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IMapObjectMethods

Trait IMapObjectMethods 

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pub trait IMapObjectMethods: IMapObject {
Show 71 methods // Provided methods fn get_map_material(self) -> MapMaterial { ... } fn awake(self) { ... } fn get_start_action(self) -> MapObject_Actions { ... } fn get_start_state(self) -> i32 { ... } fn get_start_break(self) -> bool { ... } fn can_dither_alpha(self) -> bool { ... } fn start(self) { ... } fn get_terrain(self) -> TerrainData_2 { ... } fn play_sound(self, label: impl Into<Il2CppString>) { ... } fn get_state(self) -> i32 { ... } fn get_action(self) -> MapObject_Actions { ... } fn play_effect(self, original: impl Into<GameObject>) { ... } fn set_action( self, action: impl Into<MapObject_Actions>, update: impl Into<bool>, ) { ... } fn play_action_alpha(self, alpha: impl Into<f32>) { ... } fn set_action_alpha(self, alpha: impl Into<f32>) { ... } fn add_elapsed(self, time: impl Into<f32>) -> (bool, f32) { ... } fn action_alpha_coroutine(self, alpha: impl Into<f32>) -> IEnumerator { ... } fn change_action( self, action: impl Into<MapObject_Actions>, update: impl Into<bool>, ) { ... } fn is_playing(self) -> bool { ... } fn get_action_alpha(self, action: impl Into<MapObject_Actions>) -> f32 { ... } fn is_skip(self) -> bool { ... } fn is_action_skip(self) -> bool { ... } fn play_action(self, action: impl Into<MapObject_Actions>) { ... } fn play_endurance(self, ratio: impl Into<f32>) { ... } fn get_state_count(self) -> i32 { ... } fn get_state_2(self, index: impl Into<i32>) -> MapObject_State { ... } fn set_state(self, index: impl Into<i32>, enable: impl Into<bool>) { ... } fn change_state(self, index: impl Into<i32>) { ... } fn play_state(self, index: impl Into<i32>) { ... } fn set_render_alpha( self, render: impl Into<Renderer>, alpha: impl Into<f32>, ) { ... } fn set_renders_alpha( self, renders: impl Into<Array<Renderer>>, alpha: impl Into<f32>, ) { ... } fn commit_alpha(self) { ... } fn get_effect_root(self) -> Transform { ... } fn update_action(self) { ... } fn apply_lightmap(self) { ... } fn apply_preview(self) { ... } fn can_breakable(self) -> bool { ... } fn is_broken(self) -> bool { ... } fn set_game_objects_active( self, objects: impl Into<Array<GameObject>>, enabled: impl Into<bool>, ) { ... } fn set_break(self, enabled: impl Into<bool>) { ... } fn play_break(self, hit: impl Into<Vector3>, pow: impl Into<f32>) { ... } fn get_destructoni_alpha(self) -> f32 { ... } fn set_destructoni_alpha(self, alpha: impl Into<f32>) { ... } fn break_coroutine(self) -> IEnumerator { ... } fn resume_break(self) { ... } fn update_view(self, camera: impl Into<Camera>, speed: impl Into<f32>) { ... } fn try_get_transform( self, name: impl Into<Il2CppString>, ) -> (bool, Transform) { ... } fn get_transform(self, name: impl Into<Il2CppString>) -> Transform { ... } fn get_rotate_transform(self) -> Transform { ... } fn rotation(self) -> Quaternion { ... } fn rotation_2(self, rotation: impl Into<Quaternion>) { ... } fn rotation_coroutine( self, rotation: impl Into<Quaternion>, time: impl Into<f32>, ) -> IEnumerator { ... } fn rotation_3(self, rotation: impl Into<Quaternion>, time: impl Into<f32>) { ... } fn get_launch_point(self) -> Vector3 { ... } fn get_launch_transform(self) -> Transform { ... } fn get_shoot_transform(self) -> Transform { ... } fn play_shoot_impl(self, effect: impl Into<EffectSequence>) { ... } fn play_shoot(self, item: impl Into<UnitItem>) { ... } fn play_shoot_2(self, effect: impl Into<Il2CppString>) { ... } fn stop_shoot(self) { ... } fn get_serialize_key(self) -> Il2CppString { ... } fn set_serialize_key(self, value: impl Into<Il2CppString>) { ... } fn has_collider(self, layer: impl Into<i32>) -> bool { ... } fn calc_serialize_key(self) -> Il2CppString { ... } fn find_material( self, material: impl Into<Il2CppString>, property: impl Into<Il2CppString>, ) -> Material { ... } fn try_add_material_node( self, kind: impl Into<MapMaterial_Kinds>, material: impl Into<Il2CppString>, property: impl Into<Il2CppString>, ) -> MapMaterial_Node { ... } fn set_material_float( self, material: impl Into<Il2CppString>, property: impl Into<Il2CppString>, value: impl Into<f32>, ) -> f32 { ... } fn set_material_color( self, material: impl Into<Il2CppString>, property: impl Into<Il2CppString>, color: impl Into<Color>, ) -> Color { ... } fn serialize(self, stream: impl Into<Stream_2>) { ... } fn deserialize(self, stream: impl Into<Stream_2>) { ... } fn ctor(self) { ... }
}

