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IMusclePushupSequence

Trait IMusclePushupSequence 

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pub trait IMusclePushupSequence: IProcInst {
Show 172 methods // Provided methods fn c_load_object_list(self) -> Array<Il2CppString> { ... } fn set_c_load_object_list(self, value: Array<Il2CppString>) { ... } fn c_area_display_radius_add(self) -> f32 { ... } fn set_c_area_display_radius_add(self, value: f32) { ... } fn c_player_pos(self) -> Vector3 { ... } fn set_c_player_pos(self, value: Vector3) { ... } fn c_assist_pos(self) -> Vector3 { ... } fn set_c_assist_pos(self, value: Vector3) { ... } fn m_window(self) -> GameObject { ... } fn set_m_window(self, value: GameObject) { ... } fn m_bar_obj(self) -> GameObject { ... } fn set_m_bar_obj(self, value: GameObject) { ... } fn m_bar_trans(self) -> RectTransform { ... } fn set_m_bar_trans(self, value: RectTransform) { ... } fn m_bar_image(self) -> Image { ... } fn set_m_bar_image(self, value: Image) { ... } fn m_area_g_center(self) -> f32 { ... } fn set_m_area_g_center(self, value: f32) { ... } fn m_area_g_radius(self) -> f32 { ... } fn set_m_area_g_radius(self, value: f32) { ... } fn m_area_p_center(self) -> f32 { ... } fn set_m_area_p_center(self, value: f32) { ... } fn m_area_p_radius(self) -> f32 { ... } fn set_m_area_p_radius(self, value: f32) { ... } fn m_a_button(self) -> GameObject { ... } fn set_m_a_button(self, value: GameObject) { ... } fn m_a_button_anime(self) -> Animator { ... } fn set_m_a_button_anime(self, value: Animator) { ... } fn m_area_p_trans(self) -> RectTransform { ... } fn set_m_area_p_trans(self, value: RectTransform) { ... } fn m_area_g_trans(self) -> RectTransform { ... } fn set_m_area_g_trans(self, value: RectTransform) { ... } fn m_result_window(self) -> GameObject { ... } fn set_m_result_window(self, value: GameObject) { ... } fn m_pop_up_perfect(self) -> GameObject { ... } fn set_m_pop_up_perfect(self, value: GameObject) { ... } fn m_pop_up_good(self) -> GameObject { ... } fn set_m_pop_up_good(self, value: GameObject) { ... } fn m_pop_up_bad(self) -> GameObject { ... } fn set_m_pop_up_bad(self, value: GameObject) { ... } fn m_pop_up_assist(self) -> GameObject { ... } fn set_m_pop_up_assist(self, value: GameObject) { ... } fn m_pop_up_assist_rect_trans(self) -> RectTransform { ... } fn set_m_pop_up_assist_rect_trans(self, value: RectTransform) { ... } fn m_assist_glitter(self) -> GameObject { ... } fn set_m_assist_glitter(self, value: GameObject) { ... } fn m_speed_up_telop(self) -> GameObject { ... } fn set_m_speed_up_telop(self, value: GameObject) { ... } fn m_speed_up_anime(self) -> Animator { ... } fn set_m_speed_up_anime(self, value: Animator) { ... } fn m_speed_up_anime_timer(self) -> f32 { ... } fn set_m_speed_up_anime_timer(self, value: f32) { ... } fn m_current_pop_up(self) -> GameObject { ... } fn set_m_current_pop_up(self, value: GameObject) { ... } fn m_popup_timer(self) -> f32 { ... } fn set_m_popup_timer(self, value: f32) { ... } fn m_popup_assist_timer(self) -> f32 { ... } fn set_m_popup_assist_timer(self, value: f32) { ... } fn m_player_root(self) -> GameObject { ... } fn set_m_player_root(self, value: GameObject) { ... } fn m_exercise_chara(self) -> GameObject { ... } fn set_m_exercise_chara(self, value: GameObject) { ... } fn m_player_animator(self) -> Animator { ... } fn set_m_player_animator(self, value: Animator) { ... } fn m_player_reset_pos(self) -> Vector3 { ... } fn set_m_player_reset_pos(self, value: Vector3) { ... } fn m_player_reset_rot(self) -> Quaternion { ... } fn set_m_player_reset_rot(self, value: Quaternion) { ... } fn m_player_reset_dir(self) -> f32 { ... } fn set_m_player_reset_dir(self, value: f32) { ... } fn m_anime_frame(self) -> f32 { ... } fn set_m_anime_frame(self, value: f32) { ... } fn m_normalized_time(self) -> f32 { ... } fn set_m_normalized_time(self, value: f32) { ... } fn m_is_ready_player_model(self) -> bool { ... } fn set_m_is_ready_player_model(self, value: bool) { ... } fn m_is_clear(self) -> bool { ... } fn set_m_is_clear(self, value: bool) { ... } fn m_use_camera(self) -> Camera { ... } fn set_m_use_camera(self, value: Camera) { ... } fn m_camera_anime(self) -> Animation { ... } fn set_m_camera_anime(self, value: Animation) { ... } fn m_use_camera_anime_index(self) -> i32 { ... } fn set_m_use_camera_anime_index(self, value: i32) { ... } fn m_camera_anime_resouce(self) -> Array<ResourceHandle_2> { ... } fn set_m_camera_anime_resouce(self, value: Array<ResourceHandle_2>) { ... } fn m_camera_resource_obj_list(self) -> List_1<GameObject> { ... } fn set_m_camera_resource_obj_list(self, value: List_1<GameObject>) { ... } fn m_talker(self) -> Transform { ... } fn set_m_talker(self, value: Transform) { ... } fn m_talk_chara(self) -> Character { ... } fn set_m_talk_chara(self, value: Character) { ... } fn m_voice_handle(self) -> GameSound_Handle { ... } fn set_m_voice_handle(self, value: GameSound_Handle) { ... } fn m_voice_interval_timer(self) -> f32 { ... } fn set_m_voice_interval_timer(self, value: f32) { ... } fn m_sola(self) -> Character { ... } fn set_m_sola(self, value: Character) { ... } fn m_sola_anime(self) -> Animator { ... } fn set_m_sola_anime(self, value: Animator) { ... } fn m_sola_reaction(self) -> bool { ... } fn set_m_sola_reaction(self, value: bool) { ... } fn m_assist_max(self) -> i32 { ... } fn set_m_assist_max(self, value: i32) { ... } fn m_assist_count(self) -> i32 { ... } fn set_m_assist_count(self, value: i32) { ... } fn m_is_ready_assist_model(self) -> bool { ... } fn set_m_is_ready_assist_model(self, value: bool) { ... } fn m_hub_sola_lct(self) -> GameObject { ... } fn set_m_hub_sola_lct(self, value: GameObject) { ... } fn m_is_set_sola_invisible(self) -> bool { ... } fn set_m_is_set_sola_invisible(self, value: bool) { ... } fn m_count_timer(self) -> f32 { ... } fn set_m_count_timer(self, value: f32) { ... } fn m_count_telop(self) -> GameObject { ... } fn set_m_count_telop(self, value: GameObject) { ... } fn m_stop_telop(self) -> GameObject { ... } fn set_m_stop_telop(self, value: GameObject) { ... } fn m_count_text(self) -> TextMeshProUGUI { ... } fn set_m_count_text(self, value: TextMeshProUGUI) { ... } fn m_past_count(self) -> i32 { ... } fn set_m_past_count(self, value: i32) { ... } fn m_perfect_text(self) -> TextMeshProUGUI { ... } fn set_m_perfect_text(self, value: TextMeshProUGUI) { ... } fn m_good_text(self) -> TextMeshProUGUI { ... } fn set_m_good_text(self, value: TextMeshProUGUI) { ... } fn m_bad_base(self) -> GameObject { ... } fn set_m_bad_base(self, value: GameObject) { ... } fn m_bad_anime(self) -> Array<Animator> { ... } fn set_m_bad_anime(self, value: Array<Animator>) { ... } fn m_good_score(self) -> i32 { ... } fn set_m_good_score(self, value: i32) { ... } fn m_perfect_score(self) -> i32 { ... } fn set_m_perfect_score(self, value: i32) { ... } fn m_target_score(self) -> i32 { ... } fn set_m_target_score(self, value: i32) { ... } fn m_limit_count(self) -> i32 { ... } fn set_m_limit_count(self, value: i32) { ... } fn m_bad_count(self) -> i32 { ... } fn set_m_bad_count(self, value: i32) { ... } fn m_perfect_count(self) -> i32 { ... } fn set_m_perfect_count(self, value: i32) { ... } fn m_good_count(self) -> i32 { ... } fn set_m_good_count(self, value: i32) { ... } fn m_speed_list(self) -> List_1<MusclePushUpSpeedData> { ... } fn set_m_speed_list(self, value: List_1<MusclePushUpSpeedData>) { ... } fn m_use_speed_count(self) -> i32 { ... } fn set_m_use_speed_count(self, value: i32) { ... } fn m_speed_level_up_count(self) -> i32 { ... } fn set_m_speed_level_up_count(self, value: i32) { ... } fn m_bar_pos_y(self) -> f32 { ... } fn set_m_bar_pos_y(self, value: f32) { ... } fn m_base_speed(self) -> f32 { ... } fn set_m_base_speed(self, value: f32) { ... } fn m_anim_speed_mult(self) -> f32 { ... } fn set_m_anim_speed_mult(self, value: f32) { ... } fn m_ahead_speed(self) -> InterpolatorFloat { ... } fn set_m_ahead_speed(self, value: InterpolatorFloat) { ... } fn m_comeback_speed(self) -> InterpolatorFloat { ... } fn set_m_comeback_speed(self, value: InterpolatorFloat) { ... } fn m_roop_sec(self) -> f32 { ... } fn set_m_roop_sec(self, value: f32) { ... } fn m_is_button_blink(self) -> bool { ... } fn set_m_is_button_blink(self, value: bool) { ... } fn m_rank_str(self) -> Il2CppString { ... } fn set_m_rank_str(self, value: Il2CppString) { ... } fn m_rank_bonus(self) -> Il2CppString { ... } fn set_m_rank_bonus(self, value: Il2CppString) { ... } fn m_rank_bond(self) -> i32 { ... } fn set_m_rank_bond(self, value: i32) { ... } fn m_result_timer(self) -> f32 { ... } fn set_m_result_timer(self, value: f32) { ... }
}

