pub trait IMapEditorMethods: IMapEditor {
Show 45 methods
// Provided methods
fn start(self) { ... }
fn find_object(self, name: impl Into<Il2CppString>) -> GameObject { ... }
fn find_object_2(self, key: impl Into<i32>) -> GameObject { ... }
fn find_object_3(self, x: impl Into<i32>, z: impl Into<i32>) -> GameObject { ... }
fn get_terrain(self, name: impl Into<Il2CppString>) -> TerrainData_2 { ... }
fn get_terrain_2(self, key: impl Into<i32>) -> TerrainData_2 { ... }
fn for_each_object(self, func: impl Into<Action_1<GameObject>>) { ... }
fn get_size_x(self) -> i32 { ... }
fn get_size_z(self) -> i32 { ... }
fn get_edit_object_count(self, key: impl Into<i32>) -> i32 { ... }
fn get_edit_object_count_2(self, name: impl Into<Il2CppString>) -> i32 { ... }
fn get_category_count(
self,
category: impl Into<MapEditorCategoryData>,
) -> i32 { ... }
fn contains_settable_area(
self,
x: impl Into<i32>,
z: impl Into<i32>,
is_opponent: impl Into<bool>,
) -> bool { ... }
fn is_opponent_area(self, x: impl Into<i32>, z: impl Into<i32>) -> bool { ... }
fn can_create_object(
self,
category: impl Into<MapEditorCategoryData>,
) -> bool { ... }
fn show_grid(self) { ... }
fn hide_grid(self) { ... }
fn update_grid(self) { ... }
fn try_create_object(
self,
x: impl Into<i32>,
z: impl Into<i32>,
obj: impl Into<MapEditorObjectData>,
is_update: impl Into<bool>,
is_record: impl Into<bool>,
is_play_sound: impl Into<bool>,
) -> GameObject { ... }
fn try_create_object_2(
self,
x: impl Into<i32>,
z: impl Into<i32>,
key: impl Into<i32>,
is_update: impl Into<bool>,
is_record: impl Into<bool>,
is_play_sound: impl Into<bool>,
) -> GameObject { ... }
fn try_delete_object(
self,
x: impl Into<i32>,
z: impl Into<i32>,
is_update: impl Into<bool>,
is_record: impl Into<bool>,
is_play_sound: impl Into<bool>,
) -> bool { ... }
fn try_replace_object(
self,
x: impl Into<i32>,
z: impl Into<i32>,
obj_data: impl Into<MapEditorObjectData>,
) -> GameObject { ... }
fn can_replace(
self,
delete_obj: impl Into<GameObject>,
create_obj: impl Into<MapEditorObjectData>,
) -> bool { ... }
fn clear_object_all(self, is_update: impl Into<bool>) { ... }
fn instantiate_object(
self,
put_object: impl Into<GameObject>,
x: impl Into<i32>,
z: impl Into<i32>,
) -> GameObject { ... }
fn delete_object(self, put_object: impl Into<MapObject>) { ... }
fn delete_object_2(self, put_object: impl Into<GameObject>) { ... }
fn try_rotate_object(
self,
x: impl Into<i32>,
z: impl Into<i32>,
is_reverse: impl Into<bool>,
) -> bool { ... }
fn add_rotate_object_command(
self,
x: impl Into<i32>,
z: impl Into<i32>,
prev_rotate: impl Into<i32>,
next_rotate: impl Into<i32>,
) { ... }
fn get_rotate(self, x: impl Into<i32>, z: impl Into<i32>) -> i32 { ... }
fn get_rotate_2(self, game_object: impl Into<GameObject>) -> i32 { ... }
fn set_rotate(
self,
x: impl Into<i32>,
z: impl Into<i32>,
rotate: impl Into<i32>,
) { ... }
fn set_rotate_2(
self,
game_object: impl Into<GameObject>,
rotate: impl Into<i32>,
) { ... }
fn update_terrain(self) { ... }
fn update_terrain_2(self, pos_x: impl Into<i32>, pos_z: impl Into<i32>) { ... }
fn update_terrain_impl(self) { ... }
fn dump(self) { ... }
fn try_create_versus_object(
self,
x: impl Into<i32>,
z: impl Into<i32>,
key: impl Into<i32>,
is_opponent: impl Into<bool>,
is_update: impl Into<bool>,
) -> GameObject { ... }
fn clear_object_on_sortie(self) { ... }
fn save_objects(self) { ... }
fn load_objects(self) { ... }
fn load_rotate_after_load_objects(self) { ... }
fn save_casual(self, stage: impl Into<i32>) { ... }
fn load_casual(self, stage: impl Into<i32>) { ... }
fn ctor(self) { ... }
}Provided Methods§
Sourcefn find_object(self, name: impl Into<Il2CppString>) -> GameObject
fn find_object(self, name: impl Into<Il2CppString>) -> GameObject
FindObject(::unity::Il2CppString) overload
Sourcefn find_object_2(self, key: impl Into<i32>) -> GameObject
fn find_object_2(self, key: impl Into<i32>) -> GameObject
FindObject(i32) overload
Sourcefn find_object_3(self, x: impl Into<i32>, z: impl Into<i32>) -> GameObject
