pub trait IMapSituation: ISingletonClass_1<MapSituation> {
Show 34 methods
// Provided methods
fn m_status(self) -> MapSituation_StatusField { ... }
fn set_m_status(self, value: MapSituation_StatusField) { ... }
fn m_players(self) -> Array<MapSituation_Player> { ... }
fn set_m_players(self, value: Array<MapSituation_Player>) { ... }
fn m_groups(self) -> Array<Force_Type> { ... }
fn set_m_groups(self, value: Array<Force_Type>) { ... }
fn m_current_force_type(self) -> Force_Type { ... }
fn set_m_current_force_type(self, value: Force_Type) { ... }
fn m_human_force_type(self) -> Force_Type { ... }
fn set_m_human_force_type(self, value: Force_Type) { ... }
fn m_force_cursors(self) -> Array<MapSituation_ForceCursor> { ... }
fn set_m_force_cursors(self, value: Array<MapSituation_ForceCursor>) { ... }
fn m_turn(self) -> i32 { ... }
fn set_m_turn(self, value: i32) { ... }
fn m_sub_phase(self) -> MapSituation_SubPhases { ... }
fn set_m_sub_phase(self, value: MapSituation_SubPhases) { ... }
fn m_win_rule_enemy_num_less_than_or_equal_to(self) -> i32 { ... }
fn set_m_win_rule_enemy_num_less_than_or_equal_to(self, value: i32) { ... }
fn m_win_rule_limit_turn(self) -> i32 { ... }
fn set_m_win_rule_limit_turn(self, value: i32) { ... }
fn m_win_lose_result(self) -> WinLoseRule { ... }
fn set_m_win_lose_result(self, value: WinLoseRule) { ... }
fn m_entrust(self) -> UnitEntrust_Type { ... }
fn set_m_entrust(self, value: UnitEntrust_Type) { ... }
fn m_win_rule_mid(self) -> Il2CppString { ... }
fn set_m_win_rule_mid(self, value: Il2CppString) { ... }
fn m_win_rule_mid_arg(self) -> Il2CppString { ... }
fn set_m_win_rule_mid_arg(self, value: Il2CppString) { ... }
fn m_lose_rule_mid(self) -> Il2CppString { ... }
fn set_m_lose_rule_mid(self, value: Il2CppString) { ... }
fn m_lose_rule_mid_arg(self) -> Il2CppString { ... }
fn set_m_lose_rule_mid_arg(self, value: Il2CppString) { ... }
fn m_average_level(self) -> i32 { ... }
fn set_m_average_level(self, value: i32) { ... }
}Provided Methods§
fn m_status(self) -> MapSituation_StatusField
fn set_m_status(self, value: MapSituation_StatusField)
fn m_players(self) -> Array<MapSituation_Player>
fn set_m_players(self, value: Array<MapSituation_Player>)
fn m_groups(self) -> Array<Force_Type>
fn set_m_groups(self, value: Array<Force_Type>)
fn m_current_force_type(self) -> Force_Type
fn set_m_current_force_type(self, value: Force_Type)
fn m_human_force_type(self) -> Force_Type
fn set_m_human_force_type(self, value: Force_Type)
fn m_force_cursors(self) -> Array<MapSituation_ForceCursor>
fn set_m_force_cursors(self, value: Array<MapSituation_ForceCursor>)
fn m_turn(self) -> i32
fn set_m_turn(self, value: i32)
fn m_sub_phase(self) -> MapSituation_SubPhases
fn set_m_sub_phase(self, value: MapSituation_SubPhases)
fn m_win_rule_enemy_num_less_than_or_equal_to(self) -> i32
fn set_m_win_rule_enemy_num_less_than_or_equal_to(self, value: i32)
fn m_win_rule_limit_turn(self) -> i32
fn set_m_win_rule_limit_turn(self, value: i32)
fn m_win_lose_result(self) -> WinLoseRule
fn set_m_win_lose_result(self, value: WinLoseRule)
fn m_entrust(self) -> UnitEntrust_Type
fn set_m_entrust(self, value: UnitEntrust_Type)
fn m_win_rule_mid(self) -> Il2CppString
fn set_m_win_rule_mid(self, value: Il2CppString)
fn m_win_rule_mid_arg(self) -> Il2CppString
fn set_m_win_rule_mid_arg(self, value: Il2CppString)
fn m_lose_rule_mid(self) -> Il2CppString
fn set_m_lose_rule_mid(self, value: Il2CppString)
fn m_lose_rule_mid_arg(self) -> Il2CppString
fn set_m_lose_rule_mid_arg(self, value: Il2CppString)
fn m_average_level(self) -> i32
fn set_m_average_level(self, value: i32)
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.