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IEndRollSetter

Trait IEndRollSetter 

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pub trait IEndRollSetter: IMonoBehaviour {
Show 58 methods // Provided methods fn picture_side0(self) -> Image { ... } fn set_picture_side0(self, value: Image) { ... } fn picture_side1(self) -> Image { ... } fn set_picture_side1(self, value: Image) { ... } fn picture_large(self) -> Image { ... } fn set_picture_large(self, value: Image) { ... } fn credit_root(self) -> GameObject { ... } fn set_credit_root(self, value: GameObject) { ... } fn prefab_title_position(self) -> GameObject { ... } fn set_prefab_title_position(self, value: GameObject) { ... } fn prefab_title_company(self) -> GameObject { ... } fn set_prefab_title_company(self, value: GameObject) { ... } fn prefab1_lines(self) -> GameObject { ... } fn set_prefab1_lines(self, value: GameObject) { ... } fn prefab2_lines(self) -> GameObject { ... } fn set_prefab2_lines(self, value: GameObject) { ... } fn prefab3_lines(self) -> GameObject { ... } fn set_prefab3_lines(self, value: GameObject) { ... } fn prefab_voice_actor(self) -> GameObject { ... } fn set_prefab_voice_actor(self, value: GameObject) { ... } fn m_pictures(self) -> SpriteAtlas { ... } fn set_m_pictures(self, value: SpriteAtlas) { ... } fn m_start_pos(self) -> f32 { ... } fn set_m_start_pos(self, value: f32) { ... } fn m_illust_fade_time(self) -> f32 { ... } fn set_m_illust_fade_time(self, value: f32) { ... } fn m_scroll_time(self) -> f32 { ... } fn set_m_scroll_time(self, value: f32) { ... } fn m_wait_time_after_stop(self) -> f32 { ... } fn set_m_wait_time_after_stop(self, value: f32) { ... } fn m_fade_out_time(self) -> f32 { ... } fn set_m_fade_out_time(self, value: f32) { ... } fn m_last_pic_wait_time(self) -> f32 { ... } fn set_m_last_pic_wait_time(self, value: f32) { ... } fn m_last_pic_fade_in(self) -> f32 { ... } fn set_m_last_pic_fade_in(self, value: f32) { ... } fn m_last_pic_display(self) -> f32 { ... } fn set_m_last_pic_display(self, value: f32) { ... } fn m_last_pic_fade_out(self) -> f32 { ... } fn set_m_last_pic_fade_out(self, value: f32) { ... } fn m_scrolled_time(self) -> f32 { ... } fn set_m_scrolled_time(self, value: f32) { ... } fn m_scroll_length(self) -> f32 { ... } fn set_m_scroll_length(self, value: f32) { ... } fn m_last_object(self) -> GameObject { ... } fn set_m_last_object(self, value: GameObject) { ... } fn m_credit_list(self) -> List_1<RectTransform> { ... } fn set_m_credit_list(self, value: List_1<RectTransform>) { ... } fn m_illust_list(self) -> List_1<i32> { ... } fn set_m_illust_list(self, value: List_1<i32>) { ... } fn m_illust_fade(self) -> f32 { ... } fn set_m_illust_fade(self, value: f32) { ... } fn m_start_time(self) -> f64 { ... } fn set_m_start_time(self, value: f64) { ... } fn m_phase(self) -> i32 { ... } fn set_m_phase(self, value: i32) { ... } fn seq_illust(self) -> Array<i32> { ... } fn set_seq_illust(self, value: Array<i32>) { ... }
}

Provided Methods§

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fn picture_side0(self) -> Image

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fn set_picture_side0(self, value: Image)

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fn picture_side1(self) -> Image

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fn set_picture_side1(self, value: Image)

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fn picture_large(self) -> Image

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fn set_picture_large(self, value: Image)

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fn credit_root(self) -> GameObject

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fn set_credit_root(self, value: GameObject)

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fn prefab_title_position(self) -> GameObject

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fn set_prefab_title_position(self, value: GameObject)

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fn prefab_title_company(self) -> GameObject

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fn set_prefab_title_company(self, value: GameObject)

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fn prefab1_lines(self) -> GameObject

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fn set_prefab1_lines(self, value: GameObject)

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fn prefab2_lines(self) -> GameObject

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fn set_prefab2_lines(self, value: GameObject)

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fn prefab3_lines(self) -> GameObject

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fn set_prefab3_lines(self, value: GameObject)

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fn prefab_voice_actor(self) -> GameObject

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fn set_prefab_voice_actor(self, value: GameObject)

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fn m_pictures(self) -> SpriteAtlas

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fn set_m_pictures(self, value: SpriteAtlas)

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fn m_start_pos(self) -> f32

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fn set_m_start_pos(self, value: f32)

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fn m_illust_fade_time(self) -> f32

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fn set_m_illust_fade_time(self, value: f32)

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fn m_scroll_time(self) -> f32

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fn set_m_scroll_time(self, value: f32)

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fn m_wait_time_after_stop(self) -> f32

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fn set_m_wait_time_after_stop(self, value: f32)

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fn m_fade_out_time(self) -> f32

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fn set_m_fade_out_time(self, value: f32)

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fn m_last_pic_wait_time(self) -> f32

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fn set_m_last_pic_wait_time(self, value: f32)

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fn m_last_pic_fade_in(self) -> f32

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fn set_m_last_pic_fade_in(self, value: f32)

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fn m_last_pic_display(self) -> f32

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fn set_m_last_pic_display(self, value: f32)

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fn m_last_pic_fade_out(self) -> f32

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fn set_m_last_pic_fade_out(self, value: f32)

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fn m_scrolled_time(self) -> f32

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fn set_m_scrolled_time(self, value: f32)

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fn m_scroll_length(self) -> f32

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fn set_m_scroll_length(self, value: f32)

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fn m_last_object(self) -> GameObject

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fn set_m_last_object(self, value: GameObject)

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fn m_credit_list(self) -> List_1<RectTransform>

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fn set_m_credit_list(self, value: List_1<RectTransform>)

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fn m_illust_list(self) -> List_1<i32>

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fn set_m_illust_list(self, value: List_1<i32>)

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fn m_illust_fade(self) -> f32

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fn set_m_illust_fade(self, value: f32)

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fn m_start_time(self) -> f64

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fn set_m_start_time(self, value: f64)

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fn m_phase(self) -> i32

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fn set_m_phase(self, value: i32)

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fn seq_illust(self) -> Array<i32>

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fn set_seq_illust(self, value: Array<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.

Implementors§