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IMapBattleInfoParamSetter

Trait IMapBattleInfoParamSetter 

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pub trait IMapBattleInfoParamSetter: IMonoBehaviour {
Show 106 methods // Provided methods fn param_clamp(self) -> i32 { ... } fn set_param_clamp(self, value: i32) { ... } fn m_info_root(self) -> GameObject { ... } fn set_m_info_root(self, value: GameObject) { ... } fn m_chara_name_root(self) -> GameObject { ... } fn set_m_chara_name_root(self, value: GameObject) { ... } fn m_chara_name(self) -> TextMeshProUGUI { ... } fn set_m_chara_name(self, value: TextMeshProUGUI) { ... } fn m_god_name_root(self) -> GameObject { ... } fn set_m_god_name_root(self, value: GameObject) { ... } fn m_god_name(self) -> TextMeshProUGUI { ... } fn set_m_god_name(self, value: TextMeshProUGUI) { ... } fn m_name_only_chara_name_root(self) -> Image { ... } fn set_m_name_only_chara_name_root(self, value: Image) { ... } fn m_name_only_chara_name(self) -> TextMeshProUGUI { ... } fn set_m_name_only_chara_name(self, value: TextMeshProUGUI) { ... } fn m_name_only_god_name_root(self) -> GameObject { ... } fn set_m_name_only_god_name_root(self, value: GameObject) { ... } fn m_name_only_god_name(self) -> TextMeshProUGUI { ... } fn set_m_name_only_god_name(self, value: TextMeshProUGUI) { ... } fn m_max_hp_gauge_width(self) -> i32 { ... } fn set_m_max_hp_gauge_width(self, value: i32) { ... } fn m_min_hp_gauge_width(self) -> i32 { ... } fn set_m_min_hp_gauge_width(self, value: i32) { ... } fn m_hp_gauge_max(self) -> i32 { ... } fn set_m_hp_gauge_max(self, value: i32) { ... } fn m_hp_root(self) -> GameObject { ... } fn set_m_hp_root(self, value: GameObject) { ... } fn m_hp_gauge_root(self) -> GameObject { ... } fn set_m_hp_gauge_root(self, value: GameObject) { ... } fn m_now_hp(self) -> TextMeshProUGUI { ... } fn set_m_now_hp(self, value: TextMeshProUGUI) { ... } fn m_after_hp_root(self) -> GameObject { ... } fn set_m_after_hp_root(self, value: GameObject) { ... } fn m_after_hp(self) -> TextMeshProUGUI { ... } fn set_m_after_hp(self, value: TextMeshProUGUI) { ... } fn m_after_hp_heal_root(self) -> GameObject { ... } fn set_m_after_hp_heal_root(self, value: GameObject) { ... } fn m_after_hp_heal(self) -> TextMeshProUGUI { ... } fn set_m_after_hp_heal(self, value: TextMeshProUGUI) { ... } fn m_hp_gauge_after(self) -> GameObject { ... } fn set_m_hp_gauge_after(self, value: GameObject) { ... } fn m_hp_gauge_add(self) -> GameObject { ... } fn set_m_hp_gauge_add(self, value: GameObject) { ... } fn m_damage_material(self) -> Material { ... } fn set_m_damage_material(self, value: Material) { ... } fn m_heal_material(self) -> Material { ... } fn set_m_heal_material(self, value: Material) { ... } fn m_engage_material(self) -> Material { ... } fn set_m_engage_material(self, value: Material) { ... } fn m_hp_stock_root(self) -> GameObject { ... } fn set_m_hp_stock_root(self, value: GameObject) { ... } fn m_hp_stock(self) -> Array<Image> { ... } fn set_m_hp_stock(self, value: Array<Image>) { ... } fn m_hp_stock_sprites(self) -> Array<Sprite> { ... } fn set_m_hp_stock_sprites(self, value: Array<Sprite>) { ... } fn m_hp_stock_add(self) -> GameObject { ... } fn set_m_hp_stock_add(self, value: GameObject) { ... } fn m_damage_space(self) -> f32 { ... } fn set_m_damage_space(self, value: f32) { ... } fn m_status_root(self) -> GameObject { ... } fn set_m_status_root(self, value: GameObject) { ... } fn m_btl_atk_help(self) -> HelpItemFixedText { ... } fn set_m_btl_atk_help(self, value: HelpItemFixedText) { ... } fn m_btl_atk_title(self) -> TextMeshProUGUI { ... } fn set_m_btl_atk_title(self, value: TextMeshProUGUI) { ... } fn m_btl_atk(self) -> TextMeshProUGUI { ... } fn set_m_btl_atk(self, value: TextMeshProUGUI) { ... } fn m_btl_hit(self) -> TextMeshProUGUI { ... } fn set_m_btl_hit(self, value: TextMeshProUGUI) { ... } fn m_btl_crit(self) -> TextMeshProUGUI { ... } fn set_m_btl_crit(self, value: TextMeshProUGUI) { ... } fn m_chain_btl_atk(self) -> TextMeshProUGUI { ... } fn set_m_chain_btl_atk(self, value: TextMeshProUGUI) { ... } fn m_chain_btl_hit_root(self) -> GameObject { ... } fn set_m_chain_btl_hit_root(self, value: GameObject) { ... } fn m_chain_btl_hit(self) -> TextMeshProUGUI { ... } fn set_m_chain_btl_hit(self, value: TextMeshProUGUI) { ... } fn m_chain_btl_crit_root(self) -> GameObject { ... } fn set_m_chain_btl_crit_root(self, value: GameObject) { ... } fn m_chain_btl_crit(self) -> TextMeshProUGUI { ... } fn set_m_chain_btl_crit(self, value: TextMeshProUGUI) { ... } fn m_weapon_root(self) -> GameObject { ... } fn set_m_weapon_root(self, value: GameObject) { ... } fn m_weapon_icon_root(self) -> GameObject { ... } fn set_m_weapon_icon_root(self, value: GameObject) { ... } fn m_weapon_icon(self) -> Image { ... } fn set_m_weapon_icon(self, value: Image) { ... } fn m_weapon_arrow(self) -> Image { ... } fn set_m_weapon_arrow(self, value: Image) { ... } fn m_weapon_name(self) -> TextMeshProUGUI { ... } fn set_m_weapon_name(self, value: TextMeshProUGUI) { ... } fn m_weapon_nothing(self) -> GameObject { ... } fn set_m_weapon_nothing(self, value: GameObject) { ... } fn m_weapon_endurance(self) -> TextMeshProUGUI { ... } fn set_m_weapon_endurance(self, value: TextMeshProUGUI) { ... } fn m_weapon_change_l(self) -> GameObject { ... } fn set_m_weapon_change_l(self, value: GameObject) { ... } fn m_weapon_change_r(self) -> GameObject { ... } fn set_m_weapon_change_r(self, value: GameObject) { ... } fn m_item_list_root(self) -> GameObject { ... } fn set_m_item_list_root(self, value: GameObject) { ... } fn m_space_root(self) -> GameObject { ... } fn set_m_space_root(self, value: GameObject) { ... } fn m_force_texture(self) -> List_1<ForceTextureSetter> { ... } fn set_m_force_texture(self, value: List_1<ForceTextureSetter>) { ... }
}

