pub trait IMapSequenceMethods: IMapSequence {
Show 118 methods
// Provided methods
fn get_loading_mode(self) -> LoadingManager_Modes { ... }
fn on_create(self) { ... }
fn on_dispose(self) { ... }
fn on_shutdown(self) { ... }
fn can_auto_save(self) -> bool { ... }
fn try_restart_chapter_save(self) { ... }
fn try_restart_sortie_save(self) { ... }
fn init(self) { ... }
fn setup_chapter(self) { ... }
fn load_script(self) { ... }
fn unload_script(self) { ... }
fn opening_event(self) { ... }
fn map_opening_event_for_replay(self) { ... }
fn setup_field_a(self) { ... }
fn setup_field_b(self) { ... }
fn post_setup_field(self) { ... }
fn load_dispos(self) { ... }
fn unload_dispos(self) { ... }
fn dispos_event(self) { ... }
fn dispos_unit(self) { ... }
fn load_async_actor(self) { ... }
fn add_preload_combat_assets<M0: IlType + Copy + ClassIdentity>(
self,
name: impl Into<Il2CppString>,
) { ... }
fn add_preload_combat_assets_2(self, result: impl Into<AssetTable_Result>) { ... }
fn preload_combat_assets(self) { ... }
fn load_menu(self) { ... }
fn is_loading_menu(self) -> bool { ... }
fn unload_menu(self) { ... }
fn is_loading(self) -> bool { ... }
fn setup_view_mode(self) { ... }
fn setup_map(self) { ... }
fn commit_temporary(self) { ... }
fn resume_branch(self) { ... }
fn unload_actor(self) { ... }
fn unload_combat_assets(self) { ... }
fn cleanup_field(self) { ... }
fn cleanup_units(self) { ... }
fn sortie(self) { ... }
fn sortie_branch(self) { ... }
fn pre_sortie(self) { ... }
fn post_sortie(self) { ... }
fn map_begin(self) { ... }
fn map_history_begin(self) { ... }
fn post_map_begin(self) { ... }
fn map_end(self) { ... }
fn turn_begin(self) { ... }
fn turn_event(self) { ... }
fn turn_begin_after(self) { ... }
fn turn_begin_multi_change(self) -> IEnumerator { ... }
fn try_wait_time(self, time: impl Into<f32>) { ... }
fn turn_after_event(self) { ... }
fn turn_end_event(self) { ... }
fn get_under_roof_unit_count(self, force: impl Into<Force_Type>) -> i32 { ... }
fn turn_skip(self) { ... }
fn get_first_unit(self) -> Unit { ... }
fn turn_action(self) { ... }
fn turn_effect(self) { ... }
fn turn_entrust(self) { ... }
fn auto_save(self) { ... }
fn turn_branch(self) { ... }
fn human_start(self) { ... }
fn post_human_ai_branch(self) { ... }
fn replay_start(self) { ... }
fn turn_end(self) { ... }
fn turn_next(self) { ... }
fn game_end_branch(self) { ... }
fn update_reliance(self) { ... }
fn create_complete_telop(self) { ... }
fn complete(self) { ... }
fn get_encount_reward(self) { ... }
fn try_ending(self) { ... }
fn try_challenge_result(self) { ... }
fn try_restart_map_result(self) { ... }
fn game_over(self) { ... }
fn try_restart(self) { ... }
fn save_data_load(self) { ... }
fn save_data_load_result(self) { ... }
fn save_data_release(self) { ... }
fn save_data_normalize(self) { ... }
fn try_restart_2(
self,
target: impl Into<GameUserRestartData_Targtes>,
) -> bool { ... }
fn save_data_after(self) { ... }
fn restart_load(self) { ... }
fn unit_contienud(self) { ... }
fn unit_resurrect(self) { ... }
fn begin_silent_env(self) { ... }
fn end_silent_env(self) { ... }
fn download(self) { ... }
fn put_bonus(self) { ... }
fn upload(self) { ... }
fn ranking_register_unit(self) { ... }
fn versus_register_unit(self) { ... }
fn relay_load(self) { ... }
fn relay_load_error(self) { ... }
fn relay_show_replay_player_name(self) { ... }
