Skip to main content

IMapSituationMethods

Trait IMapSituationMethods 

Source
pub trait IMapSituationMethods: IMapSituation {
Show 77 methods // Provided methods fn ctor(self) { ... } fn get_status(self) -> MapSituation_StatusField { ... } fn set_status(self, status: impl Into<MapSituation_Status>) { ... } fn clear_status(self, status: impl Into<MapSituation_Status>) { ... } fn check_status(self, status: impl Into<MapSituation_Status>) -> bool { ... } fn not_status(self, status: impl Into<MapSituation_Status>) -> bool { ... } fn set_player( self, force_type: impl Into<Force_Type>, player: impl Into<MapSituation_Player>, ) { ... } fn get_player( self, force_type: impl Into<Force_Type>, ) -> MapSituation_Player { ... } fn set_group( self, force_type: impl Into<Force_Type>, group: impl Into<Force_Type>, ) { ... } fn get_group(self, force_type: impl Into<Force_Type>) -> Force_Type { ... } fn is_allide( self, force1: impl Into<Force_Type>, force2: impl Into<Force_Type>, ) -> bool { ... } fn get_current_player(self) -> MapSituation_Player { ... } fn get_current_force(self) -> Force { ... } fn is_human_player(self, force_type: impl Into<Force_Type>) -> bool { ... } fn is_human_player_2(self) -> bool { ... } fn get_force_cursor( self, force_type: impl Into<Force_Type>, ) -> MapSituation_ForceCursor { ... } fn next_sub_phase(self) { ... } fn reset_sub_phase(self) { ... } fn is_casual(self) -> bool { ... } fn is_phoenix(self) -> bool { ... } fn is_versus(self) -> bool { ... } fn is_relay(self) -> bool { ... } fn is_challenge(self) -> bool { ... } fn is_trial(self) -> bool { ... } fn is_resurrect(self) -> bool { ... } fn is_record_kill(self, force_type: impl Into<Force_Type>) -> bool { ... } fn is_record_dead(self, force_type: impl Into<Force_Type>) -> bool { ... } fn is_show_order(self) -> bool { ... } fn can_order(self) -> bool { ... } fn is_show_escape(self) -> bool { ... } fn can_escape(self) -> bool { ... } fn can_existence_die(self) -> bool { ... } fn is_show_turn(self) -> bool { ... } fn is_complete(self) -> bool { ... } fn is_game_over(self) -> bool { ... } fn is_relay_unsettled(self) -> bool { ... } fn is_entrust_ai(self) -> bool { ... } fn is_not_return_map(self) -> bool { ... } fn is_cancel_operation(self) -> bool { ... } fn is_error_operation(self) -> bool { ... } fn get_message_wait_frame(self) -> i32 { ... } fn turn_end(self) { ... } fn turn_next(self) { ... } fn game_end_check(self) { ... } fn is_lose_unit_dead(self, unit: impl Into<Unit>) -> bool { ... } fn game_end_check_unit_dead(self, unit: impl Into<Unit>) -> bool { ... } fn set_complete(self, result: impl Into<WinLoseRule>) { ... } fn set_game_over(self, result: impl Into<WinLoseRule>) { ... } fn set_relay_unsettled(self) { ... } fn get_version(self) -> i32 { ... } fn on_serialize(self, stream: impl Into<Stream_2>) { ... } fn on_deserialize( self, stream: impl Into<Stream_2>, version: impl Into<i32>, ) { ... } fn get_current_force_type(self) -> Force_Type { ... } fn set_current_force_type(self, value: impl Into<Force_Type>) { ... } fn get_human_force_type(self) -> Force_Type { ... } fn set_human_force_type(self, value: impl Into<Force_Type>) { ... } fn get_hero_force_type(self) -> Force_Type { ... } fn get_turn(self) -> i32 { ... } fn set_turn(self, value: impl Into<i32>) { ... } fn get_sub_phase(self) -> MapSituation_SubPhases { ... } fn get_win_rule_enemy_num_less_than_or_equal_to(self) -> i32 { ... } fn set_win_rule_enemy_num_less_than_or_equal_to(self, value: impl Into<i32>) { ... } fn get_win_rule_limit_turn(self) -> i32 { ... } fn set_win_rule_limit_turn(self, value: impl Into<i32>) { ... } fn get_win_lose_result(self) -> WinLoseRule { ... } fn get_entrust(self) -> UnitEntrust_Type { ... } fn set_entrust(self, value: impl Into<UnitEntrust_Type>) { ... } fn get_win_rule_mid(self) -> Il2CppString { ... } fn set_win_rule_mid(self, value: impl Into<Il2CppString>) { ... } fn get_win_rule_mid_arg(self) -> Il2CppString { ... } fn set_win_rule_mid_arg(self, value: impl Into<Il2CppString>) { ... } fn get_lose_rule_mid(self) -> Il2CppString { ... } fn set_lose_rule_mid(self, value: impl Into<Il2CppString>) { ... } fn get_lose_rule_mid_arg(self) -> Il2CppString { ... } fn set_lose_rule_mid_arg(self, value: impl Into<Il2CppString>) { ... } fn get_average_level(self) -> i32 { ... } fn set_average_level(self, value: impl Into<i32>) { ... }
}