Provided Methods§

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fn param_clamp(self) -> i32

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fn set_param_clamp(self, value: i32)

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fn m_info_root(self) -> GameObject

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fn set_m_info_root(self, value: GameObject)

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fn m_chara_name_root(self) -> GameObject

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fn set_m_chara_name_root(self, value: GameObject)

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fn m_chara_name(self) -> TextMeshProUGUI

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fn set_m_chara_name(self, value: TextMeshProUGUI)

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fn m_god_name_root(self) -> GameObject

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fn set_m_god_name_root(self, value: GameObject)

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fn m_god_name(self) -> TextMeshProUGUI

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fn set_m_god_name(self, value: TextMeshProUGUI)

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fn m_name_only_chara_name_root(self) -> Image

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fn set_m_name_only_chara_name_root(self, value: Image)

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fn m_name_only_chara_name(self) -> TextMeshProUGUI

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fn set_m_name_only_chara_name(self, value: TextMeshProUGUI)

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fn m_name_only_god_name_root(self) -> GameObject

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fn set_m_name_only_god_name_root(self, value: GameObject)

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fn m_name_only_god_name(self) -> TextMeshProUGUI

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fn set_m_name_only_god_name(self, value: TextMeshProUGUI)

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fn m_max_hp_gauge_width(self) -> i32

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fn set_m_max_hp_gauge_width(self, value: i32)

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fn m_min_hp_gauge_width(self) -> i32

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fn set_m_min_hp_gauge_width(self, value: i32)

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fn m_hp_gauge_max(self) -> i32

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fn set_m_hp_gauge_max(self, value: i32)

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fn m_hp_root(self) -> GameObject

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fn set_m_hp_root(self, value: GameObject)

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fn m_hp_gauge_root(self) -> GameObject

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fn set_m_hp_gauge_root(self, value: GameObject)

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fn m_now_hp(self) -> TextMeshProUGUI

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fn set_m_now_hp(self, value: TextMeshProUGUI)

