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IFishingConfig_Battle

Trait IFishingConfig_Battle 

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pub trait IFishingConfig_Battle: IMonoBehaviour {
Show 60 methods // Provided methods fn m_battle_camera(self) -> FixCameraConfig { ... } fn set_m_battle_camera(self, value: FixCameraConfig) { ... } fn m_battle_camera_angle_border(self) -> Array<f32> { ... } fn set_m_battle_camera_angle_border(self, value: Array<f32>) { ... } fn m_battle_camera_angle_limit(self) -> Array<f32> { ... } fn set_m_battle_camera_angle_limit(self, value: Array<f32>) { ... } fn m_battle_camera_lerp_count(self) -> i32 { ... } fn set_m_battle_camera_lerp_count(self, value: i32) { ... } fn m_battle_camera_reverse_lerp_count(self) -> i32 { ... } fn set_m_battle_camera_reverse_lerp_count(self, value: i32) { ... } fn m_hit_popup_time_second(self) -> f32 { ... } fn set_m_hit_popup_time_second(self, value: f32) { ... } fn m_ready_lethal_second(self) -> f32 { ... } fn set_m_ready_lethal_second(self, value: f32) { ... } fn m_lethal_time_second(self) -> f32 { ... } fn set_m_lethal_time_second(self, value: f32) { ... } fn m_lethal_increase(self) -> f32 { ... } fn set_m_lethal_increase(self, value: f32) { ... } fn m_lethal_decrease(self) -> f32 { ... } fn set_m_lethal_decrease(self, value: f32) { ... } fn m_attack_power(self) -> f32 { ... } fn set_m_attack_power(self, value: f32) { ... } fn m_stick_wait_frame_at_attack(self) -> f32 { ... } fn set_m_stick_wait_frame_at_attack(self, value: f32) { ... } fn m_at_attack_wait_frame_at_stick(self) -> f32 { ... } fn set_m_at_attack_wait_frame_at_stick(self, value: f32) { ... } fn m_angle_border(self) -> FishingConfig_Battle_AngleBorder { ... } fn set_m_angle_border(self, value: FishingConfig_Battle_AngleBorder) { ... } fn m_radar_angle(self) -> f32 { ... } fn set_m_radar_angle(self, value: f32) { ... } fn m_radar_shadow_scale(self) -> f32 { ... } fn set_m_radar_shadow_scale(self, value: f32) { ... } fn m_radar_distance_max(self) -> f32 { ... } fn set_m_radar_distance_max(self, value: f32) { ... } fn m_radar_distance_min(self) -> f32 { ... } fn set_m_radar_distance_min(self, value: f32) { ... } fn m_radar_escape_rate(self) -> f32 { ... } fn set_m_radar_escape_rate(self, value: f32) { ... } fn m_radar_stop_counter_rate(self) -> f32 { ... } fn set_m_radar_stop_counter_rate(self, value: f32) { ... } fn m_fish_escape_sec(self) -> f32 { ... } fn set_m_fish_escape_sec(self, value: f32) { ... } fn m_min_fish_counter_time(self) -> f32 { ... } fn set_m_min_fish_counter_time(self, value: f32) { ... } fn m_force_counter_time(self) -> f32 { ... } fn set_m_force_counter_time(self, value: f32) { ... } fn m_lethal_recovery_hp_percent(self) -> f32 { ... } fn set_m_lethal_recovery_hp_percent(self, value: f32) { ... } fn m_hp_gauge_move_wait(self) -> f32 { ... } fn set_m_hp_gauge_move_wait(self, value: f32) { ... } fn m_hp_gauge_move_speed(self) -> f32 { ... } fn set_m_hp_gauge_move_speed(self, value: f32) { ... } fn m_first_attack_damage_rate(self) -> f32 { ... } fn set_m_first_attack_damage_rate(self, value: f32) { ... } fn m_assist_show_sec(self) -> f32 { ... } fn set_m_assist_show_sec(self, value: f32) { ... } fn m_battle_splash_interval(self) -> f32 { ... } fn set_m_battle_splash_interval(self, value: f32) { ... } fn m_battle_counter_splash_interval(self) -> f32 { ... } fn set_m_battle_counter_splash_interval(self, value: f32) { ... }
}