Provided Methods§

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fn get_map_material(self) -> MapMaterial

get_MapMaterial() overload

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fn awake(self)

Awake() overload

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fn get_start_action(self) -> MapObject_Actions

GetStartAction() overload

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fn get_start_state(self) -> i32

GetStartState() overload

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fn get_start_break(self) -> bool

GetStartBreak() overload

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fn can_dither_alpha(self) -> bool

CanDitherAlpha() overload

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fn start(self)

Start() overload

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fn get_terrain(self) -> TerrainData_2

GetTerrain() overload

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fn play_sound(self, label: impl Into<Il2CppString>)

PlaySound(::unity::Il2CppString) overload

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fn get_state(self) -> i32

GetState() overload

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fn get_action(self) -> MapObject_Actions

GetAction() overload

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fn play_effect(self, original: impl Into<GameObject>)

PlayEffect(crate::unity_engine::gameobject::GameObject) overload

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fn set_action( self, action: impl Into<MapObject_Actions>, update: impl Into<bool>, )

SetAction(crate::app::mapobject::MapObject_Actions, bool) overload

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fn play_action_alpha(self, alpha: impl Into<f32>)

PlayActionAlpha(f32) overload

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fn set_action_alpha(self, alpha: impl Into<f32>)

SetActionAlpha(f32) overload

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fn add_elapsed(self, time: impl Into<f32>) -> (bool, f32)

AddElapsed(*mutf32, f32) overload

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fn action_alpha_coroutine(self, alpha: impl Into<f32>) -> IEnumerator

ActionAlphaCoroutine(f32) overload

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fn change_action( self, action: impl Into<MapObject_Actions>, update: impl Into<bool>, )

ChangeAction(crate::app::mapobject::MapObject_Actions, bool) overload

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fn is_playing(self) -> bool

IsPlaying() overload

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fn get_action_alpha(self, action: impl Into<MapObject_Actions>) -> f32

GetActionAlpha(crate::app::mapobject::MapObject_Actions) overload

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fn is_skip(self) -> bool

IsSkip() overload

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fn is_action_skip(self) -> bool

IsActionSkip() overload

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fn play_action(self, action: impl Into<MapObject_Actions>)

PlayAction(crate::app::mapobject::MapObject_Actions) overload

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fn play_endurance(self, ratio: impl Into<f32>)

PlayEndurance(f32) overload

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fn get_state_count(self) -> i32

GetStateCount() overload

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fn get_state_2(self, index: impl Into<i32>) -> MapObject_State

GetState(i32) overload

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fn set_state(self, index: impl Into<i32>, enable: impl Into<bool>)

SetState(i32, bool) overload

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fn change_state(self, index: impl Into<i32>)

ChangeState(i32) overload

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fn play_state(self, index: impl Into<i32>)

PlayState(i32) overload

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fn set_render_alpha(self, render: impl Into<Renderer>, alpha: impl Into<f32>)

SetRenderAlpha(crate::unity_engine::renderer::Renderer, f32) overload

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fn set_renders_alpha( self, renders: impl Into<Array<Renderer>>, alpha: impl Into<f32>, )

SetRendersAlpha(::unity::Array<crate::unity_engine::renderer::Renderer>, f32) overload

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fn commit_alpha(self)

CommitAlpha() overload

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fn get_effect_root(self) -> Transform

GetEffectRoot() overload

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fn update_action(self)

UpdateAction() overload

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fn apply_lightmap(self)

ApplyLightmap() overload

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fn apply_preview(self)

ApplyPreview() overload

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fn can_breakable(self) -> bool

CanBreakable() overload

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fn is_broken(self) -> bool

IsBroken() overload

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fn set_game_objects_active( self, objects: impl Into<Array<GameObject>>, enabled: impl Into<bool>, )