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fn m_after_hp_root(self) -> GameObject

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fn set_m_after_hp_root(self, value: GameObject)

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fn m_after_hp(self) -> TextMeshProUGUI

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fn set_m_after_hp(self, value: TextMeshProUGUI)

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fn m_after_hp_heal_root(self) -> GameObject

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fn set_m_after_hp_heal_root(self, value: GameObject)

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fn m_after_hp_heal(self) -> TextMeshProUGUI

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fn set_m_after_hp_heal(self, value: TextMeshProUGUI)

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fn m_hp_gauge_after(self) -> GameObject

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fn set_m_hp_gauge_after(self, value: GameObject)

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fn m_hp_gauge_add(self) -> GameObject

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fn set_m_hp_gauge_add(self, value: GameObject)

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fn m_damage_material(self) -> Material

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fn set_m_damage_material(self, value: Material)

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fn m_heal_material(self) -> Material

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fn set_m_heal_material(self, value: Material)

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fn m_engage_material(self) -> Material

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fn set_m_engage_material(self, value: Material)

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fn m_hp_stock_root(self) -> GameObject

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fn set_m_hp_stock_root(self, value: GameObject)

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fn m_hp_stock(self) -> Array<Image>

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fn set_m_hp_stock(self, value: Array<Image>)

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fn m_hp_stock_sprites(self) -> Array<Sprite>

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fn set_m_hp_stock_sprites(self, value: Array<Sprite>)

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fn m_hp_stock_add(self) -> GameObject

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fn set_m_hp_stock_add(self, value: GameObject)

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fn m_damage_space(self) -> f32

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fn set_m_damage_space(self, value: f32)

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fn m_status_root(self) -> GameObject

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fn set_m_status_root(self, value: GameObject)

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fn m_btl_atk_help(self) -> HelpItemFixedText

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fn set_m_btl_atk_help(self, value: HelpItemFixedText)

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fn m_btl_atk_title(self) -> TextMeshProUGUI

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fn set_m_btl_atk_title(self, value: TextMeshProUGUI)

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fn m_btl_atk(self) -> TextMeshProUGUI

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fn set_m_btl_atk(self, value: TextMeshProUGUI)

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fn m_btl_hit(self) -> TextMeshProUGUI

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fn set_m_btl_hit(self, value: TextMeshProUGUI)

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fn m_btl_crit(self) -> TextMeshProUGUI

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fn set_m_btl_crit(self, value: TextMeshProUGUI)

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fn m_chain_btl_atk(self) -> TextMeshProUGUI

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fn set_m_chain_btl_atk(self, value: TextMeshProUGUI)

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fn m_chain_btl_hit_root(self) -> GameObject

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fn set_m_chain_btl_hit_root(self, value: GameObject)

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fn m_chain_btl_hit(self) -> TextMeshProUGUI

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fn set_m_chain_btl_hit(self, value: TextMeshProUGUI)

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fn m_chain_btl_crit_root(self) -> GameObject

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fn set_m_chain_btl_crit_root(self, value: GameObject)

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fn m_chain_btl_crit(self) -> TextMeshProUGUI

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fn set_m_chain_btl_crit(self, value: TextMeshProUGUI)

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fn m_weapon_root(self) -> GameObject

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fn set_m_weapon_root(self, value: GameObject)

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fn m_weapon_icon_root(self) -> GameObject

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fn set_m_weapon_icon_root(self, value: GameObject)

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fn m_weapon_icon(self) -> Image

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fn set_m_weapon_icon(self, value: Image)

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fn m_weapon_arrow(self) -> Image

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fn set_m_weapon_arrow(self, value: Image)

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fn m_weapon_name(self) -> TextMeshProUGUI

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fn set_m_weapon_name(self, value: TextMeshProUGUI)

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fn m_weapon_nothing(self) -> GameObject

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fn set_m_weapon_nothing(self, value: GameObject)

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fn m_weapon_endurance(self) -> TextMeshProUGUI

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fn set_m_weapon_endurance(self, value: TextMeshProUGUI)

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fn m_weapon_change_l(self) -> GameObject

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fn set_m_weapon_change_l(self, value: GameObject)

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fn m_weapon_change_r(self) -> GameObject

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fn set_m_weapon_change_r(self, value: GameObject)

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fn m_item_list_root(self) -> GameObject

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fn set_m_item_list_root(self, value: GameObject)

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fn m_space_root(self) -> GameObject

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fn set_m_space_root(self, value: GameObject)

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fn m_force_texture(self) -> List_1<ForceTextureSetter>

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fn set_m_force_texture(self, value: List_1<ForceTextureSetter>)

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§