Provided Methods§

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fn m_battle_camera(self) -> FixCameraConfig

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fn set_m_battle_camera(self, value: FixCameraConfig)

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fn m_battle_camera_angle_border(self) -> Array<f32>

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fn set_m_battle_camera_angle_border(self, value: Array<f32>)

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fn m_battle_camera_angle_limit(self) -> Array<f32>

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fn set_m_battle_camera_angle_limit(self, value: Array<f32>)

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fn m_battle_camera_lerp_count(self) -> i32

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fn set_m_battle_camera_lerp_count(self, value: i32)

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fn m_battle_camera_reverse_lerp_count(self) -> i32

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fn set_m_battle_camera_reverse_lerp_count(self, value: i32)

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fn m_hit_popup_time_second(self) -> f32

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fn set_m_hit_popup_time_second(self, value: f32)

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fn m_ready_lethal_second(self) -> f32

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fn set_m_ready_lethal_second(self, value: f32)

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fn m_lethal_time_second(self) -> f32

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fn set_m_lethal_time_second(self, value: f32)

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fn m_lethal_increase(self) -> f32

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fn set_m_lethal_increase(self, value: f32)

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fn m_lethal_decrease(self) -> f32

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fn set_m_lethal_decrease(self, value: f32)

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fn m_attack_power(self) -> f32

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fn set_m_attack_power(self, value: f32)

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fn m_stick_wait_frame_at_attack(self) -> f32

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fn set_m_stick_wait_frame_at_attack(self, value: f32)

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fn m_at_attack_wait_frame_at_stick(self) -> f32

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fn set_m_at_attack_wait_frame_at_stick(self, value: f32)

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fn m_angle_border(self) -> FishingConfig_Battle_AngleBorder

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fn set_m_angle_border(self, value: FishingConfig_Battle_AngleBorder)

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fn m_radar_angle(self) -> f32

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fn set_m_radar_angle(self, value: f32)

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fn m_radar_shadow_scale(self) -> f32

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fn set_m_radar_shadow_scale(self, value: f32)

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fn m_radar_distance_max(self) -> f32

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fn set_m_radar_distance_max(self, value: f32)

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fn m_radar_distance_min(self) -> f32

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fn set_m_radar_distance_min(self, value: f32)

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fn m_radar_escape_rate(self) -> f32

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fn set_m_radar_escape_rate(self, value: f32)

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fn m_radar_stop_counter_rate(self) -> f32

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fn set_m_radar_stop_counter_rate(self, value: f32)

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fn m_fish_escape_sec(self) -> f32

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fn set_m_fish_escape_sec(self, value: f32)

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fn m_min_fish_counter_time(self) -> f32

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fn set_m_min_fish_counter_time(self, value: f32)

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fn m_force_counter_time(self) -> f32

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fn set_m_force_counter_time(self, value: f32)

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fn m_lethal_recovery_hp_percent(self) -> f32

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fn set_m_lethal_recovery_hp_percent(self, value: f32)

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fn m_hp_gauge_move_wait(self) -> f32

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fn set_m_hp_gauge_move_wait(self, value: f32)

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fn m_hp_gauge_move_speed(self) -> f32

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fn set_m_hp_gauge_move_speed(self, value: f32)

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fn m_first_attack_damage_rate(self) -> f32

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fn set_m_first_attack_damage_rate(self, value: f32)

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fn m_assist_show_sec(self) -> f32

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fn set_m_assist_show_sec(self, value: f32)

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fn m_battle_splash_interval(self) -> f32

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fn set_m_battle_splash_interval(self, value: f32)

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fn m_battle_counter_splash_interval(self) -> f32

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fn set_m_battle_counter_splash_interval(self, value: f32)

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§