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§
Sourcefn get_can_wait_skip(self) -> bool
fn get_can_wait_skip(self) -> bool
get_CanWaitSkip() overload
Sourcefn ctor(
self,
calculator: impl Into<BattleCalculator>,
sim_calculator: impl Into<BattleCalculator>,
battle_count: impl Into<i32>,
)
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
Sourcefn on_dispose(self)
fn on_dispose(self)
OnDispose() overload
Sourcefn get_battle_count(self) -> i32
fn get_battle_count(self) -> i32
get_BattleCount() overload
Sourcefn get_scene_index(self) -> i32
fn get_scene_index(self) -> i32
get_SceneIndex() overload
Sourcefn get_scene_list(self) -> BattleSceneList
fn get_scene_list(self) -> BattleSceneList
get_SceneList() overload
Sourcefn get_current_scene(self) -> BattleScene
fn get_current_scene(self) -> BattleScene
get_CurrentScene() overload
Sourcefn next_scene(self)
fn next_scene(self)
NextScene() overload
Sourcefn is_show_info(self) -> bool
fn is_show_info(self) -> bool
IsShowInfo() overload
Sourcefn is_multi_battle(self) -> bool
fn is_multi_battle(self) -> bool
IsMultiBattle() overload
Sourcefn is_cannon_battle(self) -> bool
fn is_cannon_battle(self) -> bool
IsCannonBattle() overload
Sourcefn is_full_bullet(self) -> bool
fn is_full_bullet(self) -> bool
IsFullBullet() overload
Sourcefn is_rod_battle(self) -> bool
fn is_rod_battle(self) -> bool
IsRodBattle() overload
Sourcefn battle_talk(self)
fn battle_talk(self)
BattleTalk() overload
Sourcefn play_action(
self,
current: impl Into<BattleInfoSide>,
action: impl Into<UnitSequence_Action>,
)
fn play_action( self, current: impl Into<BattleInfoSide>, action: impl Into<UnitSequence_Action>, )
PlayAction(crate::app::battleinfoside::BattleInfoSide, crate::app::unitsequence::UnitSequence_Action) overload
Sourcefn play_animation(
self,
current: impl Into<BattleInfoSide>,
type: impl Into<UnitAnim_Types>,
)
fn play_animation( self, current: impl Into<BattleInfoSide>, type: impl Into<UnitAnim_Types>, )
PlayAnimation(crate::app::battleinfoside::BattleInfoSide, crate::app::unitanim::UnitAnim_Types) overload
Sourcefn play_rotation(
self,
current: impl Into<BattleInfoSide>,
target: impl Into<BattleInfoSide>,
)
fn play_rotation( self, current: impl Into<BattleInfoSide>, target: impl Into<BattleInfoSide>, )
PlayRotation(crate::app::battleinfoside::BattleInfoSide, crate::app::battleinfoside::BattleInfoSide) overload
Sourcefn play_rotation_and_action(
self,
current: impl Into<BattleInfoSide>,
target: impl Into<BattleInfoSide>,
action: impl Into<UnitSequence_Action>,
)
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
Sourcefn play_cannon_rotation(
self,
current: impl Into<BattleInfoSide>,
target: impl Into<BattleInfoSide>,
)
fn play_cannon_rotation( self, current: impl Into<BattleInfoSide>, target: impl Into<BattleInfoSide>, )
PlayCannonRotation(crate::app::battleinfoside::BattleInfoSide, crate::app::battleinfoside::BattleInfoSide) overload
Sourcefn play_cannon_shoot(self, current: impl Into<BattleInfoSide>)
fn play_cannon_shoot(self, current: impl Into<BattleInfoSide>)
PlayCannonShoot(crate::app::battleinfoside::BattleInfoSide) overload
Sourcefn stop_cannon_shoot(self, current: impl Into<BattleInfoSide>)
fn stop_cannon_shoot(self, current: impl Into<BattleInfoSide>)
StopCannonShoot(crate::app::battleinfoside::BattleInfoSide) overload
Sourcefn play_engage_attack_skill(self)
fn play_engage_attack_skill(self)
PlayEngageAttackSkill() overload
Sourcefn play_engage_shoot_skill(self, current: impl Into<BattleInfoSide>)
fn play_engage_shoot_skill(self, current: impl Into<BattleInfoSide>)
PlayEngageShootSkill(crate::app::battleinfoside::BattleInfoSide) overload
Sourcefn get_side(self, type: impl Into<BattleSide_Type>) -> BattleInfoSide
fn get_side(self, type: impl Into<BattleSide_Type>) -> BattleInfoSide
GetSide(crate::app::battleside::BattleSide_Type) overload
Sourcefn get_unit(self, type: impl Into<BattleSide_Type>) -> Unit
fn get_unit(self, type: impl Into<BattleSide_Type>) -> Unit
GetUnit(crate::app::battleside::BattleSide_Type) overload
Sourcefn update_scene(self, index: impl Into<i32>)
fn update_scene(self, index: impl Into<i32>)
UpdateScene(i32) overload
Sourcefn skip_scene(self)
fn skip_scene(self)
SkipScene() overload
Sourcefn get_attack_motion(self, unit_item: impl Into<UnitItem>) -> UnitAnim_Types
