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IMapSequenceBattleMethods

Trait IMapSequenceBattleMethods 

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pub trait IMapSequenceBattleMethods: IMapSequenceBattle {
Show 78 methods // Provided methods fn ctor(self) { ... } fn mind_start(self) { ... } fn mind_end(self) { ... } fn calc_battle(self) { ... } fn engage_attack_telop(self) { ... } fn start_branch(self) { ... } fn calc_simple(self, is_warmup: impl Into<bool>) { ... } fn calc_simple_2( self, info: impl Into<BattleInfo>, is_warmup: impl Into<bool>, is_simulation: impl Into<bool>, ) { ... } fn multi_battle_warmup(self) { ... } fn multi_battle_talk(self) -> IEnumerator { ... } fn multi_battle_combat(self) { ... } fn multi_battle_branch(self) { ... } fn multi_battle_end(self) { ... } fn multi_battle_next(self) { ... } fn multi_battle_result(self) { ... } fn multi_battle_grow(self) { ... } fn try_full_bullet_expend(self) -> bool { ... } fn mult_battle_expend(self) { ... } fn battle_branch(self) { ... } fn combat_rotation(self) { ... } fn combat_battle(self) { ... } fn combat_branch(self) { ... } fn simple_battle(self) { ... } fn multi_battle_once(self) { ... } fn battle_update(self) { ... } fn commit_battle(self) { ... } fn get_frequency(self) -> SkillData_Frequencies { ... } fn battle_skill_after(self) -> IEnumerator { ... } fn battle_skill_around(self) -> IEnumerator { ... } fn get_can_wait_skip(self) -> bool { ... } fn get_rod_scene(self) -> BattleScene { ... } fn get_action_proc(self) -> ProcInst { ... } fn try_warp_impl( self, rod_unit: impl Into<Unit>, target: impl Into<Unit>, x: impl Into<i32>, z: impl Into<i32>, ) -> bool { ... } fn try_warp( self, rod_unit: impl Into<Unit>, target: impl Into<Unit>, x: impl Into<i32>, z: impl Into<i32>, ) -> bool { ... } fn range_warp( self, rod_unit: impl Into<Unit>, unit: impl Into<Unit>, range: impl Into<i32>, warp_x: impl Into<i32>, warp_z: impl Into<i32>, can_self: impl Into<bool>, ) { ... } fn range_rescue( self, rod_unit: impl Into<Unit>, unit: impl Into<Unit>, range: impl Into<i32>, ) { ... } fn range_torch( self, unit: impl Into<Unit>, range: impl Into<i32>, item: impl Into<ItemData>, ) { ... } fn get_action_callback(self) -> ProcVoidMethod { ... } fn use_rod(self) { ... } fn use_rest(self, scene: impl Into<BattleScene>) { ... } fn use_move(self) { ... } fn use_focus(self) { ... } fn engage_turn_recovery(self) -> IEnumerator { ... } fn hp_stock_create(self) -> IEnumerator { ... } fn destroy_action(self) { ... } fn destroy_after(self) { ... } fn update_terrain(self) { ... } fn try_update_info(self, side: impl Into<BattleSide_Type>) { ... } fn try_update_info_2(self, unit: impl Into<Unit>) { ... } fn update_map_info_unit(self) { ... } fn terrain_set(self, side: impl Into<BattleInfoSide>) -> bool { ... } fn can_gain_situation(self) -> bool { ... } fn get_winner(self, dead: impl Into<Unit>) -> Unit { ... } fn drop_item(self) -> IEnumerator { ... } fn pickup_item(self) { ... } fn gain_gold(self) { ... } fn item_put_off( self, unit: impl Into<Unit>, unit_item: impl Into<UnitItem>, mid: impl Into<Il2CppString>, ) { ... } fn item_expend(self) { ... } fn blow(self) { ... } fn decrease_shell(self) { ... } fn try_add_dead(self, unit: impl Into<Unit>) { ... } fn die(self) -> IEnumerator { ... } fn grow(self) { ... } fn battle_before_event(self) { ... } fn battle_after_event(self) { ... } fn is_command_skill( self, skill: impl Into<SkillData>, before: impl Into<bool>, ) -> bool { ... } fn command_skill_commit( self, side: impl Into<BattleInfoSide>, result: impl Into<MapSkill_Result>, ) { ... } fn command_skill_before(self) { ... } fn command_skill_after(self) { ... } fn gain_gurad_unit(self) { ... } fn to_pre_bgm(self) { ... } fn to_main_bgm(self) { ... } fn return_bgm(self) { ... } fn sound_after_battle(self) { ... } fn try_combat_after_die(self) { ... } fn try_combat_after_grow(self) { ... } fn process_dead_unit(self) { ... } fn focus_mind(self) { ... }
}

