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§
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>)
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.