fn get_attack_motion(self, unit_item: impl Into<UnitItem>) -> UnitAnim_Types
GetAttackMotion(crate::app::unititem::UnitItem) overload
Sourcefn is_engage_attack_action(self, scene: impl Into<BattleScene>) -> bool
fn is_engage_attack_action(self, scene: impl Into<BattleScene>) -> bool
IsEngageAttackAction(crate::app::battlescene::BattleScene) overload
Sourcefn get_attack_motion_2(self, scene: impl Into<BattleScene>) -> UnitAnim_Types
fn get_attack_motion_2(self, scene: impl Into<BattleScene>) -> UnitAnim_Types
GetAttackMotion(crate::app::battlescene::BattleScene) overload
Sourcefn wait_skip_signal(self, signal: impl Into<UnitSignal>)
fn wait_skip_signal(self, signal: impl Into<UnitSignal>)
WaitSkipSignal(crate::app::unitsignal::UnitSignal) overload
Sourcefn shoot_signal(self, signal: impl Into<UnitSignal>)
fn shoot_signal(self, signal: impl Into<UnitSignal>)
ShootSignal(crate::app::unitsignal::UnitSignal) overload
Sourcefn clear_signal(self)
fn clear_signal(self)
ClearSignal() overload
Sourcefn try_focus_attack(self)
fn try_focus_attack(self)
TryFocusAttack() overload
Sourcefn try_focus_target(self)
fn try_focus_target(self)
TryFocusTarget() overload
Sourcefn landing(self) -> IEnumerator
fn landing(self) -> IEnumerator
Landing() overload
Sourcefn get_hit_effect(self, scene: impl Into<BattleScene>) -> EffectData
fn get_hit_effect(self, scene: impl Into<BattleScene>) -> EffectData
GetHitEffect(crate::app::battlescene::BattleScene) overload
Sourcefn get_rod_effect(self, scene: impl Into<BattleScene>) -> EffectData
fn get_rod_effect(self, scene: impl Into<BattleScene>) -> EffectData
GetRodEffect(crate::app::battlescene::BattleScene) overload
Sourcefn get_offense(self, scene: impl Into<BattleScene>) -> BattleInfoSide
fn get_offense(self, scene: impl Into<BattleScene>) -> BattleInfoSide
GetOffense(crate::app::battlescene::BattleScene) overload
Sourcefn get_defense(self, scene: impl Into<BattleScene>) -> BattleInfoSide
fn get_defense(self, scene: impl Into<BattleScene>) -> BattleInfoSide
GetDefense(crate::app::battlescene::BattleScene) overload
Sourcefn play_hit_effect(self, scene: impl Into<BattleScene>)
fn play_hit_effect(self, scene: impl Into<BattleScene>)
PlayHitEffect(crate::app::battlescene::BattleScene) overload
Sourcefn play_hit_sound(self, scene: impl Into<BattleScene>)
fn play_hit_sound(self, scene: impl Into<BattleScene>)
PlayHitSound(crate::app::battlescene::BattleScene) overload
Sourcefn play_popup(self, scene: impl Into<BattleScene>)
fn play_popup(self, scene: impl Into<BattleScene>)
PlayPopup(crate::app::battlescene::BattleScene) overload
Sourcefn play_damage(self, scene: impl Into<BattleScene>)
fn play_damage(self, scene: impl Into<BattleScene>)
PlayDamage(crate::app::battlescene::BattleScene) overload
Sourcefn wait_loading(self) -> IEnumerator
fn wait_loading(self) -> IEnumerator
WaitLoading() overload
Sourcefn on_persistent(self)
fn on_persistent(self)
OnPersistent() overload
Sourcefn set_model_item(
self,
side: impl Into<BattleInfoSide>,
unit_item: impl Into<UnitItem>,
)
fn set_model_item( self, side: impl Into<BattleInfoSide>, unit_item: impl Into<UnitItem>, )
SetModelItem(crate::app::battleinfoside::BattleInfoSide, crate::app::unititem::UnitItem) overload
Sourcefn to_pre_bgm(self)
fn to_pre_bgm(self)
ToPreBgm() overload
Sourcefn to_main_bgm(self)
fn to_main_bgm(self)
ToMainBgm() overload
Sourcefn return_bgm(self)
fn return_bgm(self)
ReturnBgm() overload
Sourcefn play_skill(self)
fn play_skill(self)
PlaySkill() overload
Sourcefn focus_attack(self)
fn focus_attack(self)
FocusAttack() overload
Sourcefn play_attack(self)
fn play_attack(self)
PlayAttack() overload
Sourcefn stop_attack(self)
fn stop_attack(self)
StopAttack() overload
Sourcefn start_signal(self)
fn start_signal(self)
StartSignal() overload
Sourcefn wait_camera(self)
fn wait_camera(self)
WaitCamera() overload
Sourcefn try_white_out(self)
fn try_white_out(self)
TryWhiteOut() overload
Sourcefn try_trans_on(self) -> IEnumerator
fn try_trans_on(self) -> IEnumerator
TryTransOn() overload
Sourcefn try_trans_off(self) -> IEnumerator
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§
impl<__T: IMapSequenceBattleAction> IMapSequenceBattleActionMethods for __T
app-mapsequencebattleaction only.