Provided Methods§

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fn ctor(self)

.ctor() overload

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fn mind_start(self)

MindStart() overload

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fn mind_end(self)

MindEnd() overload

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fn calc_battle(self)

CalcBattle() overload

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fn engage_attack_telop(self)

EngageAttackTelop() overload

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fn start_branch(self)

StartBranch() overload

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fn calc_simple(self, is_warmup: impl Into<bool>)

CalcSimple(bool) overload

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fn calc_simple_2( self, info: impl Into<BattleInfo>, is_warmup: impl Into<bool>, is_simulation: impl Into<bool>, )

CalcSimple(crate::app::battleinfo::BattleInfo, bool, bool) overload

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fn multi_battle_warmup(self)

MultiBattleWarmup() overload

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fn multi_battle_talk(self) -> IEnumerator

MultiBattleTalk() overload

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fn multi_battle_combat(self)

MultiBattleCombat() overload

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fn multi_battle_branch(self)

MultiBattleBranch() overload

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fn multi_battle_end(self)

MultiBattleEnd() overload

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fn multi_battle_next(self)

MultiBattleNext() overload

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fn multi_battle_result(self)

MultiBattleResult() overload

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fn multi_battle_grow(self)

MultiBattleGrow() overload

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fn try_full_bullet_expend(self) -> bool

TryFullBulletExpend() overload

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fn mult_battle_expend(self)

MultBattleExpend() overload

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fn battle_branch(self)

BattleBranch() overload

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fn combat_rotation(self)

CombatRotation() overload

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fn combat_battle(self)

CombatBattle() overload

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fn combat_branch(self)

CombatBranch() overload

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fn simple_battle(self)

SimpleBattle() overload

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fn multi_battle_once(self)

MultiBattleOnce() overload

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fn battle_update(self)

BattleUpdate() overload

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fn commit_battle(self)

CommitBattle() overload

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fn get_frequency(self) -> SkillData_Frequencies

GetFrequency() overload

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fn battle_skill_after(self) -> IEnumerator

BattleSkillAfter() overload

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fn battle_skill_around(self) -> IEnumerator

BattleSkillAround() overload

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fn get_can_wait_skip(self) -> bool

get_CanWaitSkip() overload

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fn get_rod_scene(self) -> BattleScene

GetRodScene() overload

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fn get_action_proc(self) -> ProcInst

GetActionProc() overload

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fn try_warp_impl( self, rod_unit: impl Into<Unit>, target: impl Into<Unit>, x: impl Into<i32>, z: impl Into<i32>, ) -> bool

TryWarpImpl(crate::app::unit::Unit, crate::app::unit::Unit, i32, i32) overload

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fn try_warp( self, rod_unit: impl Into<Unit>, target: impl Into<Unit>, x: impl Into<i32>, z: impl Into<i32>, ) -> bool

TryWarp(crate::app::unit::Unit, crate::app::unit::Unit, i32, i32) overload

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fn range_warp( self, rod_unit: impl Into<Unit>, unit: impl Into<Unit>, range: impl Into<i32>, warp_x: impl Into<i32>, warp_z: impl Into<i32>, can_self: impl Into<bool>, )

RangeWarp(crate::app::unit::Unit, crate::app::unit::Unit, i32, i32, i32, bool) overload

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fn range_rescue( self, rod_unit: impl Into<Unit>, unit: impl Into<Unit>, range: impl Into<i32>, )

