pub trait IFieldBgmManagerMethods: IFieldBgmManager {
Show 33 methods
// Provided methods
fn ctor(self, snd_mgr: impl Into<SoundManager>) { ... }
fn is_set_phase_bgm(self) -> bool { ... }
fn init(self) { ... }
fn final(self, fade_msec: impl Into<i32>) { ... }
fn reset(
self,
fade_msec: impl Into<i32>,
is_reset_restore_data: impl Into<bool>,
) { ... }
fn start_special_battle_bgm_continue_turn(self) { ... }
fn set_special_battle_bgm_continue_turn_for_rewind(
self,
turn: impl Into<i32>,
) { ... }
fn set_phase_bgm(
self,
chapter: impl Into<ChapterData>,
is_encount: impl Into<bool>,
) { ... }
fn restore_phase_bgm(self) { ... }
fn set_phase_bgm_2(
self,
player_bgm_event_name: impl Into<Il2CppString>,
enemy_bgm_event_name: impl Into<Il2CppString>,
ally_bgm_event_name: impl Into<Il2CppString>,
) -> bool { ... }
fn serialize(self, stream: impl Into<Stream_2>) { ... }
fn deserialize(self, stream: impl Into<Stream_2>) { ... }
fn tick(self) { ... }
fn play_bgm(self, force_type: impl Into<Force_Type>) { ... }
fn stop_bgm(self, fade_msec: impl Into<i32>) { ... }
fn pause_bgm(self, fade_msec: impl Into<i32>) { ... }
fn resume_bgm(self, fade_msec: impl Into<i32>) { ... }
fn set_bgm_volume(self, vol: impl Into<f32>, fade_msec: impl Into<i32>) { ... }
fn change_force_type(
self,
force_type: impl Into<Force_Type>,
super_: impl Into<ProcInst>,
is_turn_elapsed: impl Into<bool>,
) { ... }
fn change_force_type_imm(self, force_type: impl Into<Force_Type>) { ... }
fn play_special_battle_bgm(self, event_name: impl Into<Il2CppString>) { ... }
fn pause_special_battle_bgm(self, event_name: impl Into<Il2CppString>) { ... }
fn stop_special_battle_bgm(self, event_name: impl Into<Il2CppString>) { ... }
fn is_special_battle_bgm_exist(
self,
event_name: impl Into<Il2CppString>,
) -> bool { ... }
fn set_war_situation_param(self, value_name: impl Into<Il2CppString>) { ... }
fn restore_war_situation_param(self) { ... }
fn set_first_played_flag(self) { ... }
fn clear_bgm(self, fade_msec: impl Into<i32>) { ... }
fn get_state_group_name(self) -> Il2CppString { ... }
fn play_bgm_2(self, bgm_handle_name: impl Into<Il2CppString>) { ... }
fn stop_bgm_2(
self,
bgm_handle_name: impl Into<Il2CppString>,
fade_msec: impl Into<i32>,
) { ... }
fn pause_bgm_2(
self,
bgm_handle_name: impl Into<Il2CppString>,
fade_msec: impl Into<i32>,
) { ... }
fn resume_bgm_2(
self,
bgm_handle_name: impl Into<Il2CppString>,
fade_msec: impl Into<i32>,
isfade_msec_by_manual: impl Into<bool>,
) { ... }
}Provided Methods§
Sourcefn ctor(self, snd_mgr: impl Into<SoundManager>)
fn ctor(self, snd_mgr: impl Into<SoundManager>)
.ctor(crate::app::soundmanager::SoundManager) overload
Sourcefn is_set_phase_bgm(self) -> bool
fn is_set_phase_bgm(self) -> bool
IsSetPhaseBgm() overload
Sourcefn reset(
self,
fade_msec: impl Into<i32>,
is_reset_restore_data: impl Into<bool>,
)
fn reset( self, fade_msec: impl Into<i32>, is_reset_restore_data: impl Into<bool>, )
Reset(i32, bool) overload
Sourcefn start_special_battle_bgm_continue_turn(self)
fn start_special_battle_bgm_continue_turn(self)
StartSpecialBattleBgmContinueTurn() overload
Sourcefn set_special_battle_bgm_continue_turn_for_rewind(self, turn: impl Into<i32>)
fn set_special_battle_bgm_continue_turn_for_rewind(self, turn: impl Into<i32>)
SetSpecialBattleBgmContinueTurnForRewind(i32) overload
Sourcefn set_phase_bgm(
self,
chapter: impl Into<ChapterData>,
is_encount: impl Into<bool>,
)
fn set_phase_bgm( self, chapter: impl Into<ChapterData>, is_encount: impl Into<bool>, )
SetPhaseBgm(crate::app::chapterdata::ChapterData, bool) overload
Sourcefn restore_phase_bgm(self)
fn restore_phase_bgm(self)
RestorePhaseBgm() overload
Sourcefn set_phase_bgm_2(
self,
player_bgm_event_name: impl Into<Il2CppString>,
enemy_bgm_event_name: impl Into<Il2CppString>,
ally_bgm_event_name: impl Into<Il2CppString>,
) -> bool
fn set_phase_bgm_2( self, player_bgm_event_name: impl Into<Il2CppString>, enemy_bgm_event_name: impl Into<Il2CppString>, ally_bgm_event_name: impl Into<Il2CppString>, ) -> bool