fn find_object_3(self, x: impl Into<i32>, z: impl Into<i32>) -> GameObject
FindObject(i32, i32) overload
Sourcefn get_terrain(self, name: impl Into<Il2CppString>) -> TerrainData_2
fn get_terrain(self, name: impl Into<Il2CppString>) -> TerrainData_2
GetTerrain(::unity::Il2CppString) overload
Sourcefn get_terrain_2(self, key: impl Into<i32>) -> TerrainData_2
fn get_terrain_2(self, key: impl Into<i32>) -> TerrainData_2
GetTerrain(i32) overload
Sourcefn for_each_object(self, func: impl Into<Action_1<GameObject>>)
fn for_each_object(self, func: impl Into<Action_1<GameObject>>)
ForEachObject(crate::system::action_1::Action_1<crate::unity_engine::gameobject::GameObject>) overload
Sourcefn get_size_x(self) -> i32
fn get_size_x(self) -> i32
get_SizeX() overload
Sourcefn get_size_z(self) -> i32
fn get_size_z(self) -> i32
get_SizeZ() overload
Sourcefn get_edit_object_count(self, key: impl Into<i32>) -> i32
fn get_edit_object_count(self, key: impl Into<i32>) -> i32
GetEditObjectCount(i32) overload
Sourcefn get_edit_object_count_2(self, name: impl Into<Il2CppString>) -> i32
fn get_edit_object_count_2(self, name: impl Into<Il2CppString>) -> i32
GetEditObjectCount(::unity::Il2CppString) overload
Sourcefn get_category_count(self, category: impl Into<MapEditorCategoryData>) -> i32
fn get_category_count(self, category: impl Into<MapEditorCategoryData>) -> i32
GetCategoryCount(crate::app::mapeditorcategorydata::MapEditorCategoryData) overload
Sourcefn contains_settable_area(
self,
x: impl Into<i32>,
z: impl Into<i32>,
is_opponent: impl Into<bool>,
) -> bool
fn contains_settable_area( self, x: impl Into<i32>, z: impl Into<i32>, is_opponent: impl Into<bool>, ) -> bool
ContainsSettableArea(i32, i32, bool) overload
Sourcefn is_opponent_area(self, x: impl Into<i32>, z: impl Into<i32>) -> bool
fn is_opponent_area(self, x: impl Into<i32>, z: impl Into<i32>) -> bool
IsOpponentArea(i32, i32) overload
Sourcefn can_create_object(self, category: impl Into<MapEditorCategoryData>) -> bool
fn can_create_object(self, category: impl Into<MapEditorCategoryData>) -> bool
CanCreateObject(crate::app::mapeditorcategorydata::MapEditorCategoryData) overload
Sourcefn update_grid(self)
fn update_grid(self)
UpdateGrid() overload
Sourcefn try_create_object(
self,
x: impl Into<i32>,
z: impl Into<i32>,
obj: impl Into<MapEditorObjectData>,
is_update: impl Into<bool>,
is_record: impl Into<bool>,
is_play_sound: impl Into<bool>,
) -> GameObject
fn try_create_object( self, x: impl Into<i32>, z: impl Into<i32>, obj: impl Into<MapEditorObjectData>, is_update: impl Into<bool>, is_record: impl Into<bool>, is_play_sound: impl Into<bool>, ) -> GameObject
TryCreateObject(i32, i32, crate::app::mapeditorobjectdata::MapEditorObjectData, bool, bool, bool) overload
Sourcefn try_create_object_2(
self,
x: impl Into<i32>,
z: impl Into<i32>,
key: impl Into<i32>,
is_update: impl Into<bool>,
is_record: impl Into<bool>,
is_play_sound: impl Into<bool>,
) -> GameObject
fn try_create_object_2( self, x: impl Into<i32>, z: impl Into<i32>, key: impl Into<i32>, is_update: impl Into<bool>, is_record: impl Into<bool>, is_play_sound: impl Into<bool>, ) -> GameObject
TryCreateObject(i32, i32, i32, bool, bool, bool) overload
Sourcefn try_delete_object(
self,
x: impl Into<i32>,
z: impl Into<i32>,
is_update: impl Into<bool>,
is_record: impl Into<bool>,
is_play_sound: impl Into<bool>,
) -> bool
fn try_delete_object( self, x: impl Into<i32>, z: impl Into<i32>, is_update: impl Into<bool>, is_record: impl Into<bool>, is_play_sound: impl Into<bool>, ) -> bool
TryDeleteObject(i32, i32, bool, bool, bool) overload
Sourcefn try_replace_object(
self,
x: impl Into<i32>,
z: impl Into<i32>,
obj_data: impl Into<MapEditorObjectData>,
) -> GameObject
fn try_replace_object( self, x: impl Into<i32>, z: impl Into<i32>, obj_data: impl Into<MapEditorObjectData>, ) -> GameObject
TryReplaceObject(i32, i32, crate::app::mapeditorobjectdata::MapEditorObjectData) overload
Sourcefn can_replace(
self,
delete_obj: impl Into<GameObject>,