Provided Methods§

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fn c_load_object_list(self) -> Array<Il2CppString>

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fn set_c_load_object_list(self, value: Array<Il2CppString>)

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fn c_area_display_radius_add(self) -> f32

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fn set_c_area_display_radius_add(self, value: f32)

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fn c_player_pos(self) -> Vector3

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fn set_c_player_pos(self, value: Vector3)

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fn c_assist_pos(self) -> Vector3

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fn set_c_assist_pos(self, value: Vector3)

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fn m_window(self) -> GameObject

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fn set_m_window(self, value: GameObject)

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fn m_bar_obj(self) -> GameObject

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fn set_m_bar_obj(self, value: GameObject)

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fn m_bar_trans(self) -> RectTransform

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fn set_m_bar_trans(self, value: RectTransform)

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fn m_bar_image(self) -> Image

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fn set_m_bar_image(self, value: Image)

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fn m_area_g_center(self) -> f32

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fn set_m_area_g_center(self, value: f32)

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fn m_area_g_radius(self) -> f32

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fn set_m_area_g_radius(self, value: f32)

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fn m_area_p_center(self) -> f32

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fn set_m_area_p_center(self, value: f32)

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fn m_area_p_radius(self) -> f32

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fn set_m_area_p_radius(self, value: f32)

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fn m_a_button(self) -> GameObject

