pub struct AIConst(/* private fields */);Expand description
IL2CPP class: App.AIConst
Inherits: Object
Implementations§
Source§impl AIConst
impl AIConst
pub fn ai_end() -> i32
pub fn set_ai_end(value: i32)
pub fn ai_active_cause() -> i32
pub fn set_ai_active_cause(value: i32)
pub fn ai_result_cause() -> i32
pub fn set_ai_result_cause(value: i32)
pub fn ai_action() -> i32
pub fn set_ai_action(value: i32)
pub fn ai_retry() -> i32
pub fn set_ai_retry(value: i32)
pub fn ai_update() -> i32
pub fn set_ai_update(value: i32)
pub fn ai_change_seq() -> i32
pub fn set_ai_change_seq(value: i32)
pub fn ai_change_value() -> i32
pub fn set_ai_change_value(value: i32)
pub fn o_cause() -> i32
pub fn set_o_cause(value: i32)
pub fn o_mind() -> i32
pub fn set_o_mind(value: i32)
pub fn o_attack() -> i32
pub fn set_o_attack(value: i32)
pub fn o_move() -> i32
pub fn set_o_move(value: i32)
pub fn v_default() -> i32
pub fn set_v_default(value: i32)
pub fn v_max() -> i32
pub fn set_v_max(value: i32)
pub fn v_skip() -> i32
pub fn set_v_skip(value: i32)
pub fn v_0() -> i32
pub fn set_v_0(value: i32)
pub fn v_1() -> i32
pub fn set_v_1(value: i32)
pub fn v_2() -> i32
pub fn set_v_2(value: i32)
pub fn v_3() -> i32
pub fn set_v_3(value: i32)
pub fn ac_every_time() -> i32
pub fn set_ac_every_time(value: i32)
pub fn ac_attack_range() -> i32
pub fn set_ac_attack_range(value: i32)
pub fn ac_attack_range_exclude_person() -> i32
pub fn set_ac_attack_range_exclude_person(value: i32)
pub fn ac_band_range() -> i32
pub fn set_ac_band_range(value: i32)
pub fn ac_band_range_even_turn() -> i32
pub fn set_ac_band_range_even_turn(value: i32)
pub fn ac_band_range_odd_turn() -> i32
pub fn set_ac_band_range_odd_turn(value: i32)
pub fn ac_band_range_exclude_person() -> i32
pub fn set_ac_band_range_exclude_person(value: i32)
pub fn ac_band_range_exclude_friend() -> i32
pub fn set_ac_band_range_exclude_friend(value: i32)
pub fn ac_heal_range() -> i32
pub fn set_ac_heal_range(value: i32)
pub fn ac_area_enemy() -> i32
pub fn set_ac_area_enemy(value: i32)
pub fn ac_turn() -> i32
pub fn set_ac_turn(value: i32)
pub fn ac_flag_true() -> i32
pub fn set_ac_flag_true(value: i32)
pub fn ac_flag_false() -> i32
pub fn set_ac_flag_false(value: i32)
pub fn ac_done_heal() -> i32
pub fn set_ac_done_heal(value: i32)
pub fn ac_interference_range() -> i32
pub fn set_ac_interference_range(value: i32)
pub fn ac_interference_range_exclude_person() -> i32
pub fn set_ac_interference_range_exclude_person(value: i32)
pub fn ac_band_range_exclude_self() -> i32
pub fn set_ac_band_range_exclude_self(value: i32)
pub fn rc_attack() -> i32
pub fn set_rc_attack(value: i32)
pub fn rc_talk() -> i32
pub fn set_rc_talk(value: i32)
pub fn rc_arrive() -> i32
pub fn set_rc_arrive(value: i32)
pub fn at_default() -> i32
pub fn set_at_default(value: i32)
pub fn at_middle_low() -> i32
pub fn set_at_middle_low(value: i32)
pub fn at_low() -> i32
pub fn set_at_low(value: i32)
pub fn at_hero() -> i32
pub fn set_at_hero(value: i32)
pub fn at_person() -> i32
pub fn set_at_person(value: i32)