fn relay_hide_replay_player_name(self) { ... }
fn relay_message_show(self) { ... }
fn relay_show_win_rule_for_take_over(self) { ... }
fn relay_skip_replay(self) { ... }
fn relay_replay_to_take_over(self) { ... }
fn is_relay(self) -> bool { ... }
fn is_challenge(self) -> bool { ... }
fn versus_load(self) { ... }
fn versus_branch(self) { ... }
fn start_map_edit(self) { ... }
fn is_versus(self) -> bool { ... }
fn try_patch(self) { ... }
fn tick_patch(self) -> IEnumerator { ... }
fn on_persistent(self) { ... }
fn get_debug_log(self) -> Il2CppString { ... }
fn get_version(self) -> i32 { ... }
fn on_serialize(self, stream: impl Into<Stream_2>) { ... }
fn on_deserialize(
self,
stream: impl Into<Stream_2>,
version: impl Into<i32>,
) { ... }
fn timer_start(self) { ... }
fn timer_stop_actor(self) { ... }
fn timer_stop_character(self) { ... }
fn timer_stop(self, name: impl Into<Il2CppString>) { ... }
fn try_game_over_rewind(self) { ... }
fn stop_bgm(self) { ... }
fn ctor(self) { ... }
}Provided Methods§
Sourcefn get_loading_mode(self) -> LoadingManager_Modes
fn get_loading_mode(self) -> LoadingManager_Modes
get_LoadingMode() overload
Sourcefn on_dispose(self)
fn on_dispose(self)
OnDispose() overload
Sourcefn on_shutdown(self)
fn on_shutdown(self)
OnShutdown() overload
Sourcefn can_auto_save(self) -> bool
fn can_auto_save(self) -> bool
CanAutoSave() overload
Sourcefn try_restart_chapter_save(self)
fn try_restart_chapter_save(self)
TryRestartChapterSave() overload
Sourcefn try_restart_sortie_save(self)
fn try_restart_sortie_save(self)
TryRestartSortieSave() overload
Sourcefn setup_chapter(self)
fn setup_chapter(self)
SetupChapter() overload
Sourcefn load_script(self)
fn load_script(self)
LoadScript() overload
Sourcefn unload_script(self)
fn unload_script(self)
UnloadScript() overload
Sourcefn opening_event(self)
fn opening_event(self)
OpeningEvent() overload
Sourcefn map_opening_event_for_replay(self)
fn map_opening_event_for_replay(self)
MapOpeningEventForReplay() overload
Sourcefn setup_field_a(self)
fn setup_field_a(self)
SetupFieldA() overload
Sourcefn setup_field_b(self)
fn setup_field_b(self)
SetupFieldB() overload
Sourcefn post_setup_field(self)
fn post_setup_field(self)
PostSetupField() overload
Sourcefn load_dispos(self)
fn load_dispos(self)
LoadDispos() overload
Sourcefn unload_dispos(self)
fn unload_dispos(self)
UnloadDispos() overload
Sourcefn dispos_event(self)
fn dispos_event(self)
DisposEvent() overload
Sourcefn dispos_unit(self)
fn dispos_unit(self)
DisposUnit() overload
Sourcefn load_async_actor(self)
fn load_async_actor(self)
LoadAsyncActor() overload
fn add_preload_combat_assets<M0: IlType + Copy + ClassIdentity>( self, name: impl Into<Il2CppString>, )
Sourcefn add_preload_combat_assets_2(self, result: impl Into<AssetTable_Result>)
fn add_preload_combat_assets_2(self, result: impl Into<AssetTable_Result>)
AddPreloadCombatAssets(crate::app::assettable::AssetTable_Result) overload
Sourcefn preload_combat_assets(self)
fn preload_combat_assets(self)
PreloadCombatAssets() overload
LoadMenu() overload
IsLoadingMenu() overload
UnloadMenu() overload
Sourcefn is_loading(self) -> bool
fn is_loading(self) -> bool
IsLoading() overload
Sourcefn setup_view_mode(self)
fn setup_view_mode(self)
SetupViewMode() overload
Sourcefn commit_temporary(self)
fn commit_temporary(self)
