pub trait IMapSequenceMindMethods: IMapSequenceMind {
Show 56 methods
// Provided methods
fn ctor(self, unit: impl Into<Unit>, target: impl Into<Unit>) { ... }
fn get_unit(self) -> Unit { ... }
fn get_target(self) -> Unit { ... }
fn unit_move(self) { ... }
fn unit_move_wait(self) { ... }
fn set_move_only(self) { ... }
fn is_move_only(self) -> bool { ... }
fn is_skip_ai_engage_rewarp(self) -> bool { ... }
fn ai_engage_rewarp(self) { ... }
fn multi_target(self) { ... }
fn try_add_target_of_fire_cannon(self, x: impl Into<i32>, z: impl Into<i32>) { ... }
fn branch(self) { ... }
fn breakdown(self) { ... }
fn breakdown_enemy(self) { ... }
fn destroy_village(self) { ... }
fn escape_event(self) { ... }
fn escape(self) { ... }
fn visit(self) { ... }
fn poke(self, kind: impl Into<MapInspector_Kind>) { ... }
fn unlock(self) { ... }
fn treasure_box(self) { ... }
fn door(self) { ... }
fn torch(self) { ... }
fn guard(self) { ... }
fn lockon(self) { ... }
fn talk(self) { ... }
fn done_action(self) { ... }
fn overlap_skill(self) { ... }
fn command_skill(self) { ... }
fn engage_charge(self) { ... }
fn engage_wait(self) -> IEnumerator { ... }
fn update_image(self) { ... }
fn try_transfer(self, unit: impl Into<Unit>) -> bool { ... }
fn fixed(self) { ... }
fn god_exp(self) { ... }
fn get_fixed_skill_enum(self, unit: impl Into<Unit>) -> SkillEnum { ... }
fn get_can_wait_skip(self) -> bool { ... }
fn fixed_skill(self) -> IEnumerator { ... }
fn can_fixed_bonus(self, unit: impl Into<Unit>) -> bool { ... }
fn engage_heal(self) { ... }
fn kill_bonus(self) { ... }
fn is_move_skip(self) -> bool { ... }
fn is_alive(self, unit: impl Into<Unit>) -> bool { ... }
fn is_fixed_event(self, unit: impl Into<Unit>) -> bool { ... }
fn is_fixed_event_2(
self,
unit: impl Into<Unit>,
force_type: impl Into<Force_Type>,
) -> bool { ... }
fn help_event(self) { ... }
fn fixed_event(self) { ... }
fn area_event(self) { ... }
fn add_unit_image(self) { ... }
fn delete_unit_image(self) { ... }
fn unit_dead_event(self) { ... }
fn unit_dead_fade(self) { ... }
fn unit_dead(self) { ... }
fn unit_dead_kill_bonus(self) { ... }
fn revive(self) { ... }
fn loosely_focus(self) { ... }
}Provided Methods§
Sourcefn ctor(self, unit: impl Into<Unit>, target: impl Into<Unit>)
fn ctor(self, unit: impl Into<Unit>, target: impl Into<Unit>)
.ctor(crate::app::unit::Unit, crate::app::unit::Unit) overload
Sourcefn get_target(self) -> Unit
fn get_target(self) -> Unit
GetTarget() overload
Sourcefn unit_move_wait(self)
fn unit_move_wait(self)
UnitMoveWait() overload
Sourcefn set_move_only(self)
fn set_move_only(self)
SetMoveOnly() overload
Sourcefn is_move_only(self) -> bool
fn is_move_only(self) -> bool
IsMoveOnly() overload
Sourcefn is_skip_ai_engage_rewarp(self) -> bool
fn is_skip_ai_engage_rewarp(self) -> bool
IsSkipAIEngageRewarp() overload
Sourcefn ai_engage_rewarp(self)
fn ai_engage_rewarp(self)
AIEngageRewarp() overload
Sourcefn multi_target(self)
fn multi_target(self)
MultiTarget() overload
Sourcefn try_add_target_of_fire_cannon(self, x: impl Into<i32>, z: impl Into<i32>)
fn try_add_target_of_fire_cannon(self, x: impl Into<i32>, z: impl Into<i32>)
TryAddTargetOfFireCannon(i32, i32) overload