RangeRescue(crate::app::unit::Unit, crate::app::unit::Unit, i32) overload

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fn range_torch( self, unit: impl Into<Unit>, range: impl Into<i32>, item: impl Into<ItemData>, )

RangeTorch(crate::app::unit::Unit, i32, crate::app::itemdata::ItemData) overload

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fn get_action_callback(self) -> ProcVoidMethod

GetActionCallback() overload

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fn use_rod(self)

UseRod() overload

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fn use_rest(self, scene: impl Into<BattleScene>)

UseRest(crate::app::battlescene::BattleScene) overload

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fn use_move(self)

UseMove() overload

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fn use_focus(self)

UseFocus() overload

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fn engage_turn_recovery(self) -> IEnumerator

EngageTurnRecovery() overload

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fn hp_stock_create(self) -> IEnumerator

HpStockCreate() overload

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fn destroy_action(self)

DestroyAction() overload

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fn destroy_after(self)

DestroyAfter() overload

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fn update_terrain(self)

UpdateTerrain() overload

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fn try_update_info(self, side: impl Into<BattleSide_Type>)

TryUpdateInfo(crate::app::battleside::BattleSide_Type) overload

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fn try_update_info_2(self, unit: impl Into<Unit>)

TryUpdateInfo(crate::app::unit::Unit) overload

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fn update_map_info_unit(self)

UpdateMapInfoUnit() overload

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fn terrain_set(self, side: impl Into<BattleInfoSide>) -> bool

TerrainSet(crate::app::battleinfoside::BattleInfoSide) overload

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fn can_gain_situation(self) -> bool

CanGainSituation() overload

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fn get_winner(self, dead: impl Into<Unit>) -> Unit

GetWinner(crate::app::unit::Unit) overload

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fn drop_item(self) -> IEnumerator

DropItem() overload

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fn pickup_item(self)

PickupItem() overload

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fn gain_gold(self)

GainGold() overload

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fn item_put_off( self, unit: impl Into<Unit>, unit_item: impl Into<UnitItem>, mid: impl Into<Il2CppString>, )

ItemPutOff(crate::app::unit::Unit, crate::app::unititem::UnitItem, ::unity::Il2CppString) overload

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fn item_expend(self)

ItemExpend() overload

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fn blow(self)

Blow() overload

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fn decrease_shell(self)

DecreaseShell() overload

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fn try_add_dead(self, unit: impl Into<Unit>)

TryAddDead(crate::app::unit::Unit) overload

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fn die(self) -> IEnumerator

Die() overload

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fn grow(self)

Grow() overload

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fn battle_before_event(self)

BattleBeforeEvent() overload

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fn battle_after_event(self)

BattleAfterEvent() overload

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fn is_command_skill( self, skill: impl Into<SkillData>, before: impl Into<bool>, ) -> bool

IsCommandSkill(crate::app::skilldata::SkillData, bool) overload

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fn command_skill_commit( self, side: impl Into<BattleInfoSide>, result: impl Into<MapSkill_Result>, )

CommandSkillCommit(crate::app::battleinfoside::BattleInfoSide, crate::app::mapskill::MapSkill_Result) overload

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fn command_skill_before(self)

CommandSkillBefore() overload

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fn command_skill_after(self)

CommandSkillAfter() overload

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fn gain_gurad_unit(self)

GainGuradUnit() overload

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fn to_pre_bgm(self)

ToPreBgm() overload

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fn to_main_bgm(self)

ToMainBgm() overload

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fn return_bgm(self)

ReturnBgm() overload

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fn sound_after_battle(self)

SoundAfterBattle() overload

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fn try_combat_after_die(self)

TryCombatAfterDie() overload

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fn try_combat_after_grow(self)

TryCombatAfterGrow() overload

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fn process_dead_unit(self)

ProcessDeadUnit() overload

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fn focus_mind(self)

FocusMind() 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: IMapSequenceBattle> IMapSequenceBattleMethods for __T

Available on crate feature app-mapsequencebattle only.