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fn set_m_a_button(self, value: GameObject)

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fn m_a_button_anime(self) -> Animator

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fn set_m_a_button_anime(self, value: Animator)

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fn m_area_p_trans(self) -> RectTransform

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fn set_m_area_p_trans(self, value: RectTransform)

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fn m_area_g_trans(self) -> RectTransform

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fn set_m_area_g_trans(self, value: RectTransform)

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fn m_result_window(self) -> GameObject

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fn set_m_result_window(self, value: GameObject)

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fn m_pop_up_perfect(self) -> GameObject

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fn set_m_pop_up_perfect(self, value: GameObject)

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fn m_pop_up_good(self) -> GameObject

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fn set_m_pop_up_good(self, value: GameObject)

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fn m_pop_up_bad(self) -> GameObject

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fn set_m_pop_up_bad(self, value: GameObject)

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fn m_pop_up_assist(self) -> GameObject

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fn set_m_pop_up_assist(self, value: GameObject)

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fn m_pop_up_assist_rect_trans(self) -> RectTransform

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fn set_m_pop_up_assist_rect_trans(self, value: RectTransform)

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fn m_assist_glitter(self) -> GameObject

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fn set_m_assist_glitter(self, value: GameObject)

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fn m_speed_up_telop(self) -> GameObject

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fn set_m_speed_up_telop(self, value: GameObject)

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fn m_speed_up_anime(self) -> Animator

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fn set_m_speed_up_anime(self, value: Animator)

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fn m_speed_up_anime_timer(self) -> f32

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fn set_m_speed_up_anime_timer(self, value: f32)

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fn m_current_pop_up(self) -> GameObject

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fn set_m_current_pop_up(self, value: GameObject)

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fn m_popup_timer(self) -> f32

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fn set_m_popup_timer(self, value: f32)

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fn m_popup_assist_timer(self) -> f32

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fn set_m_popup_assist_timer(self, value: f32)

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fn m_player_root(self) -> GameObject

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fn set_m_player_root(self, value: GameObject)

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fn m_exercise_chara(self) -> GameObject

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fn set_m_exercise_chara(self, value: GameObject)

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fn m_player_animator(self) -> Animator

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fn set_m_player_animator(self, value: Animator)

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fn m_player_reset_pos(self) -> Vector3

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fn set_m_player_reset_pos(self, value: Vector3)

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fn m_player_reset_rot(self) -> Quaternion

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fn set_m_player_reset_rot(self, value: Quaternion)

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fn m_player_reset_dir(self) -> f32

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fn set_m_player_reset_dir(self, value: f32)

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fn m_anime_frame(self) -> f32

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fn set_m_anime_frame(self, value: f32)

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fn m_normalized_time(self) -> f32

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fn set_m_normalized_time(self, value: f32)

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fn m_is_ready_player_model(self) -> bool

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fn set_m_is_ready_player_model(self, value: bool)

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fn m_is_clear(self) -> bool

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fn set_m_is_clear(self, value: bool)

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fn m_use_camera(self) -> Camera

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fn set_m_use_camera(self, value: Camera)

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fn m_camera_anime(self) -> Animation

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fn set_m_camera_anime(self, value: Animation)

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fn m_use_camera_anime_index(self) -> i32

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fn set_m_use_camera_anime_index(self, value: i32)

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fn m_camera_anime_resouce(self) -> Array<ResourceHandle_2>

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

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fn m_camera_resource_obj_list(self) -> List_1<GameObject>

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fn set_m_camera_resource_obj_list(self, value: List_1<GameObject>)

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fn m_talker(self) -> Transform

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fn set_m_talker(self, value: Transform)

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fn m_talk_chara(self) -> Character

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fn set_m_talk_chara(self, value: Character)

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fn m_voice_handle(self) -> GameSound_Handle

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fn set_m_voice_handle(self, value: GameSound_Handle)

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fn m_voice_interval_timer(self) -> f32

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fn set_m_voice_interval_timer(self, value: f32)

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fn m_sola(self) -> Character

