pub struct SoundSystem_ISoundPlay(/* private fields */);Expand description
IL2CPP class: App.SoundSystem.ISoundPlay
Implementations§
Source§impl SoundSystem_ISoundPlay
impl SoundSystem_ISoundPlay
pub fn pop_temporary_game_object_method_info() -> &'static MethodInfo
pub fn is_event_loaded_method_info() -> &'static MethodInfo
pub fn post_event_method_info() -> &'static MethodInfo
pub fn post_event_2_method_info() -> &'static MethodInfo
pub fn post_event_with_temporary_game_object_method_info() -> &'static MethodInfo
pub fn post_event_callback_method_info() -> &'static MethodInfo
pub fn stop_sound_on_event_method_info() -> &'static MethodInfo
pub fn stop_sound_on_event_2_method_info() -> &'static MethodInfo
pub fn pause_sound_on_event_method_info() -> &'static MethodInfo
pub fn pause_sound_on_event_2_method_info() -> &'static MethodInfo
pub fn resume_sound_on_event_method_info() -> &'static MethodInfo
pub fn resume_sound_on_event_2_method_info() -> &'static MethodInfo
pub fn stop_by_playing_id_method_info() -> &'static MethodInfo
pub fn get_play_position_method_info() -> &'static MethodInfo
Source§impl SoundSystem_ISoundPlay
impl SoundSystem_ISoundPlay
Sourcepub unsafe fn pop_temporary_game_object(
this: impl Into<IlInstance>,
) -> GameObject
pub unsafe fn pop_temporary_game_object( this: impl Into<IlInstance>, ) -> GameObject
Direct (non-virtual) call to SoundSystem_ISoundPlay’s own PopTemporaryGameObject. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn is_event_loaded(
this: impl Into<IlInstance>,
event_name: Il2CppString,
) -> bool
pub unsafe fn is_event_loaded( this: impl Into<IlInstance>, event_name: Il2CppString, ) -> bool
Direct (non-virtual) call to SoundSystem_ISoundPlay’s own IsEventLoaded. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn post_event(
this: impl Into<IlInstance>,
name: Il2CppString,
is_get_position: bool,
) -> SoundSystem_SoundHandle
pub unsafe fn post_event( this: impl Into<IlInstance>, name: Il2CppString, is_get_position: bool, ) -> SoundSystem_SoundHandle
Direct (non-virtual) call to SoundSystem_ISoundPlay’s own PostEvent. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn post_event_2(
this: impl Into<IlInstance>,
name: Il2CppString,
game_object: GameObject,
is_get_position: bool,
) -> SoundSystem_SoundHandle
pub unsafe fn post_event_2( this: impl Into<IlInstance>, name: Il2CppString, game_object: GameObject, is_get_position: bool, ) -> SoundSystem_SoundHandle
Direct (non-virtual) call to SoundSystem_ISoundPlay’s own PostEvent. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn post_event_with_temporary_game_object(
this: impl Into<IlInstance>,
name: Il2CppString,
temporary_game_object: GameObject,
is_get_position: bool,
) -> SoundSystem_SoundHandle
pub unsafe fn post_event_with_temporary_game_object( this: impl Into<IlInstance>, name: Il2CppString, temporary_game_object: GameObject, is_get_position: bool, ) -> SoundSystem_SoundHandle
Direct (non-virtual) call to SoundSystem_ISoundPlay’s own PostEventWithTemporaryGameObject. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn post_event_callback(
this: impl Into<IlInstance>,
cookie: Object,
type: AkCallbackType,
callback_info: AkCallbackInfo,
)
pub unsafe fn post_event_callback( this: impl Into<IlInstance>, cookie: Object, type: AkCallbackType, callback_info: AkCallbackInfo, )
Direct (non-virtual) call to SoundSystem_ISoundPlay’s own PostEventCallback. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn stop_sound_on_event(
this: impl Into<IlInstance>,
event_name: Il2CppString,
fade_msec: i32,
)
pub unsafe fn stop_sound_on_event( this: impl Into<IlInstance>, event_name: Il2CppString, fade_msec: i32, )
Direct (non-virtual) call to SoundSystem_ISoundPlay’s own StopSoundOnEvent. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn stop_sound_on_event_2(
this: impl Into<IlInstance>,
event_name: Il2CppString,
fade_msec: i32,
game_object: GameObject,
)
pub unsafe fn stop_sound_on_event_2( this: impl Into<IlInstance>, event_name: Il2CppString, fade_msec: i32, game_object: GameObject, )
Direct (non-virtual) call to SoundSystem_ISoundPlay’s own StopSoundOnEvent. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn pause_sound_on_event(
this: impl Into<IlInstance>,
event_name: Il2CppString,
fade_msec: i32,
)
pub unsafe fn pause_sound_on_event( this: impl Into<IlInstance>, event_name: Il2CppString, fade_msec: i32, )