Provided Methods§

Source

fn ctor(self)

.ctor() overload

Source

fn get_status(self) -> MapSituation_StatusField

GetStatus() overload

Source

fn set_status(self, status: impl Into<MapSituation_Status>)

SetStatus(crate::app::mapsituation::MapSituation_Status) overload

Source

fn clear_status(self, status: impl Into<MapSituation_Status>)

ClearStatus(crate::app::mapsituation::MapSituation_Status) overload

Source

fn check_status(self, status: impl Into<MapSituation_Status>) -> bool

CheckStatus(crate::app::mapsituation::MapSituation_Status) overload

Source

fn not_status(self, status: impl Into<MapSituation_Status>) -> bool

NotStatus(crate::app::mapsituation::MapSituation_Status) overload

Source

fn set_player( self, force_type: impl Into<Force_Type>, player: impl Into<MapSituation_Player>, )

SetPlayer(crate::app::force::Force_Type, crate::app::mapsituation::MapSituation_Player) overload

Source

fn get_player(self, force_type: impl Into<Force_Type>) -> MapSituation_Player

GetPlayer(crate::app::force::Force_Type) overload

Source

fn set_group( self, force_type: impl Into<Force_Type>, group: impl Into<Force_Type>, )

SetGroup(crate::app::force::Force_Type, crate::app::force::Force_Type) overload

Source

fn get_group(self, force_type: impl Into<Force_Type>) -> Force_Type

GetGroup(crate::app::force::Force_Type) overload

Source

fn is_allide( self, force1: impl Into<Force_Type>, force2: impl Into<Force_Type>, ) -> bool

IsAllide(crate::app::force::Force_Type, crate::app::force::Force_Type) overload

Source

fn get_current_player(self) -> MapSituation_Player

GetCurrentPlayer() overload

Source

fn get_current_force(self) -> Force

GetCurrentForce() overload

Source

fn is_human_player(self, force_type: impl Into<Force_Type>) -> bool

IsHumanPlayer(crate::app::force::Force_Type) overload

Source

fn is_human_player_2(self) -> bool

IsHumanPlayer() overload

Source

fn get_force_cursor( self, force_type: impl Into<Force_Type>, ) -> MapSituation_ForceCursor

GetForceCursor(crate::app::force::Force_Type) overload

Source

fn next_sub_phase(self)

NextSubPhase() overload

Source

fn reset_sub_phase(self)

ResetSubPhase() overload

Source

fn is_casual(self) -> bool

IsCasual() overload

Source

fn is_phoenix(self) -> bool

IsPhoenix() overload

Source

fn is_versus(self) -> bool

IsVersus() overload

Source

fn is_relay(self) -> bool

IsRelay() overload

Source

fn is_challenge(self) -> bool

IsChallenge() overload

Source

fn is_trial(self) -> bool

IsTrial() overload

Source

fn is_resurrect(self) -> bool

IsResurrect() overload

Source

fn is_record_kill(self, force_type: impl Into<Force_Type>) -> bool

IsRecordKill(crate::app::force::Force_Type) overload

Source

fn is_record_dead(self, force_type: impl Into<Force_Type>) -> bool

IsRecordDead(crate::app::force::Force_Type) overload

Source

fn is_show_order(self) -> bool

IsShowOrder() overload

Source

fn can_order(self) -> bool

CanOrder() overload

Source

fn is_show_escape(self) -> bool

IsShowEscape() overload

Source

fn can_escape(self) -> bool

CanEscape() overload

Source

fn can_existence_die(self) -> bool

CanExistenceDie() overload

Source

fn is_show_turn(self) -> bool

IsShowTurn() overload

Source

fn is_complete(self) -> bool

IsComplete() overload

Source

fn is_game_over(self) -> bool

IsGameOver() overload

Source

fn is_relay_unsettled(self) -> bool

IsRelayUnsettled() overload

Source

fn is_entrust_ai(self) -> bool

IsEntrustAI() overload

Source

fn is_not_return_map(self) -> bool

IsNotReturnMap() overload

Source

fn is_cancel_operation(self) -> bool

IsCancelOperation() overload

Source

fn is_error_operation(self) -> bool

IsErrorOperation() overload

Source

fn get_message_wait_frame(self) -> i32

GetMessageWaitFrame() overload

Source

fn turn_end(self)