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fn set_m_sola(self, value: Character)

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fn m_sola_anime(self) -> Animator

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fn set_m_sola_anime(self, value: Animator)

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fn m_sola_reaction(self) -> bool

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fn set_m_sola_reaction(self, value: bool)

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fn m_assist_max(self) -> i32

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fn set_m_assist_max(self, value: i32)

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fn m_assist_count(self) -> i32

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fn set_m_assist_count(self, value: i32)

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fn m_is_ready_assist_model(self) -> bool

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fn set_m_is_ready_assist_model(self, value: bool)

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fn m_hub_sola_lct(self) -> GameObject

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fn set_m_hub_sola_lct(self, value: GameObject)

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fn m_is_set_sola_invisible(self) -> bool

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fn set_m_is_set_sola_invisible(self, value: bool)

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fn m_count_timer(self) -> f32

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fn set_m_count_timer(self, value: f32)

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fn m_count_telop(self) -> GameObject

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fn set_m_count_telop(self, value: GameObject)

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fn m_stop_telop(self) -> GameObject

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fn set_m_stop_telop(self, value: GameObject)

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fn m_count_text(self) -> TextMeshProUGUI

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fn set_m_count_text(self, value: TextMeshProUGUI)

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fn m_past_count(self) -> i32

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fn set_m_past_count(self, value: i32)

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fn m_perfect_text(self) -> TextMeshProUGUI

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fn set_m_perfect_text(self, value: TextMeshProUGUI)

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fn m_good_text(self) -> TextMeshProUGUI

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fn set_m_good_text(self, value: TextMeshProUGUI)

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fn m_bad_base(self) -> GameObject

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fn set_m_bad_base(self, value: GameObject)

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fn m_bad_anime(self) -> Array<Animator>

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fn set_m_bad_anime(self, value: Array<Animator>)

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fn m_good_score(self) -> i32

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fn set_m_good_score(self, value: i32)

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fn m_perfect_score(self) -> i32

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fn set_m_perfect_score(self, value: i32)

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fn m_target_score(self) -> i32

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fn set_m_target_score(self, value: i32)

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fn m_limit_count(self) -> i32

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fn set_m_limit_count(self, value: i32)

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fn m_bad_count(self) -> i32

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fn set_m_bad_count(self, value: i32)

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fn m_perfect_count(self) -> i32

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fn set_m_perfect_count(self, value: i32)

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fn m_good_count(self) -> i32

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fn set_m_good_count(self, value: i32)

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fn m_speed_list(self) -> List_1<MusclePushUpSpeedData>

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fn set_m_speed_list(self, value: List_1<MusclePushUpSpeedData>)

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fn m_use_speed_count(self) -> i32

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fn set_m_use_speed_count(self, value: i32)

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fn m_speed_level_up_count(self) -> i32

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fn set_m_speed_level_up_count(self, value: i32)

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fn m_bar_pos_y(self) -> f32

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fn set_m_bar_pos_y(self, value: f32)

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fn m_base_speed(self) -> f32

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fn set_m_base_speed(self, value: f32)

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fn m_anim_speed_mult(self) -> f32

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fn set_m_anim_speed_mult(self, value: f32)

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fn m_ahead_speed(self) -> InterpolatorFloat

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fn set_m_ahead_speed(self, value: InterpolatorFloat)

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fn m_comeback_speed(self) -> InterpolatorFloat

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fn set_m_comeback_speed(self, value: InterpolatorFloat)

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fn m_roop_sec(self) -> f32

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fn set_m_roop_sec(self, value: f32)

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fn m_rank_str(self) -> Il2CppString

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fn set_m_rank_str(self, value: Il2CppString)

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fn m_rank_bonus(self) -> Il2CppString

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fn set_m_rank_bonus(self, value: Il2CppString)

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fn m_rank_bond(self) -> i32

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fn set_m_rank_bond(self, value: i32)

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fn m_result_timer(self) -> f32

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fn set_m_result_timer(self, value: f32)

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§