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IEffectDataMethods

Trait IEffectDataMethods 

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pub trait IEffectDataMethods: IEffectData {
Show 25 methods // Provided methods fn get_eid(self) -> Il2CppString { ... } fn set_eid(self, value: impl Into<Il2CppString>) { ... } fn get_file_path(self) -> Il2CppString { ... } fn set_file_path(self, value: impl Into<Il2CppString>) { ... } fn get_sound_label(self) -> Il2CppString { ... } fn set_sound_label(self, value: impl Into<Il2CppString>) { ... } fn get_type(self) -> EffectData_Types { ... } fn set_type(self, value: impl Into<EffectData_Types>) { ... } fn get_delay_time(self) -> f32 { ... } fn set_delay_time(self, value: impl Into<f32>) { ... } fn get_wait_time(self) -> f32 { ... } fn set_wait_time(self, value: impl Into<f32>) { ... } fn get_shake_time(self) -> f32 { ... } fn set_shake_time(self, value: impl Into<f32>) { ... } fn get_shake_magnitude(self) -> f32 { ... } fn set_shake_magnitude(self, value: impl Into<f32>) { ... } fn get_resident(self) -> EffectData_Residents { ... } fn set_resident(self, value: impl Into<EffectData_Residents>) { ... } fn on_build(self) { ... } fn get_debug_name(self) -> Il2CppString { ... } fn get_path(self, mode: impl Into<EffectData_Modes>) -> Il2CppString { ... } fn play_combat(self, parent: impl Into<GameObject>) -> ResourceObject { ... } fn play_bmap(self, parent: impl Into<GameObject>) -> ResourceObject { ... } fn play( self, mode: impl Into<EffectData_Modes>, parent: impl Into<GameObject>, delay_time: impl Into<f32>, ) -> ResourceObject { ... } fn ctor(self) { ... }
}

Provided Methods§

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fn get_eid(self) -> Il2CppString

get_Eid() overload

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fn set_eid(self, value: impl Into<Il2CppString>)

set_Eid(::unity::Il2CppString) overload

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fn get_file_path(self) -> Il2CppString

get_FilePath() overload

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fn set_file_path(self, value: impl Into<Il2CppString>)

set_FilePath(::unity::Il2CppString) overload

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fn get_sound_label(self) -> Il2CppString

get_SoundLabel() overload

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fn set_sound_label(self, value: impl Into<Il2CppString>)

set_SoundLabel(::unity::Il2CppString) overload

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fn get_type(self) -> EffectData_Types

get_Type() overload

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fn set_type(self, value: impl Into<EffectData_Types>)

set_Type(crate::app::effectdata::EffectData_Types) overload

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fn get_delay_time(self) -> f32

get_DelayTime() overload

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fn set_delay_time(self, value: impl Into<f32>)

set_DelayTime(f32) overload

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fn get_wait_time(self) -> f32

get_WaitTime() overload

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fn set_wait_time(self, value: impl Into<f32>)

set_WaitTime(f32) overload

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fn get_shake_time(self) -> f32

get_ShakeTime() overload

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fn set_shake_time(self, value: impl Into<f32>)

set_ShakeTime(f32) overload

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fn get_shake_magnitude(self) -> f32

get_ShakeMagnitude() overload

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fn set_shake_magnitude(self, value: impl Into<f32>)

set_ShakeMagnitude(f32) overload

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fn get_resident(self) -> EffectData_Residents

get_Resident() overload

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fn set_resident(self, value: impl Into<EffectData_Residents>)

set_Resident(crate::app::effectdata::EffectData_Residents) overload

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fn on_build(self)

OnBuild() overload

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fn get_debug_name(self) -> Il2CppString

GetDebugName() overload

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fn get_path(self, mode: impl Into<EffectData_Modes>) -> Il2CppString

GetPath(crate::app::effectdata::EffectData_Modes) overload

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fn play_combat(self, parent: impl Into<GameObject>) -> ResourceObject

PlayCombat(crate::unity_engine::gameobject::GameObject) overload

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fn play_bmap(self, parent: impl Into<GameObject>) -> ResourceObject

PlayBmap(crate::unity_engine::gameobject::GameObject) overload

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fn play( self, mode: impl Into<EffectData_Modes>, parent: impl Into<GameObject>, delay_time: impl Into<f32>, ) -> ResourceObject

Play(crate::app::effectdata::EffectData_Modes, crate::unity_engine::gameobject::GameObject, f32) overload

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fn ctor(self)

.ctor() 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§

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impl<__T: IEffectData> IEffectDataMethods for __T

Available on crate feature app-effectdata only.