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ITalkSequence

Trait ITalkSequence 

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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§

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fn m_prefab_root_object(self) -> GameObject

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fn set_m_prefab_root_object(self, value: GameObject)

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fn m_talk_sound(self) -> TalkSound

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fn set_m_talk_sound(self, value: TalkSound)

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fn m_tag_parser(self) -> TalkTagParser

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fn set_m_tag_parser(self, value: TalkTagParser)

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fn m_talk_ptr(self) -> TalkPtr

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fn set_m_talk_ptr(self, value: TalkPtr)

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fn m_reserved_tag(self) -> TalkTag

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fn set_m_reserved_tag(self, value: TalkTag)

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fn m_replace_text(self) -> TalkSequence_ReplaceText

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fn set_m_replace_text(self, value: TalkSequence_ReplaceText)

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fn m_bind_proc(self) -> ProcInst

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fn set_m_bind_proc(self, value: ProcInst)

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fn m_error_message_builder(self) -> TalkBuilder

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fn set_m_error_message_builder(self, value: TalkBuilder)

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fn m_is_start_by_continuous_number(self) -> bool

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fn set_m_is_start_by_continuous_number(self, value: bool)

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fn m_is_flushed_sound_list(self) -> bool

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fn set_m_is_flushed_sound_list(self, value: bool)

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fn m_is_show_map_terrain_info(self) -> bool

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fn set_m_is_show_map_terrain_info(self, value: bool)

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fn m_is_bind_map_camera(self) -> bool

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fn set_m_is_bind_map_camera(self, value: bool)

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fn m_is_pushed_unit_info(self) -> bool

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fn set_m_is_pushed_unit_info(self, value: bool)

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fn m_loaded_sound_bank_name_list(self) -> List_1<Il2CppString>

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fn set_m_loaded_sound_bank_name_list(self, value: List_1<Il2CppString>)

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fn m_is_loading_character(self) -> bool

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fn set_m_is_loading_character(self, value: bool)

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fn m_loading_character_timeout_counter(self) -> f32

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fn set_m_loading_character_timeout_counter(self, value: f32)

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fn m_replace_talker_name_dictionary( self, ) -> Dictionary_2<Il2CppString, Il2CppString>

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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.

Implementors§