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IMapSequenceBattleActionMethods

Trait IMapSequenceBattleActionMethods 

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pub trait IMapSequenceBattleActionMethods: IMapSequenceBattleAction {
Show 72 methods // Provided methods fn get_can_wait_skip(self) -> bool { ... } fn ctor( self, calculator: impl Into<BattleCalculator>, sim_calculator: impl Into<BattleCalculator>, battle_count: impl Into<i32>, ) { ... } fn on_create(self) { ... } fn on_dispose(self) { ... } fn get_battle_count(self) -> i32 { ... } fn get_scene_index(self) -> i32 { ... } fn get_scene_list(self) -> BattleSceneList { ... } fn get_current_scene(self) -> BattleScene { ... } fn next_scene(self) { ... } fn is_show_info(self) -> bool { ... } fn show_info(self) { ... } fn out_info(self) { ... } fn hide_info(self) { ... } fn wait_info(self) { ... } fn is_multi_battle(self) -> bool { ... } fn is_cannon_battle(self) -> bool { ... } fn is_full_bullet(self) -> bool { ... } fn is_rod_battle(self) -> bool { ... } fn is_talk(self) -> bool { ... } fn battle_talk(self) { ... } fn play_action( self, current: impl Into<BattleInfoSide>, action: impl Into<UnitSequence_Action>, ) { ... } fn play_animation( self, current: impl Into<BattleInfoSide>, type: impl Into<UnitAnim_Types>, ) { ... } fn play_rotation( self, current: impl Into<BattleInfoSide>, target: impl Into<BattleInfoSide>, ) { ... } fn play_rotation_and_action( self, current: impl Into<BattleInfoSide>, target: impl Into<BattleInfoSide>, action: impl Into<UnitSequence_Action>, ) { ... } fn play_cannon_rotation( self, current: impl Into<BattleInfoSide>, target: impl Into<BattleInfoSide>, ) { ... } fn play_cannon_shoot(self, current: impl Into<BattleInfoSide>) { ... } fn stop_cannon_shoot(self, current: impl Into<BattleInfoSide>) { ... } fn play_engage_attack_skill(self) { ... } fn play_engage_shoot_skill(self, current: impl Into<BattleInfoSide>) { ... } fn get_side(self, type: impl Into<BattleSide_Type>) -> BattleInfoSide { ... } fn get_unit(self, type: impl Into<BattleSide_Type>) -> Unit { ... } fn update_scene(self, index: impl Into<i32>) { ... } fn skip_scene(self) { ... } fn get_attack_motion(self, unit_item: impl Into<UnitItem>) -> UnitAnim_Types { ... } fn is_engage_attack_action(self, scene: impl Into<BattleScene>) -> bool { ... } fn get_attack_motion_2( self, scene: impl Into<BattleScene>, ) -> UnitAnim_Types { ... } fn wait_skip_signal(self, signal: impl Into<UnitSignal>) { ... } fn shoot_signal(self, signal: impl Into<UnitSignal>) { ... } fn clear_signal(self) { ... } fn try_focus_attack(self) { ... } fn try_focus_target(self) { ... } fn landing(self) -> IEnumerator { ... } fn get_hit_effect(self, scene: impl Into<BattleScene>) -> EffectData { ... } fn get_rod_effect(self, scene: impl Into<BattleScene>) -> EffectData { ... } fn get_offense(self, scene: impl Into<BattleScene>) -> BattleInfoSide { ... } fn get_defense(self, scene: impl Into<BattleScene>) -> BattleInfoSide { ... } fn play_hit_effect(self, scene: impl Into<BattleScene>) { ... } fn play_hit_sound(self, scene: impl Into<BattleScene>) { ... } fn play_popup(self, scene: impl Into<BattleScene>) { ... } fn play_damage(self, scene: impl Into<BattleScene>) { ... } fn wait_loading(self) -> IEnumerator { ... } fn on_persistent(self) { ... } fn set_model_item( self, side: impl Into<BattleInfoSide>, unit_item: impl Into<UnitItem>, ) { ... } fn begin(self) { ... } fn end(self) { ... } fn to_pre_bgm(self) { ... } fn to_main_bgm(self) { ... } fn return_bgm(self) { ... } fn play_skill(self) { ... } fn focus_attack(self) { ... } fn play_attack(self) { ... } fn stop_attack(self) { ... } fn start_signal(self) { ... } fn impact(self) { ... } fn commit(self) { ... } fn branch(self) { ... } fn next_wait(self) { ... } fn wait(self) { ... } fn wait_camera(self) { ... } fn try_white_out(self) { ... } fn try_trans_on(self) -> IEnumerator { ... } fn try_trans_off(self) -> IEnumerator { ... }
}

Provided Methods§

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fn get_can_wait_skip(self) -> bool

get_CanWaitSkip() overload

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fn ctor( self, calculator: impl Into<BattleCalculator>, sim_calculator: impl Into<BattleCalculator>, battle_count: impl Into<i32>, )

.ctor(crate::app::battlecalculator::BattleCalculator, crate::app::battlecalculator::BattleCalculator, i32) overload

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fn on_create(self)

OnCreate() overload

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fn on_dispose(self)

OnDispose() overload

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fn get_battle_count(self) -> i32

get_BattleCount() overload

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fn get_scene_index(self) -> i32

get_SceneIndex() overload

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fn get_scene_list(self) -> BattleSceneList

get_SceneList() overload

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fn get_current_scene(self) -> BattleScene

get_CurrentScene() overload

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fn next_scene(self)

