pub trait IInvestmentMenuContent: IBasicMenuContent {
Show 74 methods
// Provided methods
fn m_next_text(self) -> TextMeshProUGUI { ... }
fn set_m_next_text(self, value: TextMeshProUGUI) { ... }
fn m_total_text(self) -> TextMeshProUGUI { ... }
fn set_m_total_text(self, value: TextMeshProUGUI) { ... }
fn m_level_before_title(self) -> TextMeshProUGUI { ... }
fn set_m_level_before_title(self, value: TextMeshProUGUI) { ... }
fn m_level_after_title(self) -> TextMeshProUGUI { ... }
fn set_m_level_after_title(self, value: TextMeshProUGUI) { ... }
fn m_level_effect_title(self) -> TextMeshProUGUI { ... }
fn set_m_level_effect_title(self, value: TextMeshProUGUI) { ... }
fn m_level_bonus_title(self) -> TextMeshProUGUI { ... }
fn set_m_level_bonus_title(self, value: TextMeshProUGUI) { ... }
fn m_battle_title(self) -> TextMeshProUGUI { ... }
fn set_m_battle_title(self, value: TextMeshProUGUI) { ... }
fn m_result_title(self) -> TextMeshProUGUI { ... }
fn set_m_result_title(self, value: TextMeshProUGUI) { ... }
fn m_complete_text(self) -> TextMeshProUGUI { ... }
fn set_m_complete_text(self, value: TextMeshProUGUI) { ... }
fn m_complete_info_text(self) -> TextMeshProUGUI { ... }
fn set_m_complete_info_text(self, value: TextMeshProUGUI) { ... }
fn m_next_cost_root(self) -> GameObject { ... }
fn set_m_next_cost_root(self, value: GameObject) { ... }
fn m_max_cost_root(self) -> GameObject { ... }
fn set_m_max_cost_root(self, value: GameObject) { ... }
fn m_use_cost(self) -> TextMeshProUGUI { ... }
fn set_m_use_cost(self, value: TextMeshProUGUI) { ... }
fn m_use_cost_unit(self) -> TextMeshProUGUI { ... }
fn set_m_use_cost_unit(self, value: TextMeshProUGUI) { ... }
fn m_max_cost_unit(self) -> TextMeshProUGUI { ... }
fn set_m_max_cost_unit(self, value: TextMeshProUGUI) { ... }
fn m_next_cost(self) -> TextMeshProUGUI { ... }
fn set_m_next_cost(self, value: TextMeshProUGUI) { ... }
fn m_next_cost_unit(self) -> TextMeshProUGUI { ... }
fn set_m_next_cost_unit(self, value: TextMeshProUGUI) { ... }
fn m_bg_symbol(self) -> Image { ... }
fn set_m_bg_symbol(self, value: Image) { ... }
fn m_current_level(self) -> TextMeshProUGUI { ... }
fn set_m_current_level(self, value: TextMeshProUGUI) { ... }
fn m_next_level(self) -> TextMeshProUGUI { ... }
fn set_m_next_level(self, value: TextMeshProUGUI) { ... }
fn m_bonus_item(self) -> TextMeshProUGUI { ... }
fn set_m_bonus_item(self, value: TextMeshProUGUI) { ... }
fn m_map_root(self) -> Image { ... }
fn set_m_map_root(self, value: Image) { ... }
fn m_map_point(self) -> List_1<GameObject> { ... }
fn set_m_map_point(self, value: List_1<GameObject>) { ... }
fn m_map_frm(self) -> List_1<GameObject> { ... }
fn set_m_map_frm(self, value: List_1<GameObject>) { ... }
fn m_map_before_texture(self) -> Sprite { ... }
fn set_m_map_before_texture(self, value: Sprite) { ... }
fn m_map_after_texture(self) -> Sprite { ... }
fn set_m_map_after_texture(self, value: Sprite) { ... }
fn m_gold_enemy_info(self) -> InvestmentMenuContent_BattleEnemyInfo { ... }
fn set_m_gold_enemy_info(self, value: InvestmentMenuContent_BattleEnemyInfo) { ... }
fn m_exp_enemy_info(self) -> InvestmentMenuContent_BattleEnemyInfo { ... }
fn set_m_exp_enemy_info(self, value: InvestmentMenuContent_BattleEnemyInfo) { ... }
fn m_drop_item_info(self) -> List_1<InvestmentMenuContent_DropItemInfo> { ... }
fn set_m_drop_item_info(
self,
value: List_1<InvestmentMenuContent_DropItemInfo>,
) { ... }
fn m_animal_info(self) -> List_1<InvestmentMenuContent_AnimalInfo> { ... }
fn set_m_animal_info(self, value: List_1<InvestmentMenuContent_AnimalInfo>) { ... }
fn m_lv_max_show_object(self) -> List_1<GameObject> { ... }
fn set_m_lv_max_show_object(self, value: List_1<GameObject>) { ... }
fn m_lv_max_hide_object(self) -> List_1<GameObject> { ... }
fn set_m_lv_max_hide_object(self, value: List_1<GameObject>) { ... }
fn m_lv_max_bg_texture(self) -> Sprite { ... }
fn set_m_lv_max_bg_texture(self, value: Sprite) { ... }
fn m_normal_bg_texture(self) -> Sprite { ... }
fn set_m_normal_bg_texture(self, value: Sprite) { ... }