Direct (non-virtual) call to SoundSystem_ISoundPlay’s own PauseSoundOnEvent. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn pause_sound_on_event_2(
this: impl Into<IlInstance>,
event_name: Il2CppString,
fade_msec: i32,
game_object: GameObject,
)
pub unsafe fn pause_sound_on_event_2( this: impl Into<IlInstance>, event_name: Il2CppString, fade_msec: i32, game_object: GameObject, )
Direct (non-virtual) call to SoundSystem_ISoundPlay’s own PauseSoundOnEvent. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn resume_sound_on_event(
this: impl Into<IlInstance>,
event_name: Il2CppString,
fade_msec: i32,
)
pub unsafe fn resume_sound_on_event( this: impl Into<IlInstance>, event_name: Il2CppString, fade_msec: i32, )
Direct (non-virtual) call to SoundSystem_ISoundPlay’s own ResumeSoundOnEvent. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn resume_sound_on_event_2(
this: impl Into<IlInstance>,
event_name: Il2CppString,
fade_msec: i32,
game_object: GameObject,
)
pub unsafe fn resume_sound_on_event_2( this: impl Into<IlInstance>, event_name: Il2CppString, fade_msec: i32, game_object: GameObject, )
Direct (non-virtual) call to SoundSystem_ISoundPlay’s own ResumeSoundOnEvent. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn stop_by_playing_id(
this: impl Into<IlInstance>,
playing_id: u32,
fade_msec: i32,
)
pub unsafe fn stop_by_playing_id( this: impl Into<IlInstance>, playing_id: u32, fade_msec: i32, )
Direct (non-virtual) call to SoundSystem_ISoundPlay’s own StopByPlayingId. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn get_play_position(
this: impl Into<IlInstance>,
playing_id: u32,
position_offset: i32,
) -> i32
pub unsafe fn get_play_position( this: impl Into<IlInstance>, playing_id: u32, position_offset: i32, ) -> i32
Direct (non-virtual) call to SoundSystem_ISoundPlay’s own GetPlayPosition. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Trait Implementations§
Source§impl Clone for SoundSystem_ISoundPlay
impl Clone for SoundSystem_ISoundPlay
Source§fn clone(&self) -> SoundSystem_ISoundPlay
fn clone(&self) -> SoundSystem_ISoundPlay
1.0.0§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl FromIlInstance for SoundSystem_ISoundPlay
impl FromIlInstance for SoundSystem_ISoundPlay
fn from_il_instance(instance: IlInstance) -> Self
fn instantiate() -> Option<Self>
§fn instantiate_with_class(class: Class) -> Option<Self>
fn instantiate_with_class(class: Class) -> Option<Self>
class is a subtype of Self or layout compatibleimpl Copy for SoundSystem_ISoundPlay
impl ISoundSystem_ISoundPlay for SoundSystem_ISoundPlay
Auto Trait Implementations§
impl Freeze for SoundSystem_ISoundPlay
impl RefUnwindSafe for SoundSystem_ISoundPlay
impl !Send for SoundSystem_ISoundPlay
impl !Sync for SoundSystem_ISoundPlay
impl Unpin for SoundSystem_ISoundPlay
impl UnwindSafe for SoundSystem_ISoundPlay
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Self: Sized,
fn system_collections_i_enumerator_reset(self)where
Self: Sized,
Source§impl<T0, T1, __U> ISortedDictionary_2_ValueCollection_EnumeratorMethods<T0, T1> for __U
impl<T0, T1, __U> ISortedDictionary_2_ValueCollection_EnumeratorMethods<T0, T1> for __U
fn ctor(self, dictionary: SortedDictionary_2<T0, T1>)where
Self: Sized,
fn dispose(self)where
Self: Sized,
fn move_next(self) -> boolwhere
Self: Sized,
fn get_current(self) -> T1where
Self: Sized,
fn system_collections_i_enumerator_get_current(self) -> Objectwhere
Self: Sized,
fn system_collections_i_enumerator_reset(self)where
Self: Sized,
Source§impl<T0, __U> ISortedSet_1_EnumeratorMethods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
impl<T0, __U> ISortedSet_1_EnumeratorMethods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
fn ctor(self, set: SortedSet_1<T0>)where
Self: Sized,
fn ctor_2(self, set: SortedSet_1<T0>, reverse: bool)where
Self: Sized,
fn system_runtime_serialization_i_deserialization_callback_on_deserialization(
self,
sender: Object,
)where
Self: Sized,
fn initialize(self)where
Self: Sized,
fn move_next(self) -> boolwhere
Self: Sized,
fn dispose(self)where
Self: Sized,
fn get_current(self) -> T0where
Self: Sized,
fn system_collections_i_enumerator_get_current(self) -> Objectwhere
Self: Sized,
fn get_not_started_or_ended(self) -> boolwhere
Self: Sized,
fn reset(self)where
Self: Sized,
fn system_collections_i_enumerator_reset(self)where
Self: Sized,
fn cctor()
Source§impl<__T> ISoundSystem_ISoundPlayMethods for __Twhere
