pub trait IHubPlayerController: IObject {
Show 74 methods
// Provided methods
fn m_player_root(self) -> GameObject { ... }
fn set_m_player_root(self, value: GameObject) { ... }
fn m_player_collider(self) -> GameObject { ... }
fn set_m_player_collider(self, value: GameObject) { ... }
fn m_group_root(self) -> GameObject { ... }
fn set_m_group_root(self, value: GameObject) { ... }
fn m_camera(self) -> GameObject { ... }
fn set_m_camera(self, value: GameObject) { ... }
fn m_button_navi(self) -> GameObject { ... }
fn set_m_button_navi(self, value: GameObject) { ... }
fn m_look_at(self) -> HubLookAtController { ... }
fn set_m_look_at(self, value: HubLookAtController) { ... }
fn m_unit_controller(self) -> HubUnitController { ... }
fn set_m_unit_controller(self, value: HubUnitController) { ... }
fn m_colliders(self) -> List_1<Collider> { ... }
fn set_m_colliders(self, value: List_1<Collider>) { ... }
fn m_hub_camera(self) -> HubCamera { ... }
fn set_m_hub_camera(self, value: HubCamera) { ... }
fn m_last_access(self) -> HubAccess { ... }
fn set_m_last_access(self, value: HubAccess) { ... }
fn m_animator(self) -> Animator { ... }
fn set_m_animator(self, value: Animator) { ... }
fn m_character_joints(self) -> Array<CharacterJoint> { ... }
fn set_m_character_joints(self, value: Array<CharacterJoint>) { ... }
fn m_look_at_i_ks(self) -> Array<LookAtIK> { ... }
fn set_m_look_at_i_ks(self, value: Array<LookAtIK>) { ... }
fn m_speed(self) -> f32 { ... }
fn set_m_speed(self, value: f32) { ... }
fn m_move_target(self) -> Vector3 { ... }
fn set_m_move_target(self, value: Vector3) { ... }
fn m_move_direction(self) -> Vector3 { ... }
fn set_m_move_direction(self, value: Vector3) { ... }
fn m_dash_stop(self) -> bool { ... }
fn set_m_dash_stop(self, value: bool) { ... }
fn m_dash_stop_time(self) -> f32 { ... }
fn set_m_dash_stop_time(self, value: f32) { ... }
fn m_dash_stop_delay(self) -> f32 { ... }
fn set_m_dash_stop_delay(self, value: f32) { ... }
fn m_dash_time(self) -> f32 { ... }
fn set_m_dash_time(self, value: f32) { ... }
fn m_time_with_no_target(self) -> f32 { ... }
fn set_m_time_with_no_target(self, value: f32) { ... }
fn m_quick_turn_anim_name(self) -> Il2CppString { ... }
fn set_m_quick_turn_anim_name(self, value: Il2CppString) { ... }
fn m_access_delay(self) -> f32 { ... }
fn set_m_access_delay(self, value: f32) { ... }
fn m_culling_collider(self) -> HubCullingPlayerCollider { ... }
fn set_m_culling_collider(self, value: HubCullingPlayerCollider) { ... }
fn m_grass_managers(self) -> Array<GrassManager> { ... }
fn set_m_grass_managers(self, value: Array<GrassManager>) { ... }
fn object_collision_layer_mask(self) -> i32 { ... }
fn set_object_collision_layer_mask(self, value: i32) { ... }
fn ground_collision_layer_mask(self) -> i32 { ... }
fn set_ground_collision_layer_mask(self, value: i32) { ... }
fn slope_collision_layer_mask(self) -> i32 { ... }
fn set_slope_collision_layer_mask(self, value: i32) { ... }
fn m_hash(self) -> i32 { ... }
fn set_m_hash(self, value: i32) { ... }
fn results(self) -> Array<RaycastHit> { ... }
fn set_results(self, value: Array<RaycastHit>) { ... }
fn overlap_colliders(self) -> Array<Collider> { ... }
fn set_overlap_colliders(self, value: Array<Collider>) { ... }
fn access_colliders(self) -> Array<Collider> { ... }
fn set_access_colliders(self, value: Array<Collider>) { ... }
fn access_collider(self) -> Collider { ... }
fn set_access_collider(self, value: Collider) { ... }
fn distance_speed(self) -> f32 { ... }