fn m_texture_change_image(self) -> Image { ... }
fn set_m_texture_change_image(self, value: Image) { ... }
fn m_disp_total_cost(self) -> i32 { ... }
fn set_m_disp_total_cost(self, value: i32) { ... }
fn m_disp_nation_data(self) -> HubNationData { ... }
fn set_m_disp_nation_data(self, value: HubNationData) { ... }
}Provided Methods§
fn m_next_text(self) -> TextMeshProUGUI
fn set_m_next_text(self, value: TextMeshProUGUI)
fn m_total_text(self) -> TextMeshProUGUI
fn set_m_total_text(self, value: TextMeshProUGUI)
fn m_level_before_title(self) -> TextMeshProUGUI
fn set_m_level_before_title(self, value: TextMeshProUGUI)
fn m_level_after_title(self) -> TextMeshProUGUI
fn set_m_level_after_title(self, value: TextMeshProUGUI)
fn m_level_effect_title(self) -> TextMeshProUGUI
fn set_m_level_effect_title(self, value: TextMeshProUGUI)
fn m_level_bonus_title(self) -> TextMeshProUGUI
fn set_m_level_bonus_title(self, value: TextMeshProUGUI)
fn m_battle_title(self) -> TextMeshProUGUI
fn set_m_battle_title(self, value: TextMeshProUGUI)
fn m_result_title(self) -> TextMeshProUGUI
fn set_m_result_title(self, value: TextMeshProUGUI)
fn m_complete_text(self) -> TextMeshProUGUI
fn set_m_complete_text(self, value: TextMeshProUGUI)
fn m_complete_info_text(self) -> TextMeshProUGUI
fn set_m_complete_info_text(self, value: TextMeshProUGUI)
fn m_next_cost_root(self) -> GameObject
fn set_m_next_cost_root(self, value: GameObject)
fn m_max_cost_root(self) -> GameObject
fn set_m_max_cost_root(self, value: GameObject)
fn m_use_cost(self) -> TextMeshProUGUI
fn set_m_use_cost(self, value: TextMeshProUGUI)
fn m_use_cost_unit(self) -> TextMeshProUGUI
fn set_m_use_cost_unit(self, value: TextMeshProUGUI)
fn m_max_cost_unit(self) -> TextMeshProUGUI
fn set_m_max_cost_unit(self, value: TextMeshProUGUI)
fn m_next_cost(self) -> TextMeshProUGUI
fn set_m_next_cost(self, value: TextMeshProUGUI)
fn m_next_cost_unit(self) -> TextMeshProUGUI
fn set_m_next_cost_unit(self, value: TextMeshProUGUI)
fn m_bg_symbol(self) -> Image
fn set_m_bg_symbol(self, value: Image)
fn m_current_level(self) -> TextMeshProUGUI
fn set_m_current_level(self, value: TextMeshProUGUI)
fn m_next_level(self) -> TextMeshProUGUI
fn set_m_next_level(self, value: TextMeshProUGUI)
fn m_bonus_item(self) -> TextMeshProUGUI
fn set_m_bonus_item(self, value: TextMeshProUGUI)
fn m_map_root(self) -> Image
fn set_m_map_root(self, value: Image)
fn m_map_point(self) -> List_1<GameObject>
fn set_m_map_point(self, value: List_1<GameObject>)
fn m_map_frm(self) -> List_1<GameObject>
fn set_m_map_frm(self, value: List_1<GameObject>)
fn m_map_before_texture(self) -> Sprite
fn set_m_map_before_texture(self, value: Sprite)
fn m_map_after_texture(self) -> Sprite
fn set_m_map_after_texture(self, value: Sprite)
fn m_gold_enemy_info(self) -> InvestmentMenuContent_BattleEnemyInfo
fn set_m_gold_enemy_info(self, value: InvestmentMenuContent_BattleEnemyInfo)
fn m_exp_enemy_info(self) -> InvestmentMenuContent_BattleEnemyInfo
fn set_m_exp_enemy_info(self, value: InvestmentMenuContent_BattleEnemyInfo)
fn m_drop_item_info(self) -> List_1<InvestmentMenuContent_DropItemInfo>
fn set_m_drop_item_info(self, value: List_1<InvestmentMenuContent_DropItemInfo>)
fn m_animal_info(self) -> List_1<InvestmentMenuContent_AnimalInfo>
fn set_m_animal_info(self, value: List_1<InvestmentMenuContent_AnimalInfo>)
fn m_lv_max_show_object(self) -> List_1<GameObject>
fn set_m_lv_max_show_object(self, value: List_1<GameObject>)
fn m_lv_max_hide_object(self) -> List_1<GameObject>
fn set_m_lv_max_hide_object(self, value: List_1<GameObject>)
fn m_lv_max_bg_texture(self) -> Sprite
fn set_m_lv_max_bg_texture(self, value: Sprite)
fn m_normal_bg_texture(self) -> Sprite
fn set_m_normal_bg_texture(self, value: Sprite)
fn m_texture_change_image(self) -> Image
fn set_m_texture_change_image(self, value: Image)
fn m_disp_total_cost(self) -> i32
fn set_m_disp_total_cost(self, value: i32)
fn m_disp_nation_data(self) -> HubNationData
fn set_m_disp_nation_data(self, value: HubNationData)
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.