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IHubPlayerControllerMethods

Trait IHubPlayerControllerMethods 

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pub trait IHubPlayerControllerMethods: IHubPlayerController {
Show 51 methods // Provided methods fn get_dir(self) -> f32 { ... } fn set_dir(self, value: impl Into<f32>) { ... } fn get_prev_dir(self) -> f32 { ... } fn set_prev_dir(self, value: impl Into<f32>) { ... } fn get_z_rotate(self) -> f32 { ... } fn set_z_rotate(self, value: impl Into<f32>) { ... } fn get_is_stop(self) -> bool { ... } fn set_is_stop(self, value: impl Into<bool>) { ... } fn get_speed(self) -> f32 { ... } fn set_speed(self, value: impl Into<f32>) { ... } fn get_character(self) -> Character { ... } fn set_character(self, value: impl Into<Character>) { ... } fn get_unit_controller(self) -> HubUnitController { ... } fn get_culling_collider(self) -> HubCullingPlayerCollider { ... } fn get_control_type(self) -> i32 { ... } fn get_rotate_angle(self) -> f32 { ... } fn get_default_radius(self) -> f32 { ... } fn setup( self, player_root: impl Into<GameObject>, group_root: impl Into<GameObject>, button_navi: impl Into<GameObject>, ) { ... } fn set_collider(self, collider: impl Into<HubPlayerCollider>) { ... } fn set_culling_collider(self, collider: impl Into<HubCullingPlayerCollider>) { ... } fn hide(self) { ... } fn show(self) { ... } fn start(self) { ... } fn load_character(self) { ... } fn save_accessory(self) { ... } fn restore_accessory(self) { ... } fn reload(self) { ... } fn get_is_character_loading(self) -> bool { ... } fn set_is_character_loading(self, value: impl Into<bool>) { ... } fn init_look_at_target(self) { ... } fn update_character_look_at(self) { ... } fn tick(self, lx: impl Into<f32>, ly: impl Into<f32>) { ... } fn start_proc_idle(self) { ... } fn stop_proc_idle(self, soon: impl Into<bool>) { ... } fn persistent(self) { ... } fn proc_idle(self) -> IEnumerator { ... } fn late_persistent(self) { ... } fn update_access(self, force: impl Into<bool>) { ... } fn update_look_at(self) { ... } fn find_nearest_look_at_point(self) -> Vector3 { ... } fn get_transform(self) -> Transform { ... } fn get_can_access(self) -> bool { ... } fn begin_access(self) { ... } fn end_access(self, with_reset_anim: impl Into<bool>, delay: impl Into<f32>) { ... } fn reset_look(self) { ... } fn try_get_last_access(self) -> HubAccess { ... } fn try_get_now_access(self) -> HubAccess { ... } fn add_collider(self, c: impl Into<Collider>) { ... } fn remove_collider(self, c: impl Into<Collider>) { ... } fn is_moving(self) -> bool { ... } fn ctor(self) { ... }
}

Provided Methods§

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fn get_dir(self) -> f32

get_Dir() overload

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fn set_dir(self, value: impl Into<f32>)

set_Dir(f32) overload

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fn get_prev_dir(self) -> f32

get_PrevDir() overload

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fn set_prev_dir(self, value: impl Into<f32>)

set_PrevDir(f32) overload

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fn get_z_rotate(self) -> f32

get_ZRotate() overload

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fn set_z_rotate(self, value: impl Into<f32>)

set_ZRotate(f32) overload

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fn get_is_stop(self) -> bool

get_IsStop() overload

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fn set_is_stop(self, value: impl Into<bool>)

set_IsStop(bool) overload

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fn get_speed(self) -> f32

get_Speed() overload

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fn set_speed(self, value: impl Into<f32>)

set_Speed(f32) overload

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fn get_character(self) -> Character

get_Character() overload

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fn set_character(self, value: impl Into<Character>)

set_Character(crate::combat::character::Character) overload

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fn get_unit_controller(self) -> HubUnitController

get_UnitController() overload

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fn get_culling_collider(self) -> HubCullingPlayerCollider

get_CullingCollider() overload

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fn get_control_type(self) -> i32

get_ControlType() overload

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fn get_rotate_angle(self) -> f32

get_RotateAngle() overload

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fn get_default_radius(self) -> f32

get_DefaultRadius() overload

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fn setup( self, player_root: impl Into<GameObject>, group_root: impl Into<GameObject>, button_navi: impl Into<GameObject>, )

Setup(crate::unity_engine::gameobject::GameObject, crate::unity_engine::gameobject::GameObject, crate::unity_engine::gameobject::GameObject) overload

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fn set_collider(self, collider: impl Into<HubPlayerCollider>)

SetCollider(crate::app::hubplayercollider::HubPlayerCollider) overload

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fn set_culling_collider(self, collider: impl Into<HubCullingPlayerCollider>)

SetCullingCollider(crate::app::hubcullingplayercollider::HubCullingPlayerCollider) overload

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fn hide(self)

Hide() overload

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fn show(self)

Show() overload

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fn start(self)

Start() overload

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fn load_character(self)

LoadCharacter() overload

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fn save_accessory(self)

SaveAccessory() overload

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fn restore_accessory(self)

RestoreAccessory() overload

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fn reload(self)

Reload() overload

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fn get_is_character_loading(self) -> bool

get_IsCharacterLoading() overload

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fn set_is_character_loading(self, value: impl Into<bool>)

set_IsCharacterLoading(bool) overload

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fn init_look_at_target(self)

InitLookAtTarget() overload

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fn update_character_look_at(self)

UpdateCharacterLookAt() overload

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fn tick(self, lx: impl Into<f32>, ly: impl Into<f32>)

Tick(f32, f32) overload

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fn start_proc_idle(self)

StartProcIdle() overload

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fn stop_proc_idle(self, soon: impl Into<bool>)

StopProcIdle(bool) overload

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fn persistent(self)

Persistent() overload

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fn proc_idle(self) -> IEnumerator

ProcIdle() overload

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fn late_persistent(self)

LatePersistent() overload

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fn update_access(self, force: impl Into<bool>)

UpdateAccess(bool) overload

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fn update_look_at(self)

UpdateLookAt() overload

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fn find_nearest_look_at_point(self) -> Vector3

FindNearestLookAtPoint() overload

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fn get_transform(self) -> Transform

GetTransform() overload

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fn get_can_access(self) -> bool

get_CanAccess() overload

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fn begin_access(self)

BeginAccess() overload

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fn end_access(self, with_reset_anim: impl Into<bool>, delay: impl Into<f32>)

EndAccess(bool, f32) overload

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fn reset_look(self)

ResetLook() overload

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fn try_get_last_access(self) -> HubAccess

TryGetLastAccess() overload

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fn try_get_now_access(self) -> HubAccess

TryGetNowAccess() overload

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fn add_collider(self, c: impl Into<Collider>)

AddCollider(crate::unity_engine::collider::Collider) overload

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fn remove_collider(self, c: impl Into<Collider>)

RemoveCollider(crate::unity_engine::collider::Collider) overload

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fn is_moving(self) -> bool

IsMoving() 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: IHubPlayerController> IHubPlayerControllerMethods for __T

Available on crate feature app-hubplayercontroller only.