pub trait IRingGachaSequence: ISingletonProcInst_1<RingGachaSequence> {
Show 50 methods
// Provided methods
fn m_scene_resource_handle(self) -> ResourceHandle_2 { ... }
fn set_m_scene_resource_handle(self, value: ResourceHandle_2) { ... }
fn m_disable_list(self) -> List_1<GameObject> { ... }
fn set_m_disable_list(self, value: List_1<GameObject>) { ... }
fn scene_name(self) -> Il2CppString { ... }
fn set_scene_name(self, value: Il2CppString) { ... }
fn m_ring_gacha_scene(self) -> Scene { ... }
fn set_m_ring_gacha_scene(self, value: Scene) { ... }
fn m_effect_object(self) -> GameObject { ... }
fn set_m_effect_object(self, value: GameObject) { ... }
fn m_bg_effect_root_object(self) -> GameObject { ... }
fn set_m_bg_effect_root_object(self, value: GameObject) { ... }
fn m_title_bar(self) -> TitleBar { ... }
fn set_m_title_bar(self, value: TitleBar) { ... }
fn m_engage_zone_prefab_path(self) -> Il2CppString { ... }
fn set_m_engage_zone_prefab_path(self, value: Il2CppString) { ... }
fn m_common_ring_handle(self) -> TResourceHandle_1<GameObject> { ... }
fn set_m_common_ring_handle(self, value: TResourceHandle_1<GameObject>) { ... }
fn m_common_ring_controller(self) -> CommonRingController { ... }
fn set_m_common_ring_controller(self, value: CommonRingController) { ... }
fn m_ring_model_root(self) -> GameObject { ... }
fn set_m_ring_model_root(self, value: GameObject) { ... }
fn start_effect_path(self) -> Il2CppString { ... }
fn set_start_effect_path(self, value: Il2CppString) { ... }
fn create_effect_paths(self) -> Array<Il2CppString> { ... }
fn set_create_effect_paths(self, value: Array<Il2CppString>) { ... }
fn loop_effect_paths(self) -> Array<Il2CppString> { ... }
fn set_loop_effect_paths(self, value: Array<Il2CppString>) { ... }
fn m_god_unit(self) -> GodUnit { ... }
fn set_m_god_unit(self, value: GodUnit) { ... }
fn m_ring_list(self) -> List_1<UnitRing> { ... }
fn set_m_ring_list(self, value: List_1<UnitRing>) { ... }
fn m_ring_index(self) -> i32 { ... }
fn set_m_ring_index(self, value: i32) { ... }
fn m_new_list(self) -> List_1<bool> { ... }
fn set_m_new_list(self, value: List_1<bool>) { ... }
fn m_end_callback(self) -> Action { ... }
fn set_m_end_callback(self, value: Action) { ... }
fn m_skip_listener_proc(self) -> RingGachaSequence_SkipListenerProc { ... }
fn set_m_skip_listener_proc(self, value: RingGachaSequence_SkipListenerProc) { ... }
fn m_result_proc(self) -> ProcInst { ... }
fn set_m_result_proc(self, value: ProcInst) { ... }
fn m_start_effect(self) -> GameObject { ... }
fn set_m_start_effect(self, value: GameObject) { ... }
fn m_create_effect(self) -> GameObject { ... }
fn set_m_create_effect(self, value: GameObject) { ... }
fn m_loop_effect(self) -> GameObject { ... }
fn set_m_loop_effect(self, value: GameObject) { ... }
fn m_ring_object(self) -> GameObject { ... }
fn set_m_ring_object(self, value: GameObject) { ... }
}Provided Methods§
fn m_scene_resource_handle(self) -> ResourceHandle_2
fn set_m_scene_resource_handle(self, value: ResourceHandle_2)
fn m_disable_list(self) -> List_1<GameObject>
fn set_m_disable_list(self, value: List_1<GameObject>)
fn scene_name(self) -> Il2CppString
fn set_scene_name(self, value: Il2CppString)
fn m_ring_gacha_scene(self) -> Scene
fn set_m_ring_gacha_scene(self, value: Scene)
fn m_effect_object(self) -> GameObject
fn set_m_effect_object(self, value: GameObject)
fn m_bg_effect_root_object(self) -> GameObject
fn set_m_bg_effect_root_object(self, value: GameObject)
fn m_title_bar(self) -> TitleBar
fn set_m_title_bar(self, value: TitleBar)
fn m_engage_zone_prefab_path(self) -> Il2CppString
fn set_m_engage_zone_prefab_path(self, value: Il2CppString)
fn m_common_ring_handle(self) -> TResourceHandle_1<GameObject>
fn set_m_common_ring_handle(self, value: TResourceHandle_1<GameObject>)
fn m_common_ring_controller(self) -> CommonRingController
fn set_m_common_ring_controller(self, value: CommonRingController)
fn m_ring_model_root(self) -> GameObject
fn set_m_ring_model_root(self, value: GameObject)
fn start_effect_path(self) -> Il2CppString
fn set_start_effect_path(self, value: Il2CppString)
fn create_effect_paths(self) -> Array<Il2CppString>
fn set_create_effect_paths(self, value: Array<Il2CppString>)
fn loop_effect_paths(self) -> Array<Il2CppString>
fn set_loop_effect_paths(self, value: Array<Il2CppString>)
fn m_god_unit(self) -> GodUnit
fn set_m_god_unit(self, value: GodUnit)
fn m_ring_list(self) -> List_1<UnitRing>
fn set_m_ring_list(self, value: List_1<UnitRing>)
fn m_ring_index(self) -> i32
fn set_m_ring_index(self, value: i32)
fn m_new_list(self) -> List_1<bool>
fn set_m_new_list(self, value: List_1<bool>)
fn m_end_callback(self) -> Action
fn set_m_end_callback(self, value: Action)
fn m_skip_listener_proc(self) -> RingGachaSequence_SkipListenerProc
fn set_m_skip_listener_proc(self, value: RingGachaSequence_SkipListenerProc)
fn m_result_proc(self) -> ProcInst
fn set_m_result_proc(self, value: ProcInst)
fn m_start_effect(self) -> GameObject
fn set_m_start_effect(self, value: GameObject)
fn m_create_effect(self) -> GameObject
fn set_m_create_effect(self, value: GameObject)
fn m_loop_effect(self) -> GameObject
fn set_m_loop_effect(self, value: GameObject)
fn m_ring_object(self) -> GameObject
fn set_m_ring_object(self, value: GameObject)
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.