__T: ISoundSystem_ISoundPlay,
impl<__T> ISoundSystem_ISoundPlayMethods for __Twhere
__T: ISoundSystem_ISoundPlay,
Source§fn pop_temporary_game_object(self) -> GameObject
fn pop_temporary_game_object(self) -> GameObject
PopTemporaryGameObject() overloadSource§fn is_event_loaded(self, event_name: impl Into<Il2CppString>) -> bool
fn is_event_loaded(self, event_name: impl Into<Il2CppString>) -> bool
IsEventLoaded(::unity::Il2CppString) overloadSource§fn post_event(
self,
name: impl Into<Il2CppString>,
is_get_position: impl Into<bool>,
) -> SoundSystem_SoundHandle
fn post_event( self, name: impl Into<Il2CppString>, is_get_position: impl Into<bool>, ) -> SoundSystem_SoundHandle
PostEvent(::unity::Il2CppString, bool) overloadSource§fn post_event_2(
self,
name: impl Into<Il2CppString>,
game_object: impl Into<GameObject>,
is_get_position: impl Into<bool>,
) -> SoundSystem_SoundHandle
fn post_event_2( self, name: impl Into<Il2CppString>, game_object: impl Into<GameObject>, is_get_position: impl Into<bool>, ) -> SoundSystem_SoundHandle
PostEvent(::unity::Il2CppString, crate::unity_engine::gameobject::GameObject, bool) overloadSource§fn post_event_with_temporary_game_object(
self,
name: impl Into<Il2CppString>,
temporary_game_object: impl Into<GameObject>,
is_get_position: impl Into<bool>,
) -> SoundSystem_SoundHandle
fn post_event_with_temporary_game_object( self, name: impl Into<Il2CppString>, temporary_game_object: impl Into<GameObject>, is_get_position: impl Into<bool>, ) -> SoundSystem_SoundHandle
PostEventWithTemporaryGameObject(::unity::Il2CppString, crate::unity_engine::gameobject::GameObject, bool) overloadSource§fn post_event_callback(
self,
cookie: impl Into<Object>,
type: impl Into<AkCallbackType>,
callback_info: impl Into<AkCallbackInfo>,
)
fn post_event_callback( self, cookie: impl Into<Object>, type: impl Into<AkCallbackType>, callback_info: impl Into<AkCallbackInfo>, )
PostEventCallback(crate::system::object::Object, crate::root::akcallbacktype::AkCallbackType, crate::root::akcallbackinfo::AkCallbackInfo) overloadSource§fn stop_sound_on_event(
self,
event_name: impl Into<Il2CppString>,
fade_msec: impl Into<i32>,
)
fn stop_sound_on_event( self, event_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, )
StopSoundOnEvent(::unity::Il2CppString, i32) overloadSource§fn stop_sound_on_event_2(
self,
event_name: impl Into<Il2CppString>,
fade_msec: impl Into<i32>,
game_object: impl Into<GameObject>,
)
fn stop_sound_on_event_2( self, event_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, game_object: impl Into<GameObject>, )
StopSoundOnEvent(::unity::Il2CppString, i32, crate::unity_engine::gameobject::GameObject) overloadSource§fn pause_sound_on_event(
self,
event_name: impl Into<Il2CppString>,
fade_msec: impl Into<i32>,
)
fn pause_sound_on_event( self, event_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, )
PauseSoundOnEvent(::unity::Il2CppString, i32) overloadSource§fn pause_sound_on_event_2(
self,
event_name: impl Into<Il2CppString>,
fade_msec: impl Into<i32>,
game_object: impl Into<GameObject>,
)
fn pause_sound_on_event_2( self, event_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, game_object: impl Into<GameObject>, )
PauseSoundOnEvent(::unity::Il2CppString, i32, crate::unity_engine::gameobject::GameObject) overloadSource§fn resume_sound_on_event(
self,
event_name: impl Into<Il2CppString>,
fade_msec: impl Into<i32>,
)
fn resume_sound_on_event( self, event_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, )
ResumeSoundOnEvent(::unity::Il2CppString, i32) overloadSource§fn resume_sound_on_event_2(
self,
event_name: impl Into<Il2CppString>,
fade_msec: impl Into<i32>,
game_object: impl Into<GameObject>,
)
fn resume_sound_on_event_2( self, event_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, game_object: impl Into<GameObject>, )
ResumeSoundOnEvent(::unity::Il2CppString, i32, crate::unity_engine::gameobject::GameObject) overloadSource§fn stop_by_playing_id(
self,
playing_id: impl Into<u32>,
fade_msec: impl Into<i32>,
)
fn stop_by_playing_id( self, playing_id: impl Into<u32>, fade_msec: impl Into<i32>, )
StopByPlayingId(u32, i32) overloadSource§fn get_play_position(
self,
playing_id: impl Into<u32>,
position_offset: impl Into<i32>,
) -> i32
fn get_play_position( self, playing_id: impl Into<u32>, position_offset: impl Into<i32>, ) -> i32
GetPlayPosition(u32, i32) overload