CommitTemporary() overload
Sourcefn resume_branch(self)
fn resume_branch(self)
ResumeBranch() overload
Sourcefn unload_actor(self)
fn unload_actor(self)
UnloadActor() overload
Sourcefn unload_combat_assets(self)
fn unload_combat_assets(self)
UnloadCombatAssets() overload
Sourcefn cleanup_field(self)
fn cleanup_field(self)
CleanupField() overload
Sourcefn cleanup_units(self)
fn cleanup_units(self)
CleanupUnits() overload
Sourcefn sortie_branch(self)
fn sortie_branch(self)
SortieBranch() overload
Sourcefn pre_sortie(self)
fn pre_sortie(self)
PreSortie() overload
Sourcefn post_sortie(self)
fn post_sortie(self)
PostSortie() overload
Sourcefn map_history_begin(self)
fn map_history_begin(self)
MapHistoryBegin() overload
Sourcefn post_map_begin(self)
fn post_map_begin(self)
PostMapBegin() overload
Sourcefn turn_begin(self)
fn turn_begin(self)
TurnBegin() overload
Sourcefn turn_event(self)
fn turn_event(self)
TurnEvent() overload
Sourcefn turn_begin_after(self)
fn turn_begin_after(self)
TurnBeginAfter() overload
Sourcefn turn_begin_multi_change(self) -> IEnumerator
fn turn_begin_multi_change(self) -> IEnumerator
TurnBeginMultiChange() overload
Sourcefn try_wait_time(self, time: impl Into<f32>)
fn try_wait_time(self, time: impl Into<f32>)
TryWaitTime(f32) overload
Sourcefn turn_after_event(self)
fn turn_after_event(self)
TurnAfterEvent() overload
Sourcefn turn_end_event(self)
fn turn_end_event(self)
TurnEndEvent() overload
Sourcefn get_under_roof_unit_count(self, force: impl Into<Force_Type>) -> i32
fn get_under_roof_unit_count(self, force: impl Into<Force_Type>) -> i32
GetUnderRoofUnitCount(crate::app::force::Force_Type) overload
Sourcefn get_first_unit(self) -> Unit
fn get_first_unit(self) -> Unit
GetFirstUnit() overload
Sourcefn turn_action(self)
fn turn_action(self)
TurnAction() overload
Sourcefn turn_effect(self)
fn turn_effect(self)
TurnEffect() overload
Sourcefn turn_entrust(self)
fn turn_entrust(self)
TurnEntrust() overload
Sourcefn turn_branch(self)
fn turn_branch(self)
TurnBranch() overload
Sourcefn human_start(self)
fn human_start(self)
HumanStart() overload
Sourcefn post_human_ai_branch(self)
fn post_human_ai_branch(self)
PostHumanAIBranch() overload
Sourcefn replay_start(self)
fn replay_start(self)
ReplayStart() overload
Sourcefn game_end_branch(self)
fn game_end_branch(self)
GameEndBranch() overload
Sourcefn update_reliance(self)
fn update_reliance(self)
UpdateReliance() overload
Sourcefn create_complete_telop(self)
fn create_complete_telop(self)
CreateCompleteTelop() overload
Sourcefn get_encount_reward(self)
fn get_encount_reward(self)
GetEncountReward() overload
Sourcefn try_ending(self)
fn try_ending(self)
TryEnding() overload
Sourcefn try_challenge_result(self)
fn try_challenge_result(self)
TryChallengeResult() overload
Sourcefn try_restart_map_result(self)
fn try_restart_map_result(self)
TryRestartMapResult() overload
Sourcefn try_restart(self)
fn try_restart(self)
TryRestart() overload
Sourcefn save_data_load(self)
fn save_data_load(self)
SaveDataLoad() overload
Sourcefn save_data_load_result(self)
fn save_data_load_result(self)
SaveDataLoadResult() overload
Sourcefn save_data_release(self)
fn save_data_release(self)
SaveDataRelease() overload
Sourcefn save_data_normalize(self)
fn save_data_normalize(self)
SaveDataNormalize() overload
Sourcefn try_restart_2(self, target: impl Into<GameUserRestartData_Targtes>) -> bool