create_obj: impl Into<MapEditorObjectData>,
) -> bool
fn can_replace( self, delete_obj: impl Into<GameObject>, create_obj: impl Into<MapEditorObjectData>, ) -> bool
CanReplace(crate::unity_engine::gameobject::GameObject, crate::app::mapeditorobjectdata::MapEditorObjectData) overload
Sourcefn clear_object_all(self, is_update: impl Into<bool>)
fn clear_object_all(self, is_update: impl Into<bool>)
ClearObjectAll(bool) overload
Sourcefn instantiate_object(
self,
put_object: impl Into<GameObject>,
x: impl Into<i32>,
z: impl Into<i32>,
) -> GameObject
fn instantiate_object( self, put_object: impl Into<GameObject>, x: impl Into<i32>, z: impl Into<i32>, ) -> GameObject
InstantiateObject(crate::unity_engine::gameobject::GameObject, i32, i32) overload
Sourcefn delete_object(self, put_object: impl Into<MapObject>)
fn delete_object(self, put_object: impl Into<MapObject>)
DeleteObject(crate::app::mapobject::MapObject) overload
Sourcefn delete_object_2(self, put_object: impl Into<GameObject>)
fn delete_object_2(self, put_object: impl Into<GameObject>)
DeleteObject(crate::unity_engine::gameobject::GameObject) overload
Sourcefn try_rotate_object(
self,
x: impl Into<i32>,
z: impl Into<i32>,
is_reverse: impl Into<bool>,
) -> bool
fn try_rotate_object( self, x: impl Into<i32>, z: impl Into<i32>, is_reverse: impl Into<bool>, ) -> bool
TryRotateObject(i32, i32, bool) overload
Sourcefn add_rotate_object_command(
self,
x: impl Into<i32>,
z: impl Into<i32>,
prev_rotate: impl Into<i32>,
next_rotate: impl Into<i32>,
)
fn add_rotate_object_command( self, x: impl Into<i32>, z: impl Into<i32>, prev_rotate: impl Into<i32>, next_rotate: impl Into<i32>, )
AddRotateObjectCommand(i32, i32, i32, i32) overload
Sourcefn get_rotate(self, x: impl Into<i32>, z: impl Into<i32>) -> i32
fn get_rotate(self, x: impl Into<i32>, z: impl Into<i32>) -> i32
GetRotate(i32, i32) overload
Sourcefn get_rotate_2(self, game_object: impl Into<GameObject>) -> i32
fn get_rotate_2(self, game_object: impl Into<GameObject>) -> i32
GetRotate(crate::unity_engine::gameobject::GameObject) overload
Sourcefn set_rotate(
self,
x: impl Into<i32>,
z: impl Into<i32>,
rotate: impl Into<i32>,
)
fn set_rotate( self, x: impl Into<i32>, z: impl Into<i32>, rotate: impl Into<i32>, )
SetRotate(i32, i32, i32) overload
Sourcefn set_rotate_2(
self,
game_object: impl Into<GameObject>,
rotate: impl Into<i32>,
)
fn set_rotate_2( self, game_object: impl Into<GameObject>, rotate: impl Into<i32>, )
SetRotate(crate::unity_engine::gameobject::GameObject, i32) overload
Sourcefn update_terrain(self)
fn update_terrain(self)
UpdateTerrain() overload
Sourcefn update_terrain_2(self, pos_x: impl Into<i32>, pos_z: impl Into<i32>)
fn update_terrain_2(self, pos_x: impl Into<i32>, pos_z: impl Into<i32>)
UpdateTerrain(i32, i32) overload
Sourcefn update_terrain_impl(self)
fn update_terrain_impl(self)
UpdateTerrainImpl() overload
Sourcefn try_create_versus_object(
self,
x: impl Into<i32>,
z: impl Into<i32>,
key: impl Into<i32>,
is_opponent: impl Into<bool>,
is_update: impl Into<bool>,
) -> GameObject
fn try_create_versus_object( self, x: impl Into<i32>, z: impl Into<i32>, key: impl Into<i32>, is_opponent: impl Into<bool>, is_update: impl Into<bool>, ) -> GameObject
TryCreateVersusObject(i32, i32, i32, bool, bool) overload
Sourcefn clear_object_on_sortie(self)
fn clear_object_on_sortie(self)
ClearObjectOnSortie() overload
Sourcefn save_objects(self)
fn save_objects(self)
SaveObjects() overload
Sourcefn load_objects(self)
fn load_objects(self)
LoadObjects() overload
Sourcefn load_rotate_after_load_objects(self)
fn load_rotate_after_load_objects(self)
LoadRotateAfterLoadObjects() overload
Sourcefn save_casual(self, stage: impl Into<i32>)
fn save_casual(self, stage: impl Into<i32>)
SaveCasual(i32) overload
Sourcefn load_casual(self, stage: impl Into<i32>)
fn load_casual(self, stage: impl Into<i32>)
LoadCasual(i32) 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§
impl<__T: IMapEditor> IMapEditorMethods for __T
app-mapeditor only.