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IMap_CellMeshMethods

Trait IMap_CellMeshMethods 

Source
pub trait IMap_CellMeshMethods: IMap_CellMesh {
    // Provided methods
    fn ctor(
        self,
        go: impl Into<GameObject>,
        sub_mesh_count: impl Into<i32>,
        vertex_capacity: impl Into<i32>,
    ) { ... }
    fn add_tangents5(self) -> Vector4 { ... }
    fn add_cell(
        self,
        x: impl Into<i32>,
        z: impl Into<i32>,
        color: impl Into<Color>,
        distance: impl Into<f32>,
    ) { ... }
    fn add_cell_2(
        self,
        x: impl Into<i32>,
        z: impl Into<i32>,
        color: impl Into<Color>,
        uv0: impl Into<Vector2>,
        uv2: impl Into<Vector2>,
        rotation: impl Into<i32>,
        distance: impl Into<f32>,
    ) { ... }
    fn add_cell_3(
        self,
        x: impl Into<i32>,
        z: impl Into<i32>,
        uv0: impl Into<Vector2>,
        uv2: impl Into<Vector2>,
        distance: impl Into<f32>,
    ) { ... }
    fn add_cell_4(
        self,
        x: impl Into<i32>,
        z: impl Into<i32>,
        color0: impl Into<Color>,
        color1: impl Into<Color>,
        color2: impl Into<Color>,
        color3: impl Into<Color>,
        distance: impl Into<f32>,
    ) { ... }
    fn add_cell_5(
        self,
        x: impl Into<i32>,
        z: impl Into<i32>,
        color0: impl Into<Color>,
        color1: impl Into<Color>,
        color2: impl Into<Color>,
        color3: impl Into<Color>,
        uv0: impl Into<Vector2>,
        uv2: impl Into<Vector2>,
        distance: impl Into<f32>,
    ) { ... }
    fn add_cell_6(
        self,
        x: impl Into<i32>,
        z: impl Into<i32>,
        dir: impl Into<Dir_Type>,
        color: impl Into<Color>,
        uv0: impl Into<Vector2>,
        uv2: impl Into<Vector2>,
        distance: impl Into<f32>,
    ) { ... }
    fn add_straddle_cell(
        self,
        unit: impl Into<Unit>,
        color: impl Into<Color>,
        uv_rotate: impl Into<f32>,
    ) { ... }
    fn add_event_cell(
        self,
        x: impl Into<i32>,
        z: impl Into<i32>,
        color: impl Into<Color>,
    ) { ... }
}

Provided Methods§

Source

fn ctor( self, go: impl Into<GameObject>, sub_mesh_count: impl Into<i32>, vertex_capacity: impl Into<i32>, )

.ctor(crate::unity_engine::gameobject::GameObject, i32, i32) overload

Source

fn add_tangents5(self) -> Vector4

AddTangents5(*mutcrate::unity_engine::vector4::Vector4) overload

Source

fn add_cell( self, x: impl Into<i32>, z: impl Into<i32>, color: impl Into<Color>, distance: impl Into<f32>, )

AddCell(i32, i32, crate::unity_engine::color::Color, f32) overload

Source

fn add_cell_2( self, x: impl Into<i32>, z: impl Into<i32>, color: impl Into<Color>, uv0: impl Into<Vector2>, uv2: impl Into<Vector2>, rotation: impl Into<i32>, distance: impl Into<f32>, )

AddCell(i32, i32, crate::unity_engine::color::Color, crate::unity_engine::vector2::Vector2, crate::unity_engine::vector2::Vector2, i32, f32) overload

Source

fn add_cell_3( self, x: impl Into<i32>, z: impl Into<i32>, uv0: impl Into<Vector2>, uv2: impl Into<Vector2>, distance: impl Into<f32>, )

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

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fn add_cell_4( self, x: impl Into<i32>, z: impl Into<i32>, color0: impl Into<Color>, color1: impl Into<Color>, color2: impl Into<Color>, color3: impl Into<Color>, distance: impl Into<f32>, )

AddCell(i32, i32, crate::unity_engine::color::Color, crate::unity_engine::color::Color, crate::unity_engine::color::Color, crate::unity_engine::color::Color, f32) overload

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fn add_cell_5( self, x: impl Into<i32>, z: impl Into<i32>, color0: impl Into<Color>, color1: impl Into<Color>, color2: impl Into<Color>, color3: impl Into<Color>, uv0: impl Into<Vector2>, uv2: impl Into<Vector2>, distance: impl Into<f32>, )

AddCell(i32, i32, crate::unity_engine::color::Color, crate::unity_engine::color::Color, crate::unity_engine::color::Color, crate::unity_engine::color::Color, crate::unity_engine::vector2::Vector2, crate::unity_engine::vector2::Vector2, f32) overload

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fn add_cell_6( self, x: impl Into<i32>, z: impl Into<i32>, dir: impl Into<Dir_Type>, color: impl Into<Color>, uv0: impl Into<Vector2>, uv2: impl Into<Vector2>, distance: impl Into<f32>, )

AddCell(i32, i32, crate::app::dir_2::Dir_Type, crate::unity_engine::color::Color, crate::unity_engine::vector2::Vector2, crate::unity_engine::vector2::Vector2, f32) overload

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fn add_straddle_cell( self, unit: impl Into<Unit>, color: impl Into<Color>, uv_rotate: impl Into<f32>, )

AddStraddleCell(crate::app::unit::Unit, crate::unity_engine::color::Color, f32) overload

Source

fn add_event_cell( self, x: impl Into<i32>, z: impl Into<i32>, color: impl Into<Color>, )

AddEventCell(i32, i32, crate::unity_engine::color::Color) 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§

Source§

impl<__T: IMap_CellMesh> IMap_CellMeshMethods for __T

Available on crate feature app-map only.