pub trait ITalkCharacterManager: ISingletonMonoBehaviour_1<TalkCharacterManager> {
Show 34 methods
// Provided methods
fn m_fade_time(self) -> f32 { ... }
fn set_m_fade_time(self, value: f32) { ... }
fn m_change_look_at_time(self) -> f32 { ... }
fn set_m_change_look_at_time(self, value: f32) { ... }
fn m_is_play_first_transition(self) -> bool { ... }
fn set_m_is_play_first_transition(self, value: bool) { ... }
fn m_voice_threshold_to_lip(self) -> f32 { ... }
fn set_m_voice_threshold_to_lip(self, value: f32) { ... }
fn m_voice_magnification_to_lip(self) -> f32 { ... }
fn set_m_voice_magnification_to_lip(self, value: f32) { ... }
fn m_pause_change_cross_fade_time(self) -> f32 { ... }
fn set_m_pause_change_cross_fade_time(self, value: f32) { ... }
fn m_model_pool_object(self) -> GameObject { ... }
fn set_m_model_pool_object(self, value: GameObject) { ... }
fn m_stand_positions(self) -> GameObject { ... }
fn set_m_stand_positions(self, value: GameObject) { ... }
fn m_stand_root(self) -> GameObject { ... }
fn set_m_stand_root(self, value: GameObject) { ... }
fn m_stand_position_root(self) -> GameObject { ... }
fn set_m_stand_position_root(self, value: GameObject) { ... }
fn m_face_root(self) -> GameObject { ... }
fn set_m_face_root(self, value: GameObject) { ... }
fn m_direct_root(self) -> GameObject { ... }
fn set_m_direct_root(self, value: GameObject) { ... }
fn m_frame_canvas(self) -> GameObject { ... }
fn set_m_frame_canvas(self, value: GameObject) { ... }
fn m_look_at_target_root(self) -> GameObject { ... }
fn set_m_look_at_target_root(self, value: GameObject) { ... }
fn m_top_face_camera_object(self) -> GameObject { ... }
fn set_m_top_face_camera_object(self, value: GameObject) { ... }
fn m_bottom_face_camera_object(self) -> GameObject { ... }
fn set_m_bottom_face_camera_object(self, value: GameObject) { ... }
fn m_load_pid_list(self) -> List_1<Il2CppString> { ... }
fn set_m_load_pid_list(self, value: List_1<Il2CppString>) { ... }
}Provided Methods§
fn m_fade_time(self) -> f32
fn set_m_fade_time(self, value: f32)
fn m_change_look_at_time(self) -> f32
fn set_m_change_look_at_time(self, value: f32)
fn m_is_play_first_transition(self) -> bool
fn set_m_is_play_first_transition(self, value: bool)
fn m_voice_threshold_to_lip(self) -> f32
fn set_m_voice_threshold_to_lip(self, value: f32)
fn m_voice_magnification_to_lip(self) -> f32
fn set_m_voice_magnification_to_lip(self, value: f32)
fn m_pause_change_cross_fade_time(self) -> f32
fn set_m_pause_change_cross_fade_time(self, value: f32)
fn m_model_pool_object(self) -> GameObject
fn set_m_model_pool_object(self, value: GameObject)
fn m_stand_positions(self) -> GameObject
fn set_m_stand_positions(self, value: GameObject)
fn m_stand_root(self) -> GameObject
fn set_m_stand_root(self, value: GameObject)
fn m_stand_position_root(self) -> GameObject
fn set_m_stand_position_root(self, value: GameObject)
fn m_face_root(self) -> GameObject
fn set_m_face_root(self, value: GameObject)
fn m_direct_root(self) -> GameObject
fn set_m_direct_root(self, value: GameObject)
fn m_frame_canvas(self) -> GameObject
fn set_m_frame_canvas(self, value: GameObject)
fn m_look_at_target_root(self) -> GameObject
fn set_m_look_at_target_root(self, value: GameObject)
fn m_top_face_camera_object(self) -> GameObject
fn set_m_top_face_camera_object(self, value: GameObject)
fn m_bottom_face_camera_object(self) -> GameObject
fn set_m_bottom_face_camera_object(self, value: GameObject)
fn m_load_pid_list(self) -> List_1<Il2CppString>
fn set_m_load_pid_list(self, value: List_1<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.