SetGameObjectsActive(::unity::Array<crate::unity_engine::gameobject::GameObject>, bool) overload

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fn set_break(self, enabled: impl Into<bool>)

SetBreak(bool) overload

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fn play_break(self, hit: impl Into<Vector3>, pow: impl Into<f32>)

PlayBreak(crate::unity_engine::vector3::Vector3, f32) overload

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fn get_destructoni_alpha(self) -> f32

GetDestructoniAlpha() overload

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fn set_destructoni_alpha(self, alpha: impl Into<f32>)

SetDestructoniAlpha(f32) overload

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fn break_coroutine(self) -> IEnumerator

BreakCoroutine() overload

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fn resume_break(self)

ResumeBreak() overload

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fn update_view(self, camera: impl Into<Camera>, speed: impl Into<f32>)

UpdateView(crate::unity_engine::camera::Camera, f32) overload

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fn try_get_transform(self, name: impl Into<Il2CppString>) -> (bool, Transform)

TryGetTransform(::unity::Il2CppString, *mutcrate::unity_engine::transform::Transform) overload

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fn get_transform(self, name: impl Into<Il2CppString>) -> Transform

GetTransform(::unity::Il2CppString) overload

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fn get_rotate_transform(self) -> Transform

GetRotateTransform() overload

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fn rotation(self) -> Quaternion

Rotation() overload

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fn rotation_2(self, rotation: impl Into<Quaternion>)

Rotation(crate::unity_engine::quaternion::Quaternion) overload

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fn rotation_coroutine( self, rotation: impl Into<Quaternion>, time: impl Into<f32>, ) -> IEnumerator

RotationCoroutine(crate::unity_engine::quaternion::Quaternion, f32) overload

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fn rotation_3(self, rotation: impl Into<Quaternion>, time: impl Into<f32>)

Rotation(crate::unity_engine::quaternion::Quaternion, f32) overload

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fn get_launch_point(self) -> Vector3

GetLaunchPoint() overload

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fn get_launch_transform(self) -> Transform

GetLaunchTransform() overload

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fn get_shoot_transform(self) -> Transform

GetShootTransform() overload

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fn play_shoot_impl(self, effect: impl Into<EffectSequence>)

PlayShootImpl(crate::app::effectsequence::EffectSequence) overload

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fn play_shoot(self, item: impl Into<UnitItem>)

PlayShoot(crate::app::unititem::UnitItem) overload

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fn play_shoot_2(self, effect: impl Into<Il2CppString>)

PlayShoot(::unity::Il2CppString) overload

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fn stop_shoot(self)

StopShoot() overload

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fn get_serialize_key(self) -> Il2CppString

get_SerializeKey() overload

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fn set_serialize_key(self, value: impl Into<Il2CppString>)

set_SerializeKey(::unity::Il2CppString) overload

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fn has_collider(self, layer: impl Into<i32>) -> bool

HasCollider(i32) overload

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fn calc_serialize_key(self) -> Il2CppString

CalcSerializeKey() overload

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fn find_material( self, material: impl Into<Il2CppString>, property: impl Into<Il2CppString>, ) -> Material

FindMaterial(::unity::Il2CppString, ::unity::Il2CppString) overload

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fn try_add_material_node( self, kind: impl Into<MapMaterial_Kinds>, material: impl Into<Il2CppString>, property: impl Into<Il2CppString>, ) -> MapMaterial_Node

TryAddMaterialNode(crate::app::mapmaterial::MapMaterial_Kinds, ::unity::Il2CppString, ::unity::Il2CppString) overload

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fn set_material_float( self, material: impl Into<Il2CppString>, property: impl Into<Il2CppString>, value: impl Into<f32>, ) -> f32

SetMaterialFloat(::unity::Il2CppString, ::unity::Il2CppString, f32) overload

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fn set_material_color( self, material: impl Into<Il2CppString>, property: impl Into<Il2CppString>, color: impl Into<Color>, ) -> Color

SetMaterialColor(::unity::Il2CppString, ::unity::Il2CppString, crate::unity_engine::color::Color) overload

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fn serialize(self, stream: impl Into<Stream_2>)

Serialize(crate::app::stream_2::Stream_2) overload

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fn deserialize(self, stream: impl Into<Stream_2>)

Deserialize(crate::app::stream_2::Stream_2) overload

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fn ctor(self)

.ctor() 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§

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impl<__T: IMapObject> IMapObjectMethods for __T

Available on crate feature app-mapobject only.