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IMyRoomWakeupSequence

Trait IMyRoomWakeupSequence 

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pub trait IMyRoomWakeupSequence: ISingletonProcInst_1<MyRoomWakeupSequence> {
Show 72 methods // Provided methods fn is_recall_select(self) -> bool { ... } fn set_is_recall_select(self, value: bool) { ... } fn recall_pid(self) -> Il2CppString { ... } fn set_recall_pid(self, value: Il2CppString) { ... } fn recall_level(self) -> RelianceData_Level { ... } fn set_recall_level(self, value: RelianceData_Level) { ... } fn recall_pattern(self) -> GameSound_WakeupVoicePattern { ... } fn set_recall_pattern(self, value: GameSound_WakeupVoicePattern) { ... } fn m_wakeup_unit(self) -> Unit { ... } fn set_m_wakeup_unit(self, value: Unit) { ... } fn m_level(self) -> RelianceData_Level { ... } fn set_m_level(self, value: RelianceData_Level) { ... } fn m_pattern(self) -> GameSound_WakeupVoicePattern { ... } fn set_m_pattern(self, value: GameSound_WakeupVoicePattern) { ... } fn m_pid(self) -> Il2CppString { ... } fn set_m_pid(self, value: Il2CppString) { ... } fn m_event_root(self) -> GameObject { ... } fn set_m_event_root(self, value: GameObject) { ... } fn m_camera_root(self) -> GameObject { ... } fn set_m_camera_root(self, value: GameObject) { ... } fn m_camera_root_parent(self) -> GameObject { ... } fn set_m_camera_root_parent(self, value: GameObject) { ... } fn m_camera_data(self) -> GameObject { ... } fn set_m_camera_data(self, value: GameObject) { ... } fn m_camera_data2(self) -> GameObject { ... } fn set_m_camera_data2(self, value: GameObject) { ... } fn m_character(self) -> Character { ... } fn set_m_character(self, value: Character) { ... } fn m_look_at(self) -> HubLookAtController { ... } fn set_m_look_at(self, value: HubLookAtController) { ... } fn m_character_position(self) -> Vector3 { ... } fn set_m_character_position(self, value: Vector3) { ... } fn m_character_rotation(self) -> Quaternion { ... } fn set_m_character_rotation(self, value: Quaternion) { ... } fn m_timeline_object(self) -> PlayableAsset { ... } fn set_m_timeline_object(self, value: PlayableAsset) { ... } fn m_playable_director(self) -> PlayableDirector { ... } fn set_m_playable_director(self, value: PlayableDirector) { ... } fn m_playable_asset_handle(self) -> ResourceHandle_2 { ... } fn set_m_playable_asset_handle(self, value: ResourceHandle_2) { ... } fn m_aoc_handle(self) -> Array<ResourceHandle_2> { ... } fn set_m_aoc_handle(self, value: Array<ResourceHandle_2>) { ... } fn m_effect_handle(self) -> List_1<ResourceHandle_2> { ... } fn set_m_effect_handle(self, value: List_1<ResourceHandle_2>) { ... } fn m_aoc_list(self) -> Array<AnimatorOverrideController> { ... } fn set_m_aoc_list(self, value: Array<AnimatorOverrideController>) { ... } fn m_current_anim_name(self) -> Il2CppString { ... } fn set_m_current_anim_name(self, value: Il2CppString) { ... } fn m_event_voice_list(self) -> List_1<Il2CppString> { ... } fn set_m_event_voice_list(self, value: List_1<Il2CppString>) { ... } fn m_event_canvas(self) -> GameObject { ... } fn set_m_event_canvas(self, value: GameObject) { ... } fn m_event_canvas_foreground(self) -> GameObject { ... } fn set_m_event_canvas_foreground(self, value: GameObject) { ... } fn m_event_canvas_background(self) -> GameObject { ... } fn set_m_event_canvas_background(self, value: GameObject) { ... } fn m_caption(self) -> GameObject { ... } fn set_m_caption(self, value: GameObject) { ... } fn m_env(self) -> GameObject { ... } fn set_m_env(self, value: GameObject) { ... } fn m_is_fast_wakeup(self) -> bool { ... } fn set_m_is_fast_wakeup(self, value: bool) { ... } fn m_is_loading(self) -> bool { ... } fn set_m_is_loading(self, value: bool) { ... } fn m_caption_text(self) -> TextMeshProUGUI { ... } fn set_m_caption_text(self, value: TextMeshProUGUI) { ... } fn flag_name(self) -> Il2CppString { ... } fn set_flag_name(self, value: Il2CppString) { ... } fn event_walkin(self) -> Il2CppString { ... } fn set_event_walkin(self, value: Il2CppString) { ... } fn message(self) -> GameMessage { ... } fn set_message(self, value: GameMessage) { ... }
}