Sourcefn breakdown_enemy(self)
fn breakdown_enemy(self)
BreakdownEnemy() overload
Sourcefn destroy_village(self)
fn destroy_village(self)
DestroyVillage() overload
Sourcefn escape_event(self)
fn escape_event(self)
EscapeEvent() overload
Sourcefn poke(self, kind: impl Into<MapInspector_Kind>)
fn poke(self, kind: impl Into<MapInspector_Kind>)
Poke(crate::app::mapinspector::MapInspector_Kind) overload
Sourcefn treasure_box(self)
fn treasure_box(self)
TreasureBox() overload
Sourcefn done_action(self)
fn done_action(self)
DoneAction() overload
Sourcefn overlap_skill(self)
fn overlap_skill(self)
OverlapSkill() overload
Sourcefn command_skill(self)
fn command_skill(self)
CommandSkill() overload
Sourcefn engage_charge(self)
fn engage_charge(self)
EngageCharge() overload
Sourcefn engage_wait(self) -> IEnumerator
fn engage_wait(self) -> IEnumerator
EngageWait() overload
Sourcefn update_image(self)
fn update_image(self)
UpdateImage() overload
Sourcefn try_transfer(self, unit: impl Into<Unit>) -> bool
fn try_transfer(self, unit: impl Into<Unit>) -> bool
TryTransfer(crate::app::unit::Unit) overload
Sourcefn get_fixed_skill_enum(self, unit: impl Into<Unit>) -> SkillEnum
fn get_fixed_skill_enum(self, unit: impl Into<Unit>) -> SkillEnum
GetFixedSkillEnum(crate::app::unit::Unit) overload
Sourcefn get_can_wait_skip(self) -> bool
fn get_can_wait_skip(self) -> bool
get_CanWaitSkip() overload
Sourcefn fixed_skill(self) -> IEnumerator
fn fixed_skill(self) -> IEnumerator
FixedSkill() overload
Sourcefn can_fixed_bonus(self, unit: impl Into<Unit>) -> bool
fn can_fixed_bonus(self, unit: impl Into<Unit>) -> bool
CanFixedBonus(crate::app::unit::Unit) overload
Sourcefn engage_heal(self)
fn engage_heal(self)
EngageHeal() overload
Sourcefn kill_bonus(self)
fn kill_bonus(self)
KillBonus() overload
Sourcefn is_move_skip(self) -> bool
fn is_move_skip(self) -> bool
IsMoveSkip() overload
Sourcefn is_fixed_event(self, unit: impl Into<Unit>) -> bool
fn is_fixed_event(self, unit: impl Into<Unit>) -> bool
IsFixedEvent(crate::app::unit::Unit) overload
Sourcefn is_fixed_event_2(
self,
unit: impl Into<Unit>,
force_type: impl Into<Force_Type>,
) -> bool
fn is_fixed_event_2( self, unit: impl Into<Unit>, force_type: impl Into<Force_Type>, ) -> bool
IsFixedEvent(crate::app::unit::Unit, crate::app::force::Force_Type) overload
Sourcefn help_event(self)
fn help_event(self)
HelpEvent() overload
Sourcefn fixed_event(self)
fn fixed_event(self)
FixedEvent() overload
Sourcefn area_event(self)
fn area_event(self)
AreaEvent() overload
Sourcefn add_unit_image(self)
fn add_unit_image(self)
AddUnitImage() overload
Sourcefn delete_unit_image(self)
fn delete_unit_image(self)
DeleteUnitImage() overload
Sourcefn unit_dead_event(self)
fn unit_dead_event(self)
UnitDeadEvent() overload
Sourcefn unit_dead_fade(self)
fn unit_dead_fade(self)
UnitDeadFade() overload
Sourcefn unit_dead_kill_bonus(self)
fn unit_dead_kill_bonus(self)
UnitDeadKillBonus() overload
Sourcefn loosely_focus(self)
fn loosely_focus(self)
LooselyFocus() 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: IMapSequenceMind> IMapSequenceMindMethods for __T
app-mapsequencemind only.