pub fn at_exclude_person() -> i32
pub fn set_at_exclude_person(value: i32)
pub fn at_exclude_band() -> i32
pub fn set_at_exclude_band(value: i32)
pub fn at_job() -> i32
pub fn set_at_job(value: i32)
pub fn at_job_nearest_position() -> i32
pub fn set_at_job_nearest_position(value: i32)
pub fn at_force() -> i32
pub fn set_at_force(value: i32)
pub fn at_prior_item() -> i32
pub fn set_at_prior_item(value: i32)
pub fn at_crossfire_end() -> i32
pub fn set_at_crossfire_end(value: i32)
pub fn at_breath() -> i32
pub fn set_at_breath(value: i32)
pub fn at_breath_middle_low() -> i32
pub fn set_at_breath_middle_low(value: i32)
pub fn at_exclude_person2() -> i32
pub fn set_at_exclude_person2(value: i32)
pub fn rd_heal() -> i32
pub fn set_rd_heal(value: i32)
pub fn rd_warp() -> i32
pub fn set_rd_warp(value: i32)
pub fn rd_warp_far_z() -> i32
pub fn set_rd_warp_far_z(value: i32)
pub fn rd_rescue() -> i32
pub fn set_rd_rescue(value: i32)
pub fn rd_magic_shield() -> i32
pub fn set_rd_magic_shield(value: i32)
pub fn ir_default() -> i32
pub fn set_ir_default(value: i32)
pub fn ir_high_magic() -> i32
pub fn set_ir_high_magic(value: i32)
pub fn ir_low_magic() -> i32
pub fn set_ir_low_magic(value: i32)
pub fn ir_person() -> i32
pub fn set_ir_person(value: i32)
pub fn ir_exclude_person() -> i32
pub fn set_ir_exclude_person(value: i32)
pub fn ir_weapon() -> i32
pub fn set_ir_weapon(value: i32)
pub fn ir_frequency() -> i32
pub fn set_ir_frequency(value: i32)
pub fn he_default() -> i32
pub fn set_he_default(value: i32)
pub fn he_middle_low() -> i32
pub fn set_he_middle_low(value: i32)
pub fn he_nearing_hero() -> i32
pub fn set_he_nearing_hero(value: i32)
pub fn eg_attack() -> i32
pub fn set_eg_attack(value: i32)
pub fn eg_dance() -> i32
pub fn set_eg_dance(value: i32)
pub fn eg_vision() -> i32
pub fn set_eg_vision(value: i32)
pub fn eg_pierce() -> i32
pub fn set_eg_pierce(value: i32)
pub fn eg_bless() -> i32
pub fn set_eg_bless(value: i32)
pub fn eg_bless_person() -> i32
pub fn set_eg_bless_person(value: i32)
pub fn eg_wait() -> i32
pub fn set_eg_wait(value: i32)
pub fn eg_summon() -> i32
pub fn set_eg_summon(value: i32)
pub fn eg_overlap() -> i32
pub fn set_eg_overlap(value: i32)
pub fn mi_talk() -> i32
pub fn set_mi_talk(value: i32)
pub fn mi_treasure() -> i32
pub fn set_mi_treasure(value: i32)
pub fn mi_village() -> i32
pub fn set_mi_village(value: i32)
pub fn mi_escape() -> i32
pub fn set_mi_escape(value: i32)
pub fn mi_escape_slow() -> i32
pub fn set_mi_escape_slow(value: i32)
pub fn mi_break_down() -> i32
pub fn set_mi_break_down(value: i32)
pub fn mi_dance() -> i32
pub fn set_mi_dance(value: i32)
pub fn mi_terrain_destroy() -> i32
pub fn set_mi_terrain_destroy(value: i32)
pub fn mi_torch() -> i32
pub fn set_mi_torch(value: i32)
pub fn mi_guard() -> i32
pub fn set_mi_guard(value: i32)
pub fn mi_guard_battle_score() -> i32
pub fn set_mi_guard_battle_score(value: i32)
pub fn mi_guard_person() -> i32
pub fn set_mi_guard_person(value: i32)
pub fn mi_guard_no_move() -> i32
pub fn set_mi_guard_no_move(value: i32)
pub fn mv_return() -> i32