Provided Methods§

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fn is_recall_select(self) -> bool

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fn set_is_recall_select(self, value: bool)

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fn recall_pid(self) -> Il2CppString

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fn set_recall_pid(self, value: Il2CppString)

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fn recall_level(self) -> RelianceData_Level

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fn set_recall_level(self, value: RelianceData_Level)

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fn recall_pattern(self) -> GameSound_WakeupVoicePattern

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fn set_recall_pattern(self, value: GameSound_WakeupVoicePattern)

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fn m_wakeup_unit(self) -> Unit

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fn set_m_wakeup_unit(self, value: Unit)

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fn m_level(self) -> RelianceData_Level

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fn set_m_level(self, value: RelianceData_Level)

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fn m_pattern(self) -> GameSound_WakeupVoicePattern

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fn set_m_pattern(self, value: GameSound_WakeupVoicePattern)

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fn m_pid(self) -> Il2CppString

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fn set_m_pid(self, value: Il2CppString)

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fn m_event_root(self) -> GameObject

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fn set_m_event_root(self, value: GameObject)

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fn m_camera_root(self) -> GameObject

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fn set_m_camera_root(self, value: GameObject)

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fn m_camera_root_parent(self) -> GameObject

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fn set_m_camera_root_parent(self, value: GameObject)

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fn m_camera_data(self) -> GameObject

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fn set_m_camera_data(self, value: GameObject)

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fn m_camera_data2(self) -> GameObject

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fn set_m_camera_data2(self, value: GameObject)

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fn m_character(self) -> Character

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fn set_m_character(self, value: Character)

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fn m_look_at(self) -> HubLookAtController

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fn set_m_look_at(self, value: HubLookAtController)

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fn m_character_position(self) -> Vector3

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fn set_m_character_position(self, value: Vector3)

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fn m_character_rotation(self) -> Quaternion

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fn set_m_character_rotation(self, value: Quaternion)

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fn m_timeline_object(self) -> PlayableAsset

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fn set_m_timeline_object(self, value: PlayableAsset)

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fn m_playable_director(self) -> PlayableDirector

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fn set_m_playable_director(self, value: PlayableDirector)

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fn m_playable_asset_handle(self) -> ResourceHandle_2

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fn set_m_playable_asset_handle(self, value: ResourceHandle_2)

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fn m_aoc_handle(self) -> Array<ResourceHandle_2>

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fn set_m_aoc_handle(self, value: Array<ResourceHandle_2>)

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fn m_effect_handle(self) -> List_1<ResourceHandle_2>

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fn set_m_effect_handle(self, value: List_1<ResourceHandle_2>)

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fn m_aoc_list(self) -> Array<AnimatorOverrideController>

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fn set_m_aoc_list(self, value: Array<AnimatorOverrideController>)

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fn m_current_anim_name(self) -> Il2CppString

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fn set_m_current_anim_name(self, value: Il2CppString)

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fn m_event_voice_list(self) -> List_1<Il2CppString>

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fn set_m_event_voice_list(self, value: List_1<Il2CppString>)

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fn m_event_canvas(self) -> GameObject

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fn set_m_event_canvas(self, value: GameObject)

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fn m_event_canvas_foreground(self) -> GameObject

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fn set_m_event_canvas_foreground(self, value: GameObject)

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fn m_event_canvas_background(self) -> GameObject

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fn set_m_event_canvas_background(self, value: GameObject)

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fn m_caption(self) -> GameObject

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fn set_m_caption(self, value: GameObject)

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fn m_env(self) -> GameObject

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fn set_m_env(self, value: GameObject)

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fn m_is_fast_wakeup(self) -> bool

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fn set_m_is_fast_wakeup(self, value: bool)

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fn m_is_loading(self) -> bool

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fn set_m_is_loading(self, value: bool)

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fn m_caption_text(self) -> TextMeshProUGUI

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fn set_m_caption_text(self, value: TextMeshProUGUI)

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fn flag_name(self) -> Il2CppString

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fn set_flag_name(self, value: Il2CppString)

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fn event_walkin(self) -> Il2CppString

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fn set_event_walkin(self, value: Il2CppString)

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fn message(self) -> GameMessage

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fn set_message(self, value: GameMessage)

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§