pub trait IPhotographDisposInfo: IObject {
Show 44 methods
// Provided methods
fn m_is_visible(self) -> bool { ... }
fn set_m_is_visible(self, value: bool) { ... }
fn m_locator(self) -> GameObject { ... }
fn set_m_locator(self, value: GameObject) { ... }
fn m_look_target(self) -> GameObject { ... }
fn set_m_look_target(self, value: GameObject) { ... }
fn m_pause_group_name_list(self) -> Array<Il2CppString> { ... }
fn set_m_pause_group_name_list(self, value: Array<Il2CppString>) { ... }
fn m_anime_controller_dic(
self,
) -> Dictionary_2<Il2CppString, RuntimeAnimatorController> { ... }
fn set_m_anime_controller_dic(
self,
value: Dictionary_2<Il2CppString, RuntimeAnimatorController>,
) { ... }
fn m_flag(self) -> PhotographDisposInfo_FlagField { ... }
fn set_m_flag(self, value: PhotographDisposInfo_FlagField) { ... }
fn m_is_loading_character(self) -> bool { ... }
fn set_m_is_loading_character(self, value: bool) { ... }
fn m_character_id_list(self) -> List_1<Il2CppString> { ... }
fn set_m_character_id_list(self, value: List_1<Il2CppString>) { ... }
fn m_current_character_id(self) -> Il2CppString { ... }
fn set_m_current_character_id(self, value: Il2CppString) { ... }
fn m_character_type(self) -> PhotographDisposInfo_CharacterType { ... }
fn set_m_character_type(self, value: PhotographDisposInfo_CharacterType) { ... }
fn m_character_cmp(self) -> Character { ... }
fn set_m_character_cmp(self, value: Character) { ... }
fn m_is_look_at_camera(self) -> bool { ... }
fn set_m_is_look_at_camera(self, value: bool) { ... }
fn m_look_at_rate(self) -> f32 { ... }
fn set_m_look_at_rate(self, value: f32) { ... }
fn m_look_at_ik_eye(self) -> LookAtIK { ... }
fn set_m_look_at_ik_eye(self, value: LookAtIK) { ... }
fn m_look_at_ik_body(self) -> LookAtIK { ... }
fn set_m_look_at_ik_body(self, value: LookAtIK) { ... }
fn m_pause_data_list(self) -> List_1<PhotographPauseData> { ... }
fn set_m_pause_data_list(self, value: List_1<PhotographPauseData>) { ... }
fn m_current_pause_data(self) -> PhotographPauseData { ... }
fn set_m_current_pause_data(self, value: PhotographPauseData) { ... }
fn m_hold_item(self) -> GameObject { ... }
fn set_m_hold_item(self, value: GameObject) { ... }
fn m_hold_weapon(self) -> GameObject { ... }
fn set_m_hold_weapon(self, value: GameObject) { ... }
fn m_hold_weapon_data(self) -> ItemData { ... }
fn set_m_hold_weapon_data(self, value: ItemData) { ... }
fn m_hold_weapon_path(self) -> Il2CppString { ... }
fn set_m_hold_weapon_path(self, value: Il2CppString) { ... }
fn m_is_loading_weapon(self) -> bool { ... }
fn set_m_is_loading_weapon(self, value: bool) { ... }
}Provided Methods§
fn m_is_visible(self) -> bool
fn set_m_is_visible(self, value: bool)
fn m_locator(self) -> GameObject
fn set_m_locator(self, value: GameObject)
fn m_look_target(self) -> GameObject
fn set_m_look_target(self, value: GameObject)
fn m_pause_group_name_list(self) -> Array<Il2CppString>
fn set_m_pause_group_name_list(self, value: Array<Il2CppString>)
fn m_anime_controller_dic( self, ) -> Dictionary_2<Il2CppString, RuntimeAnimatorController>
fn set_m_anime_controller_dic( self, value: Dictionary_2<Il2CppString, RuntimeAnimatorController>, )
fn m_flag(self) -> PhotographDisposInfo_FlagField
fn set_m_flag(self, value: PhotographDisposInfo_FlagField)
fn m_is_loading_character(self) -> bool
fn set_m_is_loading_character(self, value: bool)
fn m_character_id_list(self) -> List_1<Il2CppString>
fn set_m_character_id_list(self, value: List_1<Il2CppString>)
fn m_current_character_id(self) -> Il2CppString
fn set_m_current_character_id(self, value: Il2CppString)
fn m_character_type(self) -> PhotographDisposInfo_CharacterType
fn set_m_character_type(self, value: PhotographDisposInfo_CharacterType)
fn m_character_cmp(self) -> Character
fn set_m_character_cmp(self, value: Character)
fn m_is_look_at_camera(self) -> bool
fn set_m_is_look_at_camera(self, value: bool)
fn m_look_at_rate(self) -> f32
fn set_m_look_at_rate(self, value: f32)
fn m_look_at_ik_eye(self) -> LookAtIK
fn set_m_look_at_ik_eye(self, value: LookAtIK)
fn m_look_at_ik_body(self) -> LookAtIK
fn set_m_look_at_ik_body(self, value: LookAtIK)
fn m_pause_data_list(self) -> List_1<PhotographPauseData>
fn set_m_pause_data_list(self, value: List_1<PhotographPauseData>)
fn m_current_pause_data(self) -> PhotographPauseData
fn set_m_current_pause_data(self, value: PhotographPauseData)
fn m_hold_item(self) -> GameObject
fn set_m_hold_item(self, value: GameObject)
fn m_hold_weapon(self) -> GameObject
fn set_m_hold_weapon(self, value: GameObject)
fn m_hold_weapon_data(self) -> ItemData
fn set_m_hold_weapon_data(self, value: ItemData)
fn m_hold_weapon_path(self) -> Il2CppString
fn set_m_hold_weapon_path(self, value: Il2CppString)
fn m_is_loading_weapon(self) -> bool
fn set_m_is_loading_weapon(self, value: bool)
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.