fn try_restart_2(self, target: impl Into<GameUserRestartData_Targtes>) -> bool
TryRestart(crate::app::gameuserrestartdata::GameUserRestartData_Targtes) overload
Sourcefn save_data_after(self)
fn save_data_after(self)
SaveDataAfter() overload
Sourcefn restart_load(self)
fn restart_load(self)
RestartLoad() overload
Sourcefn unit_contienud(self)
fn unit_contienud(self)
UnitContienud() overload
Sourcefn unit_resurrect(self)
fn unit_resurrect(self)
UnitResurrect() overload
Sourcefn begin_silent_env(self)
fn begin_silent_env(self)
BeginSilentEnv() overload
Sourcefn end_silent_env(self)
fn end_silent_env(self)
EndSilentEnv() overload
Sourcefn ranking_register_unit(self)
fn ranking_register_unit(self)
RankingRegisterUnit() overload
Sourcefn versus_register_unit(self)
fn versus_register_unit(self)
VersusRegisterUnit() overload
Sourcefn relay_load(self)
fn relay_load(self)
RelayLoad() overload
Sourcefn relay_load_error(self)
fn relay_load_error(self)
RelayLoadError() overload
Sourcefn relay_show_replay_player_name(self)
fn relay_show_replay_player_name(self)
RelayShowReplayPlayerName() overload
Sourcefn relay_hide_replay_player_name(self)
fn relay_hide_replay_player_name(self)
RelayHideReplayPlayerName() overload
Sourcefn relay_message_show(self)
fn relay_message_show(self)
RelayMessageShow() overload
Sourcefn relay_show_win_rule_for_take_over(self)
fn relay_show_win_rule_for_take_over(self)
RelayShowWinRuleForTakeOver() overload
Sourcefn relay_skip_replay(self)
fn relay_skip_replay(self)
RelaySkipReplay() overload
Sourcefn relay_replay_to_take_over(self)
fn relay_replay_to_take_over(self)
RelayReplayToTakeOver() overload
Sourcefn is_challenge(self) -> bool
fn is_challenge(self) -> bool
IsChallenge() overload
Sourcefn versus_load(self)
fn versus_load(self)
VersusLoad() overload
Sourcefn versus_branch(self)
fn versus_branch(self)
VersusBranch() overload
Sourcefn start_map_edit(self)
fn start_map_edit(self)
StartMapEdit() overload
Sourcefn tick_patch(self) -> IEnumerator
fn tick_patch(self) -> IEnumerator
TickPatch() overload
Sourcefn on_persistent(self)
fn on_persistent(self)
OnPersistent() overload
Sourcefn get_debug_log(self) -> Il2CppString
fn get_debug_log(self) -> Il2CppString
GetDebugLog() overload
Sourcefn get_version(self) -> i32
fn get_version(self) -> i32
get_Version() overload
Sourcefn on_serialize(self, stream: impl Into<Stream_2>)
fn on_serialize(self, stream: impl Into<Stream_2>)
OnSerialize(crate::app::stream_2::Stream_2) overload
Sourcefn on_deserialize(self, stream: impl Into<Stream_2>, version: impl Into<i32>)
fn on_deserialize(self, stream: impl Into<Stream_2>, version: impl Into<i32>)
OnDeserialize(crate::app::stream_2::Stream_2, i32) overload
Sourcefn timer_start(self)
fn timer_start(self)
TimerStart() overload
Sourcefn timer_stop_actor(self)
fn timer_stop_actor(self)
TimerStopActor() overload
Sourcefn timer_stop_character(self)
fn timer_stop_character(self)
TimerStopCharacter() overload
Sourcefn timer_stop(self, name: impl Into<Il2CppString>)
fn timer_stop(self, name: impl Into<Il2CppString>)
TimerStop(::unity::Il2CppString) overload
Sourcefn try_game_over_rewind(self)
fn try_game_over_rewind(self)
TryGameOverRewind() 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: IMapSequence> IMapSequenceMethods for __T
app-mapsequence only.