fn set_distance_speed(self, value: f32) { ... }
fn m_proc_idle_coroutin(self) -> Coroutine { ... }
fn set_m_proc_idle_coroutin(self, value: Coroutine) { ... }
fn m_enable_proc(self) -> bool { ... }
fn set_m_enable_proc(self, value: bool) { ... }
fn m_wall_interval(self) -> f32 { ... }
fn set_m_wall_interval(self, value: f32) { ... }
}Provided Methods§
fn m_player_root(self) -> GameObject
fn set_m_player_root(self, value: GameObject)
fn m_player_collider(self) -> GameObject
fn set_m_player_collider(self, value: GameObject)
fn m_group_root(self) -> GameObject
fn set_m_group_root(self, value: GameObject)
fn m_camera(self) -> GameObject
fn set_m_camera(self, value: GameObject)
fn m_look_at(self) -> HubLookAtController
fn set_m_look_at(self, value: HubLookAtController)
fn m_unit_controller(self) -> HubUnitController
fn set_m_unit_controller(self, value: HubUnitController)
fn m_colliders(self) -> List_1<Collider>
fn set_m_colliders(self, value: List_1<Collider>)
fn m_hub_camera(self) -> HubCamera
fn set_m_hub_camera(self, value: HubCamera)
fn m_last_access(self) -> HubAccess
fn set_m_last_access(self, value: HubAccess)
fn m_animator(self) -> Animator
fn set_m_animator(self, value: Animator)
fn m_character_joints(self) -> Array<CharacterJoint>
fn set_m_character_joints(self, value: Array<CharacterJoint>)
fn m_look_at_i_ks(self) -> Array<LookAtIK>
fn set_m_look_at_i_ks(self, value: Array<LookAtIK>)
fn m_speed(self) -> f32
fn set_m_speed(self, value: f32)
fn m_move_target(self) -> Vector3
fn set_m_move_target(self, value: Vector3)
fn m_move_direction(self) -> Vector3
fn set_m_move_direction(self, value: Vector3)
fn m_dash_stop(self) -> bool
fn set_m_dash_stop(self, value: bool)
fn m_dash_stop_time(self) -> f32
fn set_m_dash_stop_time(self, value: f32)
fn m_dash_stop_delay(self) -> f32
fn set_m_dash_stop_delay(self, value: f32)
fn m_dash_time(self) -> f32
fn set_m_dash_time(self, value: f32)
fn m_time_with_no_target(self) -> f32
fn set_m_time_with_no_target(self, value: f32)
fn m_quick_turn_anim_name(self) -> Il2CppString
fn set_m_quick_turn_anim_name(self, value: Il2CppString)
fn m_access_delay(self) -> f32
fn set_m_access_delay(self, value: f32)
fn m_culling_collider(self) -> HubCullingPlayerCollider
fn set_m_culling_collider(self, value: HubCullingPlayerCollider)
fn m_grass_managers(self) -> Array<GrassManager>
fn set_m_grass_managers(self, value: Array<GrassManager>)
fn object_collision_layer_mask(self) -> i32
fn set_object_collision_layer_mask(self, value: i32)
fn ground_collision_layer_mask(self) -> i32
fn set_ground_collision_layer_mask(self, value: i32)
fn slope_collision_layer_mask(self) -> i32
fn set_slope_collision_layer_mask(self, value: i32)
fn m_hash(self) -> i32
fn set_m_hash(self, value: i32)
fn results(self) -> Array<RaycastHit>
fn set_results(self, value: Array<RaycastHit>)
fn overlap_colliders(self) -> Array<Collider>
fn set_overlap_colliders(self, value: Array<Collider>)
fn access_colliders(self) -> Array<Collider>
fn set_access_colliders(self, value: Array<Collider>)
fn access_collider(self) -> Collider
fn set_access_collider(self, value: Collider)
fn distance_speed(self) -> f32
fn set_distance_speed(self, value: f32)
fn m_proc_idle_coroutin(self) -> Coroutine
fn set_m_proc_idle_coroutin(self, value: Coroutine)
fn m_enable_proc(self) -> bool
fn set_m_enable_proc(self, value: bool)
fn m_wall_interval(self) -> f32
fn set_m_wall_interval(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.