NextScene() overload

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fn is_show_info(self) -> bool

IsShowInfo() overload

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fn show_info(self)

ShowInfo() overload

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fn out_info(self)

OutInfo() overload

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fn hide_info(self)

HideInfo() overload

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fn wait_info(self)

WaitInfo() overload

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fn is_multi_battle(self) -> bool

IsMultiBattle() overload

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fn is_cannon_battle(self) -> bool

IsCannonBattle() overload

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fn is_full_bullet(self) -> bool

IsFullBullet() overload

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fn is_rod_battle(self) -> bool

IsRodBattle() overload

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fn is_talk(self) -> bool

IsTalk() overload

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fn battle_talk(self)

BattleTalk() overload

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fn play_action( self, current: impl Into<BattleInfoSide>, action: impl Into<UnitSequence_Action>, )

PlayAction(crate::app::battleinfoside::BattleInfoSide, crate::app::unitsequence::UnitSequence_Action) overload

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fn play_animation( self, current: impl Into<BattleInfoSide>, type: impl Into<UnitAnim_Types>, )

PlayAnimation(crate::app::battleinfoside::BattleInfoSide, crate::app::unitanim::UnitAnim_Types) overload

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fn play_rotation( self, current: impl Into<BattleInfoSide>, target: impl Into<BattleInfoSide>, )

PlayRotation(crate::app::battleinfoside::BattleInfoSide, crate::app::battleinfoside::BattleInfoSide) overload

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fn play_rotation_and_action( self, current: impl Into<BattleInfoSide>, target: impl Into<BattleInfoSide>, action: impl Into<UnitSequence_Action>, )

PlayRotationAndAction(crate::app::battleinfoside::BattleInfoSide, crate::app::battleinfoside::BattleInfoSide, crate::app::unitsequence::UnitSequence_Action) overload

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fn play_cannon_rotation( self, current: impl Into<BattleInfoSide>, target: impl Into<BattleInfoSide>, )

PlayCannonRotation(crate::app::battleinfoside::BattleInfoSide, crate::app::battleinfoside::BattleInfoSide) overload

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fn play_cannon_shoot(self, current: impl Into<BattleInfoSide>)

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

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fn stop_cannon_shoot(self, current: impl Into<BattleInfoSide>)

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

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fn play_engage_attack_skill(self)

PlayEngageAttackSkill() overload

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fn play_engage_shoot_skill(self, current: impl Into<BattleInfoSide>)

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

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fn get_side(self, type: impl Into<BattleSide_Type>) -> BattleInfoSide

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

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fn get_unit(self, type: impl Into<BattleSide_Type>) -> Unit

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

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

UpdateScene(i32) overload

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fn skip_scene(self)

SkipScene() overload

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fn get_attack_motion(self, unit_item: impl Into<UnitItem>) -> UnitAnim_Types

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

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fn is_engage_attack_action(self, scene: impl Into<BattleScene>) -> bool

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

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fn get_attack_motion_2(self, scene: impl Into<BattleScene>) -> UnitAnim_Types

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

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fn wait_skip_signal(self, signal: impl Into<UnitSignal>)

WaitSkipSignal(crate::app::unitsignal::UnitSignal) overload

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fn shoot_signal(self, signal: impl Into<UnitSignal>)

ShootSignal(crate::app::unitsignal::UnitSignal) overload

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fn clear_signal(self)

ClearSignal() overload

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fn try_focus_attack(self)

TryFocusAttack() overload

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fn try_focus_target(self)

TryFocusTarget() overload

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fn landing(self) -> IEnumerator

Landing() overload

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fn get_hit_effect(self, scene: impl Into<BattleScene>) -> EffectData

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

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fn get_rod_effect(self, scene: impl Into<BattleScene>) -> EffectData

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

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fn get_offense(self, scene: impl Into<BattleScene>) -> BattleInfoSide

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

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fn get_defense(self, scene: impl Into<BattleScene>) -> BattleInfoSide

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

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

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

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

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

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

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

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

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

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fn wait_loading(self) -> IEnumerator

WaitLoading() overload

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fn on_persistent(self)

OnPersistent() overload

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fn set_model_item( self, side: impl Into<BattleInfoSide>, unit_item: impl Into<UnitItem>, )

SetModelItem(crate::app::battleinfoside::BattleInfoSide, crate::app::unititem::UnitItem) overload

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fn begin(self)

Begin() overload

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fn end(self)

End() 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 play_skill(self)

PlaySkill() overload

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fn focus_attack(self)

FocusAttack() overload

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fn play_attack(self)

PlayAttack() overload

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fn stop_attack(self)

StopAttack() overload

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fn start_signal(self)

StartSignal() overload

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fn impact(self)

Impact() overload

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fn commit(self)

Commit() overload

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fn branch(self)

Branch() overload

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fn next_wait(self)

NextWait() overload

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fn wait(self)

Wait() overload

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fn wait_camera(self)

WaitCamera() overload

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fn try_white_out(self)

TryWhiteOut() overload

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fn try_trans_on(self) -> IEnumerator

TryTransOn() overload

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fn try_trans_off(self) -> IEnumerator

TryTransOff() 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: IMapSequenceBattleAction> IMapSequenceBattleActionMethods for __T

Available on crate feature app-mapsequencebattleaction only.