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§
Sourcefn get_status(self) -> MapSituation_StatusField
fn get_status(self) -> MapSituation_StatusField
GetStatus() overload
Sourcefn set_status(self, status: impl Into<MapSituation_Status>)
fn set_status(self, status: impl Into<MapSituation_Status>)
SetStatus(crate::app::mapsituation::MapSituation_Status) overload
Sourcefn clear_status(self, status: impl Into<MapSituation_Status>)
fn clear_status(self, status: impl Into<MapSituation_Status>)
ClearStatus(crate::app::mapsituation::MapSituation_Status) overload
Sourcefn check_status(self, status: impl Into<MapSituation_Status>) -> bool
fn check_status(self, status: impl Into<MapSituation_Status>) -> bool
CheckStatus(crate::app::mapsituation::MapSituation_Status) overload
Sourcefn not_status(self, status: impl Into<MapSituation_Status>) -> bool
fn not_status(self, status: impl Into<MapSituation_Status>) -> bool
NotStatus(crate::app::mapsituation::MapSituation_Status) overload
Sourcefn set_player(
self,
force_type: impl Into<Force_Type>,
player: impl Into<MapSituation_Player>,
)
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
Sourcefn get_player(self, force_type: impl Into<Force_Type>) -> MapSituation_Player
fn get_player(self, force_type: impl Into<Force_Type>) -> MapSituation_Player
GetPlayer(crate::app::force::Force_Type) overload
Sourcefn set_group(
self,
force_type: impl Into<Force_Type>,
group: impl Into<Force_Type>,
)
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
Sourcefn get_group(self, force_type: impl Into<Force_Type>) -> Force_Type
fn get_group(self, force_type: impl Into<Force_Type>) -> Force_Type
GetGroup(crate::app::force::Force_Type) overload
Sourcefn is_allide(
self,
force1: impl Into<Force_Type>,
force2: impl Into<Force_Type>,
) -> bool
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
Sourcefn get_current_player(self) -> MapSituation_Player
fn get_current_player(self) -> MapSituation_Player
GetCurrentPlayer() overload
Sourcefn get_current_force(self) -> Force
fn get_current_force(self) -> Force
GetCurrentForce() overload
Sourcefn is_human_player(self, force_type: impl Into<Force_Type>) -> bool
fn is_human_player(self, force_type: impl Into<Force_Type>) -> bool
IsHumanPlayer(crate::app::force::Force_Type) overload
Sourcefn is_human_player_2(self) -> bool
fn is_human_player_2(self) -> bool
IsHumanPlayer() overload
Sourcefn get_force_cursor(
self,
force_type: impl Into<Force_Type>,
) -> MapSituation_ForceCursor
fn get_force_cursor( self, force_type: impl Into<Force_Type>, ) -> MapSituation_ForceCursor
GetForceCursor(crate::app::force::Force_Type) overload
Sourcefn next_sub_phase(self)
fn next_sub_phase(self)
NextSubPhase() overload
Sourcefn reset_sub_phase(self)
fn reset_sub_phase(self)
ResetSubPhase() overload
Sourcefn is_phoenix(self) -> bool
fn is_phoenix(self) -> bool
IsPhoenix() overload
Sourcefn is_challenge(self) -> bool
fn is_challenge(self) -> bool
IsChallenge() overload
Sourcefn is_resurrect(self) -> bool
fn is_resurrect(self) -> bool
IsResurrect() overload
Sourcefn is_record_kill(self, force_type: impl Into<Force_Type>) -> bool
fn is_record_kill(self, force_type: impl Into<Force_Type>) -> bool
IsRecordKill(crate::app::force::Force_Type) overload
Sourcefn is_record_dead(self, force_type: impl Into<Force_Type>) -> bool
fn is_record_dead(self, force_type: impl Into<Force_Type>) -> bool
IsRecordDead(crate::app::force::Force_Type) overload
Sourcefn is_show_order(self) -> bool
fn is_show_order(self) -> bool
IsShowOrder() overload
Sourcefn is_show_escape(self) -> bool
fn is_show_escape(self) -> bool
IsShowEscape() overload
Sourcefn can_escape(self) -> bool
fn can_escape(self) -> bool
CanEscape() overload
Sourcefn can_existence_die(self) -> bool
fn can_existence_die(self) -> bool
CanExistenceDie() overload
Sourcefn is_show_turn(self) -> bool
fn is_show_turn(self) -> bool
IsShowTurn() overload
Sourcefn is_complete(self) -> bool
fn is_complete(self) -> bool
IsComplete() overload
Sourcefn is_game_over(self) -> bool
fn is_game_over(self) -> bool
IsGameOver() overload
Sourcefn is_relay_unsettled(self) -> bool
fn is_relay_unsettled(self) -> bool
IsRelayUnsettled() overload
Sourcefn is_entrust_ai(self) -> bool
fn is_entrust_ai(self) -> bool
IsEntrustAI() overload
Sourcefn is_not_return_map(self) -> bool
fn is_not_return_map(self) -> bool
IsNotReturnMap() overload
Sourcefn is_cancel_operation(self) -> bool
fn is_cancel_operation(self) -> bool
IsCancelOperation() overload
Sourcefn is_error_operation(self) -> bool
fn is_error_operation(self) -> bool
IsErrorOperation() overload
Sourcefn get_message_wait_frame(self) -> i32
fn get_message_wait_frame(self) -> i32
GetMessageWaitFrame() overload
Sourcefn game_end_check(self)
fn game_end_check(self)