pub fn set_mv_return(value: i32)
pub fn mv_idle() -> i32
pub fn set_mv_idle(value: i32)
pub fn mv_attack_range() -> i32
pub fn set_mv_attack_range(value: i32)
pub fn mv_attack_range_side() -> i32
pub fn set_mv_attack_range_side(value: i32)
pub fn mv_attack_range_exclude_person() -> i32
pub fn set_mv_attack_range_exclude_person(value: i32)
pub fn mv_attack_range_ignore() -> i32
pub fn set_mv_attack_range_ignore(value: i32)
pub fn mv_weak_range() -> i32
pub fn set_mv_weak_range(value: i32)
pub fn mv_weak_range_side() -> i32
pub fn set_mv_weak_range_side(value: i32)
pub fn mv_heal_range() -> i32
pub fn set_mv_heal_range(value: i32)
pub fn mv_hero() -> i32
pub fn set_mv_hero(value: i32)
pub fn mv_person() -> i32
pub fn set_mv_person(value: i32)
pub fn mv_position() -> i32
pub fn set_mv_position(value: i32)
pub fn mv_force() -> i32
pub fn set_mv_force(value: i32)
pub fn mv_force_exclude_person() -> i32
pub fn set_mv_force_exclude_person(value: i32)
pub fn mv_treasure() -> i32
pub fn set_mv_treasure(value: i32)
pub fn mv_village() -> i32
pub fn set_mv_village(value: i32)
pub fn mv_escape() -> i32
pub fn set_mv_escape(value: i32)
pub fn mv_nearest_friend() -> i32
pub fn set_mv_nearest_friend(value: i32)
pub fn mv_terrain_destroy() -> i32
pub fn set_mv_terrain_destroy(value: i32)
pub fn mv_retreat() -> i32
pub fn set_mv_retreat(value: i32)
pub fn mv_break_down() -> i32
pub fn set_mv_break_down(value: i32)
pub fn mv_terrain() -> i32
pub fn set_mv_terrain(value: i32)
pub fn mv_rewarp() -> i32
pub fn set_mv_rewarp(value: i32)
pub fn mv_attack_range_exclude_person2() -> i32
pub fn set_mv_attack_range_exclude_person2(value: i32)
pub fn cs_battle() -> i32
pub fn set_cs_battle(value: i32)
pub fn cs_overlap() -> i32
pub fn set_cs_overlap(value: i32)
pub fn cs_overlap_no_enemy() -> i32
pub fn set_cs_overlap_no_enemy(value: i32)
pub fn cs_full_bullet() -> i32
pub fn set_cs_full_bullet(value: i32)
pub fn cs_decoy() -> i32
pub fn set_cs_decoy(value: i32)
pub fn cs_enchant() -> i32
pub fn set_cs_enchant(value: i32)
pub fn cs_enchant_heal() -> i32
pub fn set_cs_enchant_heal(value: i32)
pub fn cs_strategy() -> i32
pub fn set_cs_strategy(value: i32)
pub fn cs_trimasteries() -> i32
pub fn set_cs_trimasteries(value: i32)
pub fn cs_contract() -> i32
pub fn set_cs_contract(value: i32)
pub fn cs_yell() -> i32
pub fn set_cs_yell(value: i32)
pub fn cs_gaze() -> i32
pub fn set_cs_gaze(value: i32)
pub fn vs_plan() -> i32
pub fn set_vs_plan(value: i32)
pub fn vs_eg_engage() -> i32
pub fn set_vs_eg_engage(value: i32)
pub fn vs_eg_attack() -> i32
pub fn set_vs_eg_attack(value: i32)
pub fn vs_at_middle_low() -> i32
pub fn set_vs_at_middle_low(value: i32)
pub fn vs_god_skill() -> i32
pub fn set_vs_god_skill(value: i32)
pub fn vs_mi_dance() -> i32
pub fn set_vs_mi_dance(value: i32)
pub fn vs_mi_guard() -> i32
pub fn set_vs_mi_guard(value: i32)
pub fn vs_mi_fire_cannon() -> i32
pub fn set_vs_mi_fire_cannon(value: i32)
pub fn vs_mi_terrain_destroy() -> i32
pub fn set_vs_mi_terrain_destroy(value: i32)
pub fn vs_cs_enchant() -> i32
