pub trait ITalkSequence: ISingletonProcInst_1<TalkSequence> {
Show 34 methods
// Provided methods
fn m_prefab_root_object(self) -> GameObject { ... }
fn set_m_prefab_root_object(self, value: GameObject) { ... }
fn m_talk_sound(self) -> TalkSound { ... }
fn set_m_talk_sound(self, value: TalkSound) { ... }
fn m_tag_parser(self) -> TalkTagParser { ... }
fn set_m_tag_parser(self, value: TalkTagParser) { ... }
fn m_talk_ptr(self) -> TalkPtr { ... }
fn set_m_talk_ptr(self, value: TalkPtr) { ... }
fn m_reserved_tag(self) -> TalkTag { ... }
fn set_m_reserved_tag(self, value: TalkTag) { ... }
fn m_replace_text(self) -> TalkSequence_ReplaceText { ... }
fn set_m_replace_text(self, value: TalkSequence_ReplaceText) { ... }
fn m_bind_proc(self) -> ProcInst { ... }
fn set_m_bind_proc(self, value: ProcInst) { ... }
fn m_error_message_builder(self) -> TalkBuilder { ... }
fn set_m_error_message_builder(self, value: TalkBuilder) { ... }
fn m_is_start_by_continuous_number(self) -> bool { ... }
fn set_m_is_start_by_continuous_number(self, value: bool) { ... }
fn m_is_flushed_sound_list(self) -> bool { ... }
fn set_m_is_flushed_sound_list(self, value: bool) { ... }
fn m_is_show_map_terrain_info(self) -> bool { ... }
fn set_m_is_show_map_terrain_info(self, value: bool) { ... }
fn m_is_bind_map_camera(self) -> bool { ... }
fn set_m_is_bind_map_camera(self, value: bool) { ... }
fn m_is_pushed_unit_info(self) -> bool { ... }
fn set_m_is_pushed_unit_info(self, value: bool) { ... }
fn m_loaded_sound_bank_name_list(self) -> List_1<Il2CppString> { ... }
fn set_m_loaded_sound_bank_name_list(self, value: List_1<Il2CppString>) { ... }
fn m_is_loading_character(self) -> bool { ... }
fn set_m_is_loading_character(self, value: bool) { ... }
fn m_loading_character_timeout_counter(self) -> f32 { ... }
fn set_m_loading_character_timeout_counter(self, value: f32) { ... }
fn m_replace_talker_name_dictionary(
self,
) -> Dictionary_2<Il2CppString, Il2CppString> { ... }
fn set_m_replace_talker_name_dictionary(
self,
value: Dictionary_2<Il2CppString, Il2CppString>,
) { ... }
}Provided Methods§
fn m_prefab_root_object(self) -> GameObject
fn set_m_prefab_root_object(self, value: GameObject)
fn m_talk_sound(self) -> TalkSound
fn set_m_talk_sound(self, value: TalkSound)
fn m_tag_parser(self) -> TalkTagParser
fn set_m_tag_parser(self, value: TalkTagParser)
fn m_talk_ptr(self) -> TalkPtr
fn set_m_talk_ptr(self, value: TalkPtr)
fn m_reserved_tag(self) -> TalkTag
fn set_m_reserved_tag(self, value: TalkTag)
fn m_replace_text(self) -> TalkSequence_ReplaceText
fn set_m_replace_text(self, value: TalkSequence_ReplaceText)
fn m_bind_proc(self) -> ProcInst
fn set_m_bind_proc(self, value: ProcInst)
fn m_error_message_builder(self) -> TalkBuilder
fn set_m_error_message_builder(self, value: TalkBuilder)
fn m_is_start_by_continuous_number(self) -> bool
fn set_m_is_start_by_continuous_number(self, value: bool)
fn m_is_flushed_sound_list(self) -> bool
fn set_m_is_flushed_sound_list(self, value: bool)
fn m_is_show_map_terrain_info(self) -> bool
fn set_m_is_show_map_terrain_info(self, value: bool)
fn m_is_bind_map_camera(self) -> bool
fn set_m_is_bind_map_camera(self, value: bool)
fn m_is_pushed_unit_info(self) -> bool
fn set_m_is_pushed_unit_info(self, value: bool)
fn m_loaded_sound_bank_name_list(self) -> List_1<Il2CppString>
fn set_m_loaded_sound_bank_name_list(self, value: List_1<Il2CppString>)
fn m_is_loading_character(self) -> bool
fn set_m_is_loading_character(self, value: bool)
fn m_loading_character_timeout_counter(self) -> f32
fn set_m_loading_character_timeout_counter(self, value: f32)
fn m_replace_talker_name_dictionary( self, ) -> Dictionary_2<Il2CppString, Il2CppString>
fn set_m_replace_talker_name_dictionary( self, value: Dictionary_2<Il2CppString, 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.