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IRingSynthesisSequence

Trait IRingSynthesisSequence 

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pub trait IRingSynthesisSequence: ISingletonProcInst_1<RingSynthesisSequence> {
Show 44 methods // Provided methods fn m_menu_result(self) -> SynthesisRingMenuTop_Result { ... } fn set_m_menu_result(self, value: SynthesisRingMenuTop_Result) { ... } fn m_material_ring(self) -> RingData { ... } fn set_m_material_ring(self, value: RingData) { ... } fn m_next_ring(self) -> RingData { ... } fn set_m_next_ring(self, value: RingData) { ... } fn m_engage_zone_prefab_path(self) -> Il2CppString { ... } fn set_m_engage_zone_prefab_path(self, value: Il2CppString) { ... } 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_merge_scene(self) -> Scene { ... } fn set_m_ring_merge_scene(self, value: Scene) { ... } fn m_effect_object(self) -> GameObject { ... } fn set_m_effect_object(self, value: GameObject) { ... } fn m_material_ring_handle(self) -> TResourceHandle_1<GameObject> { ... } fn set_m_material_ring_handle(self, value: TResourceHandle_1<GameObject>) { ... } fn m_next_ring_handle(self) -> TResourceHandle_1<GameObject> { ... } fn set_m_next_ring_handle(self, value: TResourceHandle_1<GameObject>) { ... } fn m_next_ring_controller(self) -> CommonRingController { ... } fn set_m_next_ring_controller(self, value: CommonRingController) { ... } fn m_next_ring_object(self) -> GameObject { ... } fn set_m_next_ring_object(self, value: GameObject) { ... } fn m_ring_root(self) -> GameObject { ... } fn set_m_ring_root(self, value: GameObject) { ... } fn m_ring_rotate_root(self) -> GameObject { ... } fn set_m_ring_rotate_root(self, value: GameObject) { ... } fn m_end_event_handler(self) -> Action { ... } fn set_m_end_event_handler(self, value: Action) { ... } fn m_skip_listener_proc(self) -> RingSynthesisSequence_SkipListenerProc { ... } fn set_m_skip_listener_proc( self, value: RingSynthesisSequence_SkipListenerProc, ) { ... } fn m_is_skipped(self) -> bool { ... } fn set_m_is_skipped(self, value: bool) { ... } fn init_rotate(self) -> Vector3 { ... } fn set_init_rotate(self, value: Vector3) { ... } 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 emit_effect(self) -> Il2CppString { ... } fn set_emit_effect(self, value: Il2CppString) { ... }
}

Provided Methods§

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fn m_menu_result(self) -> SynthesisRingMenuTop_Result

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fn set_m_menu_result(self, value: SynthesisRingMenuTop_Result)

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fn m_material_ring(self) -> RingData

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fn set_m_material_ring(self, value: RingData)

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fn m_next_ring(self) -> RingData

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fn set_m_next_ring(self, value: RingData)

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fn m_engage_zone_prefab_path(self) -> Il2CppString

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fn set_m_engage_zone_prefab_path(self, value: Il2CppString)

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fn m_scene_resource_handle(self) -> ResourceHandle_2

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fn set_m_scene_resource_handle(self, value: ResourceHandle_2)

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fn m_disable_list(self) -> List_1<GameObject>

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

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fn scene_name(self) -> Il2CppString

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fn set_scene_name(self, value: Il2CppString)

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fn m_ring_merge_scene(self) -> Scene

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fn set_m_ring_merge_scene(self, value: Scene)

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fn m_effect_object(self) -> GameObject

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fn set_m_effect_object(self, value: GameObject)

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fn m_material_ring_handle(self) -> TResourceHandle_1<GameObject>

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fn set_m_material_ring_handle(self, value: TResourceHandle_1<GameObject>)

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fn m_next_ring_handle(self) -> TResourceHandle_1<GameObject>

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fn set_m_next_ring_handle(self, value: TResourceHandle_1<GameObject>)

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fn m_next_ring_controller(self) -> CommonRingController

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fn set_m_next_ring_controller(self, value: CommonRingController)

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fn m_next_ring_object(self) -> GameObject

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fn set_m_next_ring_object(self, value: GameObject)

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fn m_ring_root(self) -> GameObject

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fn set_m_ring_root(self, value: GameObject)

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fn m_ring_rotate_root(self) -> GameObject

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fn set_m_ring_rotate_root(self, value: GameObject)

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fn m_end_event_handler(self) -> Action

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fn set_m_end_event_handler(self, value: Action)

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fn m_skip_listener_proc(self) -> RingSynthesisSequence_SkipListenerProc

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fn set_m_skip_listener_proc(self, value: RingSynthesisSequence_SkipListenerProc)

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fn m_is_skipped(self) -> bool

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fn set_m_is_skipped(self, value: bool)

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fn init_rotate(self) -> Vector3

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fn set_init_rotate(self, value: Vector3)

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fn create_effect_paths(self) -> Array<Il2CppString>

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

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fn loop_effect_paths(self) -> Array<Il2CppString>

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

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fn emit_effect(self) -> Il2CppString

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fn set_emit_effect(self, value: Il2CppString)

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§