pub fn set_vs_cs_enchant(value: i32)
pub fn vs_cs_enchant_heal() -> i32
pub fn set_vs_cs_enchant_heal(value: i32)
pub fn vs_cs_full_bullet() -> i32
pub fn set_vs_cs_full_bullet(value: i32)
Source§impl AIConst
impl AIConst
pub fn ctor_method_info() -> &'static MethodInfo
Trait Implementations§
Source§impl ClassIdentity for AIConst
impl ClassIdentity for AIConst
Source§impl FromIlInstance for AIConst
impl FromIlInstance for AIConst
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>
Caller swears
class is a subtype of Self or layout compatibleimpl Copy for AIConst
impl IAIConst for AIConst
impl IObject for AIConst
Auto Trait Implementations§
impl Freeze for AIConst
impl RefUnwindSafe for AIConst
impl !Send for AIConst
impl !Sync for AIConst
impl Unpin for AIConst
impl UnwindSafe for AIConst
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§fn borrow_mut(&mut self) -> &mut T
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T0: ClassIdentity,
__U: ClassIdentity,
impl<T0, __U> IListBuffer_1Methods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
fn get_count(self) -> i32where
Self: Sized,
fn get_capacity(self) -> i32where
Self: Sized,
fn get_item(self) -> (*mut T0, i32)where
Self: Sized,
fn get_unchecked(self) -> (*mut T0, i32)where
Self: Sized,
fn try_add(self) -> (bool, T0)where
Self: Sized,
fn try_copy_to(self, other: ListBuffer_1<T0>) -> boolwhere
Self: Sized,
Source§impl<T0, __U> IList_1_EnumeratorMethods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
impl<T0, __U> IList_1_EnumeratorMethods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
fn ctor(self, list: List_1<T0>)where
Self: Sized,
fn dispose(self)where
Self: Sized,
fn move_next(self) -> boolwhere
Self: Sized,
fn move_next_rare(self) -> boolwhere
Self: Sized,
fn get_current(self) -> T0where
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<__T> IObjectMethods for __Twhere
__T: IObject,
impl<__T> IObjectMethods for __Twhere
__T: IObject,
Source§fn equals(self, obj: impl Into<Object>) -> bool
fn equals(self, obj: impl Into<Object>) -> bool
Equals(crate::system::object::Object) overloadSource§fn get_hash_code(self) -> i32
fn get_hash_code(self) -> i32
GetHashCode() overloadSource§fn memberwise_clone(self) -> Object
fn memberwise_clone(self) -> Object
MemberwiseClone() overloadSource§fn to_string(self) -> Il2CppString
fn to_string(self) -> Il2CppString
ToString() overloadSource§fn field_getter(
self,
type_name: impl Into<Il2CppString>,
field_name: impl Into<Il2CppString>,
) -> IlInstance
fn field_getter( self, type_name: impl Into<Il2CppString>, field_name: impl Into<Il2CppString>, ) -> IlInstance
FieldGetter(::unity::Il2CppString, ::unity::Il2CppString, *mut::unity::IlInstance) overloadSource§fn field_setter(
self,
type_name: impl Into<Il2CppString>,
field_name: impl Into<Il2CppString>,
val: impl Into<Object>,
)
fn field_setter( self, type_name: impl Into<Il2CppString>, field_name: impl Into<Il2CppString>, val: impl Into<Object>, )
FieldSetter(::unity::Il2CppString, ::unity::Il2CppString, crate::system::object::Object) overload