SetPhaseBgm(::unity::Il2CppString, ::unity::Il2CppString, ::unity::Il2CppString) overload
Sourcefn serialize(self, stream: impl Into<Stream_2>)
fn serialize(self, stream: impl Into<Stream_2>)
Serialize(crate::app::stream_2::Stream_2) overload
Sourcefn deserialize(self, stream: impl Into<Stream_2>)
fn deserialize(self, stream: impl Into<Stream_2>)
Deserialize(crate::app::stream_2::Stream_2) overload
Sourcefn play_bgm(self, force_type: impl Into<Force_Type>)
fn play_bgm(self, force_type: impl Into<Force_Type>)
PlayBgm(crate::app::force::Force_Type) overload
Sourcefn resume_bgm(self, fade_msec: impl Into<i32>)
fn resume_bgm(self, fade_msec: impl Into<i32>)
ResumeBgm(i32) overload
Sourcefn set_bgm_volume(self, vol: impl Into<f32>, fade_msec: impl Into<i32>)
fn set_bgm_volume(self, vol: impl Into<f32>, fade_msec: impl Into<i32>)
SetBgmVolume(f32, i32) overload
Sourcefn change_force_type(
self,
force_type: impl Into<Force_Type>,
super_: impl Into<ProcInst>,
is_turn_elapsed: impl Into<bool>,
)
fn change_force_type( self, force_type: impl Into<Force_Type>, super_: impl Into<ProcInst>, is_turn_elapsed: impl Into<bool>, )
ChangeForceType(crate::app::force::Force_Type, crate::app::procinst::ProcInst, bool) overload
Sourcefn change_force_type_imm(self, force_type: impl Into<Force_Type>)
fn change_force_type_imm(self, force_type: impl Into<Force_Type>)
ChangeForceTypeImm(crate::app::force::Force_Type) overload
Sourcefn play_special_battle_bgm(self, event_name: impl Into<Il2CppString>)
fn play_special_battle_bgm(self, event_name: impl Into<Il2CppString>)
PlaySpecialBattleBgm(::unity::Il2CppString) overload
Sourcefn pause_special_battle_bgm(self, event_name: impl Into<Il2CppString>)
fn pause_special_battle_bgm(self, event_name: impl Into<Il2CppString>)
PauseSpecialBattleBgm(::unity::Il2CppString) overload
Sourcefn stop_special_battle_bgm(self, event_name: impl Into<Il2CppString>)
fn stop_special_battle_bgm(self, event_name: impl Into<Il2CppString>)
StopSpecialBattleBgm(::unity::Il2CppString) overload
Sourcefn is_special_battle_bgm_exist(
self,
event_name: impl Into<Il2CppString>,
) -> bool
fn is_special_battle_bgm_exist( self, event_name: impl Into<Il2CppString>, ) -> bool
IsSpecialBattleBgmExist(::unity::Il2CppString) overload
Sourcefn set_war_situation_param(self, value_name: impl Into<Il2CppString>)
fn set_war_situation_param(self, value_name: impl Into<Il2CppString>)
SetWarSituationParam(::unity::Il2CppString) overload
Sourcefn restore_war_situation_param(self)
fn restore_war_situation_param(self)
RestoreWarSituationParam() overload
Sourcefn set_first_played_flag(self)
fn set_first_played_flag(self)
SetFirstPlayedFlag() overload
Sourcefn get_state_group_name(self) -> Il2CppString
fn get_state_group_name(self) -> Il2CppString
GetStateGroupName() overload
Sourcefn play_bgm_2(self, bgm_handle_name: impl Into<Il2CppString>)
fn play_bgm_2(self, bgm_handle_name: impl Into<Il2CppString>)
PlayBgm(::unity::Il2CppString) overload
Sourcefn stop_bgm_2(
self,
bgm_handle_name: impl Into<Il2CppString>,
fade_msec: impl Into<i32>,
)
fn stop_bgm_2( self, bgm_handle_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, )
StopBgm(::unity::Il2CppString, i32) overload
Sourcefn pause_bgm_2(
self,
bgm_handle_name: impl Into<Il2CppString>,
fade_msec: impl Into<i32>,
)
fn pause_bgm_2( self, bgm_handle_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, )
PauseBgm(::unity::Il2CppString, i32) overload
Sourcefn resume_bgm_2(
self,
bgm_handle_name: impl Into<Il2CppString>,
fade_msec: impl Into<i32>,
isfade_msec_by_manual: impl Into<bool>,
)
fn resume_bgm_2( self, bgm_handle_name: impl Into<Il2CppString>, fade_msec: impl Into<i32>, isfade_msec_by_manual: impl Into<bool>, )
ResumeBgm(::unity::Il2CppString, i32, bool) 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: IFieldBgmManager> IFieldBgmManagerMethods for __T
app-fieldbgmmanager only.