pub trait IAssetTable_ConditionFlagsMethods: IAssetTable_ConditionFlags {
Show 21 methods
// Provided methods
fn ctor(self) { ... }
fn get_names(self) -> List_1<Il2CppString> { ... }
fn get_hits(self) -> List_1<i32> { ... }
fn clear(self) { ... }
fn test(self, index: impl Into<i32>) -> bool { ... }
fn test_2(self, key: impl Into<Il2CppString>) -> bool { ... }
fn add(self, keys: impl Into<Array<Il2CppString>>) { ... }
fn add_2(self, key: impl Into<Il2CppString>) { ... }
fn add_3(self, item: impl Into<ItemData>) { ... }
fn add_4(self, force: impl Into<Force_Type>) { ... }
fn add_5(self, unit: impl Into<Unit>) { ... }
fn is_simple_mode(self) -> bool { ... }
fn add_gender(
self,
gender: impl Into<Gender>,
dress_gender: impl Into<Gender>,
) { ... }
fn add_gender_2(self, person: impl Into<PersonData>) { ... }
fn add_gender_3(self, unit: impl Into<Unit>) { ... }
fn add_gender_4(self, goid_data: impl Into<GodData>) { ... }
fn add_6(self, person: impl Into<PersonData>, job: impl Into<JobData>) { ... }
fn add_7(
self,
person: impl Into<PersonData>,
job: impl Into<JobData>,
force: impl Into<Force_Type>,
) { ... }
fn add_8(self, skills: impl Into<SkillArray>) { ... }
fn add_9(
self,
state: impl Into<AssetTable_States>,
god_data: impl Into<GodData>,
is_darkness: impl Into<bool>,
) { ... }
fn replace_gid2_eid(self, gid: impl Into<Il2CppString>) -> Il2CppString { ... }
}Provided Methods§
Sourcefn get_names(self) -> List_1<Il2CppString>
fn get_names(self) -> List_1<Il2CppString>
get_Names() overload
Sourcefn test_2(self, key: impl Into<Il2CppString>) -> bool
fn test_2(self, key: impl Into<Il2CppString>) -> bool
Test(::unity::Il2CppString) overload
Sourcefn add(self, keys: impl Into<Array<Il2CppString>>)
fn add(self, keys: impl Into<Array<Il2CppString>>)
Add(::unity::Array<::unity::Il2CppString>) overload
Sourcefn add_2(self, key: impl Into<Il2CppString>)
fn add_2(self, key: impl Into<Il2CppString>)
Add(::unity::Il2CppString) overload
Sourcefn add_4(self, force: impl Into<Force_Type>)
fn add_4(self, force: impl Into<Force_Type>)
Add(crate::app::force::Force_Type) overload
Sourcefn is_simple_mode(self) -> bool
fn is_simple_mode(self) -> bool
IsSimpleMode() overload
Sourcefn add_gender(self, gender: impl Into<Gender>, dress_gender: impl Into<Gender>)
fn add_gender(self, gender: impl Into<Gender>, dress_gender: impl Into<Gender>)
AddGender(crate::app::gender::Gender, crate::app::gender::Gender) overload
Sourcefn add_gender_2(self, person: impl Into<PersonData>)
fn add_gender_2(self, person: impl Into<PersonData>)
AddGender(crate::app::persondata::PersonData) overload
Sourcefn add_gender_3(self, unit: impl Into<Unit>)
fn add_gender_3(self, unit: impl Into<Unit>)
AddGender(crate::app::unit::Unit) overload
Sourcefn add_gender_4(self, goid_data: impl Into<GodData>)
fn add_gender_4(self, goid_data: impl Into<GodData>)
AddGender(crate::app::goddata::GodData) overload
Sourcefn add_6(self, person: impl Into<PersonData>, job: impl Into<JobData>)
fn add_6(self, person: impl Into<PersonData>, job: impl Into<JobData>)
Add(crate::app::persondata::PersonData, crate::app::jobdata::JobData) overload
Sourcefn add_7(
self,
person: impl Into<PersonData>,
job: impl Into<JobData>,
force: impl Into<Force_Type>,
)
fn add_7( self, person: impl Into<PersonData>, job: impl Into<JobData>, force: impl Into<Force_Type>, )
Add(crate::app::persondata::PersonData, crate::app::jobdata::JobData, crate::app::force::Force_Type) overload
Sourcefn add_8(self, skills: impl Into<SkillArray>)
fn add_8(self, skills: impl Into<SkillArray>)
Add(crate::app::skillarray::SkillArray) overload
Sourcefn add_9(
self,
state: impl Into<AssetTable_States>,
god_data: impl Into<GodData>,
is_darkness: impl Into<bool>,
)
fn add_9( self, state: impl Into<AssetTable_States>, god_data: impl Into<GodData>, is_darkness: impl Into<bool>, )
Add(crate::app::assettable::AssetTable_States, crate::app::goddata::GodData, bool) overload
Sourcefn replace_gid2_eid(self, gid: impl Into<Il2CppString>) -> Il2CppString
fn replace_gid2_eid(self, gid: impl Into<Il2CppString>) -> Il2CppString
ReplaceGid2Eid(::unity::Il2CppString) overload
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§
impl<__T: IAssetTable_ConditionFlags> IAssetTable_ConditionFlagsMethods for __T
app-assettable only.