GameEndCheck() overload
Sourcefn is_lose_unit_dead(self, unit: impl Into<Unit>) -> bool
fn is_lose_unit_dead(self, unit: impl Into<Unit>) -> bool
IsLoseUnitDead(crate::app::unit::Unit) overload
Sourcefn game_end_check_unit_dead(self, unit: impl Into<Unit>) -> bool
fn game_end_check_unit_dead(self, unit: impl Into<Unit>) -> bool
GameEndCheckUnitDead(crate::app::unit::Unit) overload
Sourcefn set_complete(self, result: impl Into<WinLoseRule>)
fn set_complete(self, result: impl Into<WinLoseRule>)
SetComplete(crate::app::winloserule::WinLoseRule) overload
Sourcefn set_game_over(self, result: impl Into<WinLoseRule>)
fn set_game_over(self, result: impl Into<WinLoseRule>)
SetGameOver(crate::app::winloserule::WinLoseRule) overload
Sourcefn set_relay_unsettled(self)
fn set_relay_unsettled(self)
SetRelayUnsettled() overload
Sourcefn get_version(self) -> i32
fn get_version(self) -> i32
get_Version() overload
Sourcefn on_serialize(self, stream: impl Into<Stream_2>)
fn on_serialize(self, stream: impl Into<Stream_2>)
OnSerialize(crate::app::stream_2::Stream_2) overload
Sourcefn on_deserialize(self, stream: impl Into<Stream_2>, version: impl Into<i32>)
fn on_deserialize(self, stream: impl Into<Stream_2>, version: impl Into<i32>)
OnDeserialize(crate::app::stream_2::Stream_2, i32) overload
Sourcefn get_current_force_type(self) -> Force_Type
fn get_current_force_type(self) -> Force_Type
get_CurrentForceType() overload
Sourcefn set_current_force_type(self, value: impl Into<Force_Type>)
fn set_current_force_type(self, value: impl Into<Force_Type>)
set_CurrentForceType(crate::app::force::Force_Type) overload
Sourcefn get_human_force_type(self) -> Force_Type
fn get_human_force_type(self) -> Force_Type
get_HumanForceType() overload
Sourcefn set_human_force_type(self, value: impl Into<Force_Type>)
fn set_human_force_type(self, value: impl Into<Force_Type>)
set_HumanForceType(crate::app::force::Force_Type) overload
Sourcefn get_hero_force_type(self) -> Force_Type
fn get_hero_force_type(self) -> Force_Type
get_HeroForceType() overload
Sourcefn get_sub_phase(self) -> MapSituation_SubPhases
fn get_sub_phase(self) -> MapSituation_SubPhases
get_SubPhase() overload
Sourcefn get_win_rule_enemy_num_less_than_or_equal_to(self) -> i32
fn get_win_rule_enemy_num_less_than_or_equal_to(self) -> i32
get_WinRuleEnemyNumLessThanOrEqualTo() overload
Sourcefn set_win_rule_enemy_num_less_than_or_equal_to(self, value: impl Into<i32>)
fn set_win_rule_enemy_num_less_than_or_equal_to(self, value: impl Into<i32>)
set_WinRuleEnemyNumLessThanOrEqualTo(i32) overload
Sourcefn get_win_rule_limit_turn(self) -> i32
fn get_win_rule_limit_turn(self) -> i32
get_WinRuleLimitTurn() overload
Sourcefn set_win_rule_limit_turn(self, value: impl Into<i32>)
fn set_win_rule_limit_turn(self, value: impl Into<i32>)
set_WinRuleLimitTurn(i32) overload
Sourcefn get_win_lose_result(self) -> WinLoseRule
fn get_win_lose_result(self) -> WinLoseRule
get_WinLoseResult() overload
Sourcefn get_entrust(self) -> UnitEntrust_Type
fn get_entrust(self) -> UnitEntrust_Type
get_Entrust() overload
Sourcefn set_entrust(self, value: impl Into<UnitEntrust_Type>)
fn set_entrust(self, value: impl Into<UnitEntrust_Type>)
set_Entrust(crate::app::unitentrust::UnitEntrust_Type) overload
Sourcefn get_win_rule_mid(self) -> Il2CppString
fn get_win_rule_mid(self) -> Il2CppString
get_WinRuleMID() overload
Sourcefn set_win_rule_mid(self, value: impl Into<Il2CppString>)
fn set_win_rule_mid(self, value: impl Into<Il2CppString>)
set_WinRuleMID(::unity::Il2CppString) overload
Sourcefn get_win_rule_mid_arg(self) -> Il2CppString
fn get_win_rule_mid_arg(self) -> Il2CppString
get_WinRuleMIDArg() overload
Sourcefn set_win_rule_mid_arg(self, value: impl Into<Il2CppString>)
fn set_win_rule_mid_arg(self, value: impl Into<Il2CppString>)
set_WinRuleMIDArg(::unity::Il2CppString) overload
Sourcefn get_lose_rule_mid(self) -> Il2CppString
fn get_lose_rule_mid(self) -> Il2CppString
get_LoseRuleMID() overload
Sourcefn set_lose_rule_mid(self, value: impl Into<Il2CppString>)
fn set_lose_rule_mid(self, value: impl Into<Il2CppString>)
set_LoseRuleMID(::unity::Il2CppString) overload
Sourcefn get_lose_rule_mid_arg(self) -> Il2CppString
fn get_lose_rule_mid_arg(self) -> Il2CppString
get_LoseRuleMIDArg() overload
Sourcefn set_lose_rule_mid_arg(self, value: impl Into<Il2CppString>)
fn set_lose_rule_mid_arg(self, value: impl Into<Il2CppString>)
set_LoseRuleMIDArg(::unity::Il2CppString) overload
Sourcefn get_average_level(self) -> i32
fn get_average_level(self) -> i32
get_AverageLevel() overload
Sourcefn set_average_level(self, value: impl Into<i32>)
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§
impl<__T: IMapSituation> IMapSituationMethods for __T
app-mapsituation only.