ... } fn start(self) { ... } fn update(self) { ... } fn set_item_fixed_text(self) { ... } fn try_set_up_down_icon( self, icon: impl Into<Image>, text: impl Into<TextMeshProUGUI>, before: impl Into<i32>, now: impl Into<i32>, ) { ... } fn move_cursor(self, frame: impl Into<GameObject>) { ... } fn update_cursor_position(self) { ... } fn curve_decel( self, prev: impl Into<Vector2>, next: impl Into<Vector2>, now: impl Into<f32>, term: impl Into<f32>, num: impl Into<i32>, ) -> Vector2 { ... } fn get_help_text(self, help: impl Into<Il2CppString>) -> Il2CppString { ... } fn set_person(self, frame: impl Into<GameObject>, unit: impl Into<Unit>) { ... } fn is_veyre_for_network(self, unit: impl Into<Unit>) -> bool { ... } fn set_job(self, frame: impl Into<GameObject>, job: impl Into<JobData>) { ... } fn set_battle_style( self, frame: impl Into<GameObject>, style: impl Into<BattleStyle_Types>, ) { ... } fn set_efficacy( self, frame: impl Into<GameObject>, skill: impl Into<SkillData>, ) { ... } fn set_item_data( self, frame: impl Into<GameObject>, data: impl Into<ItemData>, unit: impl Into<Unit>, god: impl Into<GodUnit>, ring: impl Into<UnitRing>, endurance: impl Into<i32>, item: impl Into<UnitItem>, is_use_enchant: impl Into<bool>, ) { ... } fn set_range_text(self, r_i: impl Into<i32>, r_o: impl Into<i32>) { ... } fn set_unit_item( self, frame: impl Into<GameObject>, item: impl Into<UnitItem>, unit: impl Into<Unit>, god: impl Into<GodUnit>, ring: impl Into<UnitRing>, is_use_enchant: impl Into<bool>, ) { ... } fn set_skill( self, frame: impl Into<GameObject>, skill: impl Into<SkillData>, b_engage: impl Into<bool>, god: impl Into<GodUnit>, ) { ... } fn set_capability( self, frame: impl Into<GameObject>, unit: impl Into<Unit>, type: impl Into<CapabilityDefinition_Type>, ) { ... } fn set_battle_info( self, frame: impl Into<GameObject>, unit: impl Into<Unit>, type: impl Into<UnitInfoParamManager_ValueType>, text: impl Into<Il2CppString>, ) { ... } fn add_enhanced_string( self, info_text: impl Into<Il2CppString>, title: impl Into<Il2CppString>, value: impl Into<i32>, ) -> Il2CppString { ... } fn set_god( self, frame: impl Into<GameObject>, unit: impl Into<Unit>, temp_god: impl Into<GodUnit>, ) { ... } fn set_god_2( self, frame: impl Into<GameObject>, god_data: impl Into<GodData>, ) { ... } fn set_weapon_level( self, frame: impl Into<GameObject>, item_kind: impl Into<ItemData_Kinds>, job_data: impl Into<JobData>, ) { ... } fn set_enchantment( self, frame: impl Into<GameObject>, unit: impl Into<Unit>, ) { ... } fn set_fixed_text( self, frame: impl Into<GameObject>, text: impl Into<Il2CppString>, ) { ... } fn ctor(self) { ... }
}

Provided Methods§

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fn set_ring_select_god( self, is_temp_god: impl Into<bool>, god: impl Into<GodUnit>, )

SetRingSelectGod(bool, crate::app::godunit::GodUnit) overload

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fn set_ring_select_common( self, is_temp_ring: impl Into<bool>, ring: impl Into<UnitRing>, )

SetRingSelectCommon(bool, crate::app::unitring::UnitRing) overload

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fn move_immediate(self)

MoveImmediate() overload

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fn update_langage(self)

UpdateLangage() overload

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fn awake(self)

Awake() overload

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fn on_destroy(self)

OnDestroy() overload

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fn start(self)

Start() overload

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fn update(self)

Update() overload

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fn set_item_fixed_text(self)

SetItemFixedText() overload

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fn try_set_up_down_icon( self, icon: impl Into<Image>, text: impl Into<TextMeshProUGUI>, before: impl Into<i32>, now: impl Into<i32>, )

TrySetUpDownIcon(crate::unity_engine::ui::image::Image, crate::tm_pro::textmeshprougui::TextMeshProUGUI, i32, i32) overload

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fn move_cursor(self, frame: impl Into<GameObject>)

MoveCursor(crate::unity_engine::gameobject::GameObject) overload

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fn update_cursor_position(self)

UpdateCursorPosition() overload

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fn curve_decel( self, prev: impl Into<Vector2>, next: impl Into<Vector2>, now: impl Into<f32>, term: impl Into<f32>, num: impl Into<i32>, ) -> Vector2

CurveDecel(crate::unity_engine::vector2::Vector2, crate::unity_engine::vector2::Vector2, f32, f32, i32) overload

