pub trait IDragonRideGameSequence: IProcSceneSequence_1<HubSequence> {
Show 34 methods
// Provided methods
fn c_load_effect_list(self) -> Array<Il2CppString> { ... }
fn set_c_load_effect_list(self, value: Array<Il2CppString>) { ... }
fn c_load_ui_list(self) -> Array<Il2CppString> { ... }
fn set_c_load_ui_list(self, value: Array<Il2CppString>) { ... }
fn m_camera_component(self) -> DragonRideCamera { ... }
fn set_m_camera_component(self, value: DragonRideCamera) { ... }
fn m_target_group_list(self) -> List_1<GameObject> { ... }
fn set_m_target_group_list(self, value: List_1<GameObject>) { ... }
fn m_level(self) -> i32 { ... }
fn set_m_level(self, value: i32) { ... }
fn m_result_close_timer(self) -> f32 { ... }
fn set_m_result_close_timer(self, value: f32) { ... }
fn m_result_ui(self) -> DragonRideResultUI { ... }
fn set_m_result_ui(self, value: DragonRideResultUI) { ... }
fn m_score_ui(self) -> GameObject { ... }
fn set_m_score_ui(self, value: GameObject) { ... }
fn m_score_text(self) -> TextMeshProUGUI { ... }
fn set_m_score_text(self, value: TextMeshProUGUI) { ... }
fn m_prev_score(self) -> i32 { ... }
fn set_m_prev_score(self, value: i32) { ... }
fn m_config(self) -> DragonRideConfig { ... }
fn set_m_config(self, value: DragonRideConfig) { ... }
fn m_target_group_resource(self) -> ResourceGameObject { ... }
fn set_m_target_group_resource(self, value: ResourceGameObject) { ... }
fn m_assist_target_pos_list(self) -> List_1<Vector3> { ... }
fn set_m_assist_target_pos_list(self, value: List_1<Vector3>) { ... }
fn m_hub_sola_lct(self) -> GameObject { ... }
fn set_m_hub_sola_lct(self, value: GameObject) { ... }
fn m_is_set_sola_invisible(self) -> bool { ... }
fn set_m_is_set_sola_invisible(self, value: bool) { ... }
fn m_player_ctrl(self) -> HubPlayerController { ... }
fn set_m_player_ctrl(self, value: HubPlayerController) { ... }
fn m_walk_through_count(self) -> i32 { ... }
fn set_m_walk_through_count(self, value: i32) { ... }
}Provided Methods§
fn c_load_effect_list(self) -> Array<Il2CppString>
fn set_c_load_effect_list(self, value: Array<Il2CppString>)
fn c_load_ui_list(self) -> Array<Il2CppString>
fn set_c_load_ui_list(self, value: Array<Il2CppString>)
fn m_camera_component(self) -> DragonRideCamera
fn set_m_camera_component(self, value: DragonRideCamera)
fn m_target_group_list(self) -> List_1<GameObject>
fn set_m_target_group_list(self, value: List_1<GameObject>)
fn m_level(self) -> i32
fn set_m_level(self, value: i32)
fn m_result_close_timer(self) -> f32
fn set_m_result_close_timer(self, value: f32)
fn m_result_ui(self) -> DragonRideResultUI
fn set_m_result_ui(self, value: DragonRideResultUI)
fn m_score_ui(self) -> GameObject
fn set_m_score_ui(self, value: GameObject)
fn m_score_text(self) -> TextMeshProUGUI
fn set_m_score_text(self, value: TextMeshProUGUI)
fn m_prev_score(self) -> i32
fn set_m_prev_score(self, value: i32)
fn m_config(self) -> DragonRideConfig
fn set_m_config(self, value: DragonRideConfig)
fn m_target_group_resource(self) -> ResourceGameObject
fn set_m_target_group_resource(self, value: ResourceGameObject)
fn m_assist_target_pos_list(self) -> List_1<Vector3>
fn set_m_assist_target_pos_list(self, value: List_1<Vector3>)
fn m_hub_sola_lct(self) -> GameObject
fn set_m_hub_sola_lct(self, value: GameObject)
fn m_is_set_sola_invisible(self) -> bool
fn set_m_is_set_sola_invisible(self, value: bool)
fn m_player_ctrl(self) -> HubPlayerController
fn set_m_player_ctrl(self, value: HubPlayerController)
fn m_walk_through_count(self) -> i32
fn set_m_walk_through_count(self, value: i32)
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.