TurnEnd() overload

Source

fn turn_next(self)

TurnNext() overload

Source

fn game_end_check(self)

GameEndCheck() overload

Source

fn is_lose_unit_dead(self, unit: impl Into<Unit>) -> bool

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

Source

fn game_end_check_unit_dead(self, unit: impl Into<Unit>) -> bool

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

Source

fn set_complete(self, result: impl Into<WinLoseRule>)

SetComplete(crate::app::winloserule::WinLoseRule) overload

Source

fn set_game_over(self, result: impl Into<WinLoseRule>)

SetGameOver(crate::app::winloserule::WinLoseRule) overload

Source

fn set_relay_unsettled(self)

SetRelayUnsettled() overload

Source

fn get_version(self) -> i32

get_Version() overload

Source

fn on_serialize(self, stream: impl Into<Stream_2>)

OnSerialize(crate::app::stream_2::Stream_2) overload

Source

fn on_deserialize(self, stream: impl Into<Stream_2>, version: impl Into<i32>)

OnDeserialize(crate::app::stream_2::Stream_2, i32) overload

Source

fn get_current_force_type(self) -> Force_Type

get_CurrentForceType() overload

Source

fn set_current_force_type(self, value: impl Into<Force_Type>)

set_CurrentForceType(crate::app::force::Force_Type) overload

Source

fn get_human_force_type(self) -> Force_Type

get_HumanForceType() overload

Source

fn set_human_force_type(self, value: impl Into<Force_Type>)

set_HumanForceType(crate::app::force::Force_Type) overload

Source

fn get_hero_force_type(self) -> Force_Type

get_HeroForceType() overload

Source

fn get_turn(self) -> i32

get_Turn() overload

Source

fn set_turn(self, value: impl Into<i32>)

set_Turn(i32) overload

Source

fn get_sub_phase(self) -> MapSituation_SubPhases

get_SubPhase() overload

Source

fn get_win_rule_enemy_num_less_than_or_equal_to(self) -> i32

get_WinRuleEnemyNumLessThanOrEqualTo() overload

Source

fn set_win_rule_enemy_num_less_than_or_equal_to(self, value: impl Into<i32>)

set_WinRuleEnemyNumLessThanOrEqualTo(i32) overload

Source

fn get_win_rule_limit_turn(self) -> i32

get_WinRuleLimitTurn() overload

Source

fn set_win_rule_limit_turn(self, value: impl Into<i32>)

set_WinRuleLimitTurn(i32) overload

Source

fn get_win_lose_result(self) -> WinLoseRule

get_WinLoseResult() overload

Source

fn get_entrust(self) -> UnitEntrust_Type

get_Entrust() overload

Source

fn set_entrust(self, value: impl Into<UnitEntrust_Type>)

set_Entrust(crate::app::unitentrust::UnitEntrust_Type) overload

Source

fn get_win_rule_mid(self) -> Il2CppString

get_WinRuleMID() overload

Source

fn set_win_rule_mid(self, value: impl Into<Il2CppString>)

set_WinRuleMID(::unity::Il2CppString) overload

Source

fn get_win_rule_mid_arg(self) -> Il2CppString

get_WinRuleMIDArg() overload

Source

fn set_win_rule_mid_arg(self, value: impl Into<Il2CppString>)

set_WinRuleMIDArg(::unity::Il2CppString) overload

Source

fn get_lose_rule_mid(self) -> Il2CppString

get_LoseRuleMID() overload

Source

fn set_lose_rule_mid(self, value: impl Into<Il2CppString>)

set_LoseRuleMID(::unity::Il2CppString) overload

Source

fn get_lose_rule_mid_arg(self) -> Il2CppString

get_LoseRuleMIDArg() overload

Source

fn set_lose_rule_mid_arg(self, value: impl Into<Il2CppString>)

set_LoseRuleMIDArg(::unity::Il2CppString) overload

Source

fn get_average_level(self) -> i32

get_AverageLevel() overload

Source

fn set_average_level(self, value: impl Into<i32>)

set_AverageLevel(i32) 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§

Source§

impl<__T: IMapSituation> IMapSituationMethods for __T

Available on crate feature app-mapsituation only.