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fn get_help_text(self, help: impl Into<Il2CppString>) -> Il2CppString

GetHelpText(::unity::Il2CppString) overload

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fn set_person(self, frame: impl Into<GameObject>, unit: impl Into<Unit>)

SetPerson(crate::unity_engine::gameobject::GameObject, crate::app::unit::Unit) overload

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fn is_veyre_for_network(self, unit: impl Into<Unit>) -> bool

IsVeyreForNetwork(crate::app::unit::Unit) overload

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fn set_job(self, frame: impl Into<GameObject>, job: impl Into<JobData>)

SetJob(crate::unity_engine::gameobject::GameObject, crate::app::jobdata::JobData) overload

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fn set_battle_style( self, frame: impl Into<GameObject>, style: impl Into<BattleStyle_Types>, )

SetBattleStyle(crate::unity_engine::gameobject::GameObject, crate::app::battlestyle::BattleStyle_Types) overload

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fn set_efficacy(self, frame: impl Into<GameObject>, skill: impl Into<SkillData>)

SetEfficacy(crate::unity_engine::gameobject::GameObject, crate::app::skilldata::SkillData) overload

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fn set_item_data( self, frame: impl Into<GameObject>, data: impl Into<ItemData>, unit: impl Into<Unit>, god: impl Into<GodUnit>, ring: impl Into<UnitRing>, endurance: impl Into<i32>, item: impl Into<UnitItem>, is_use_enchant: impl Into<bool>, )

SetItemData(crate::unity_engine::gameobject::GameObject, crate::app::itemdata::ItemData, crate::app::unit::Unit, crate::app::godunit::GodUnit, crate::app::unitring::UnitRing, i32, crate::app::unititem::UnitItem, bool) overload

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fn set_range_text(self, r_i: impl Into<i32>, r_o: impl Into<i32>)

SetRangeText(i32, i32) overload

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fn set_unit_item( self, frame: impl Into<GameObject>, item: impl Into<UnitItem>, unit: impl Into<Unit>, god: impl Into<GodUnit>, ring: impl Into<UnitRing>, is_use_enchant: impl Into<bool>, )

SetUnitItem(crate::unity_engine::gameobject::GameObject, crate::app::unititem::UnitItem, crate::app::unit::Unit, crate::app::godunit::GodUnit, crate::app::unitring::UnitRing, bool) overload

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fn set_skill( self, frame: impl Into<GameObject>, skill: impl Into<SkillData>, b_engage: impl Into<bool>, god: impl Into<GodUnit>, )

SetSkill(crate::unity_engine::gameobject::GameObject, crate::app::skilldata::SkillData, bool, crate::app::godunit::GodUnit) overload

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fn set_capability( self, frame: impl Into<GameObject>, unit: impl Into<Unit>, type: impl Into<CapabilityDefinition_Type>, )

SetCapability(crate::unity_engine::gameobject::GameObject, crate::app::unit::Unit, crate::app::capabilitydefinition::CapabilityDefinition_Type) overload

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fn set_battle_info( self, frame: impl Into<GameObject>, unit: impl Into<Unit>, type: impl Into<UnitInfoParamManager_ValueType>, text: impl Into<Il2CppString>, )

SetBattleInfo(crate::unity_engine::gameobject::GameObject, crate::app::unit::Unit, crate::app::unitinfoparammanager::UnitInfoParamManager_ValueType, ::unity::Il2CppString) overload

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fn add_enhanced_string( self, info_text: impl Into<Il2CppString>, title: impl Into<Il2CppString>, value: impl Into<i32>, ) -> Il2CppString

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

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fn set_god( self, frame: impl Into<GameObject>, unit: impl Into<Unit>, temp_god: impl Into<GodUnit>, )

SetGod(crate::unity_engine::gameobject::GameObject, crate::app::unit::Unit, crate::app::godunit::GodUnit) overload

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fn set_god_2(self, frame: impl Into<GameObject>, god_data: impl Into<GodData>)

SetGod(crate::unity_engine::gameobject::GameObject, crate::app::goddata::GodData) overload

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fn set_weapon_level( self, frame: impl Into<GameObject>, item_kind: impl Into<ItemData_Kinds>, job_data: impl Into<JobData>, )

SetWeaponLevel(crate::unity_engine::gameobject::GameObject, crate::app::itemdata::ItemData_Kinds, crate::app::jobdata::JobData) overload

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fn set_enchantment(self, frame: impl Into<GameObject>, unit: impl Into<Unit>)

SetEnchantment(crate::unity_engine::gameobject::GameObject, crate::app::unit::Unit) overload

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fn set_fixed_text( self, frame: impl Into<GameObject>, text: impl Into<Il2CppString>, )

SetFixedText(crate::unity_engine::gameobject::GameObject, ::unity::Il2CppString) overload

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fn ctor(self)

.ctor() 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: IHelpParamSetter> IHelpParamSetterMethods for __T

Available on crate feature app-helpparamsetter only.