pub trait IFishingGameSequence: IProcSceneSequence_1<HubSequence> {
Show 212 methods
// Provided methods
fn c_load_object_path(self) -> Array<Il2CppString> { ... }
fn set_c_load_object_path(self, value: Array<Il2CppString>) { ... }
fn m_config_base(self) -> FishingConfig_Base { ... }
fn set_m_config_base(self, value: FishingConfig_Base) { ... }
fn m_config_move_circle(self) -> FishingConfig_MoveCircle { ... }
fn set_m_config_move_circle(self, value: FishingConfig_MoveCircle) { ... }
fn m_config_throw_in(self) -> FishingConfig_ThrowIn { ... }
fn set_m_config_throw_in(self, value: FishingConfig_ThrowIn) { ... }
fn m_config_wait_catch(self) -> FishingConfig_WaitCatch { ... }
fn set_m_config_wait_catch(self, value: FishingConfig_WaitCatch) { ... }
fn m_config_wait_cancel(self) -> FishingConfig_WaitCancel { ... }
fn set_m_config_wait_cancel(self, value: FishingConfig_WaitCancel) { ... }
fn m_config_battle(self) -> FishingConfig_Battle { ... }
fn set_m_config_battle(self, value: FishingConfig_Battle) { ... }
fn m_config_defeat(self) -> FishingConfig_Defeat { ... }
fn set_m_config_defeat(self, value: FishingConfig_Defeat) { ... }
fn m_config_result(self) -> FishingConfig_Result { ... }
fn set_m_config_result(self, value: FishingConfig_Result) { ... }
fn m_player_root(self) -> GameObject { ... }
fn set_m_player_root(self, value: GameObject) { ... }
fn m_player_controller(self) -> HubUnitController { ... }
fn set_m_player_controller(self, value: HubUnitController) { ... }
fn m_hub_look_component(self) -> HubLookAtController { ... }
fn set_m_hub_look_component(self, value: HubLookAtController) { ... }
fn m_player_look_at(self) -> LookAtIK { ... }
fn set_m_player_look_at(self, value: LookAtIK) { ... }
fn m_rod_animator(self) -> Animator { ... }
fn set_m_rod_animator(self, value: Animator) { ... }
fn m_sola(self) -> Character { ... }
fn set_m_sola(self, value: Character) { ... }
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 rod_model_i_ds(self) -> Array<Il2CppString> { ... }
fn set_rod_model_i_ds(self, value: Array<Il2CppString>) { ... }
fn lure_model_i_ds(self) -> Array<Il2CppString> { ... }
fn set_lure_model_i_ds(self, value: Array<Il2CppString>) { ... }
fn m_talker(self) -> GameObject { ... }
fn set_m_talker(self, value: GameObject) { ... }
fn m_talker_chara(self) -> Character { ... }
fn set_m_talker_chara(self, value: Character) { ... }
fn m_talker_rot_test_dir(self) -> f32 { ... }
fn set_m_talker_rot_test_dir(self, value: f32) { ... }
fn m_talker_reset_pos(self) -> Vector3 { ... }
fn set_m_talker_reset_pos(self, value: Vector3) { ... }
fn m_talker_reset_rot(self) -> Quaternion { ... }
fn set_m_talker_reset_rot(self, value: Quaternion) { ... }
fn m_talker_reset_dir(self) -> f32 { ... }
fn set_m_talker_reset_dir(self, value: f32) { ... }
fn m_timer(self) -> f32 { ... }
fn set_m_timer(self, value: f32) { ... }
fn m_reset_pos(self) -> Vector3 { ... }
fn set_m_reset_pos(self, value: Vector3) { ... }
fn m_reset_rot(self) -> Quaternion { ... }
fn set_m_reset_rot(self, value: Quaternion) { ... }
fn m_reset_dir(self) -> f32 { ... }
fn set_m_reset_dir(self, value: f32) { ... }
fn m_camera_obj(self) -> GameObject { ... }
fn set_m_camera_obj(self, value: GameObject) { ... }
fn m_camera_component(self) -> Camera { ... }
fn set_m_camera_component(self, value: Camera) { ... }
fn m_defeat_camera(self) -> GameObject { ... }
fn set_m_defeat_camera(self, value: GameObject) { ... }
fn m_defeat_camera_anim(self) -> Animation { ... }
fn set_m_defeat_camera_anim(self, value: Animation) { ... }
fn m_guide_circle_obj(self) -> GameObject { ... }
fn set_m_guide_circle_obj(self, value: GameObject) { ... }
fn m_guide_effect(self) -> GameObject { ... }
fn set_m_guide_effect(self, value: GameObject) { ... }
fn m_lure_obj(self) -> GameObject { ... }
fn set_m_lure_obj(self, value: GameObject) { ... }
fn m_lure_trans(self) -> Transform { ... }
fn set_m_lure_trans(self, value: Transform) { ... }
fn m_lure_script(self) -> FishingLure { ... }
fn set_m_lure_script(self, value: FishingLure) { ... }
fn m_lure_model(self) -> GameObject { ... }
fn set_m_lure_model(self, value: GameObject) { ... }
fn m_lure_anime(self) -> Animator { ... }
fn set_m_lure_anime(self, value: Animator) { ... }
fn m_image(self) -> GameObject { ... }
fn set_m_image(self, value: GameObject) { ... }
fn m_angle(self) -> InterpolatorFloat { ... }
fn set_m_angle(self, value: InterpolatorFloat) { ... }
fn m_throw_distance(self) -> InterpolatorFloat { ... }
fn set_m_throw_distance(self, value: InterpolatorFloat) { ... }
fn m_is_play_throw_se(self) -> bool { ... }
fn set_m_is_play_throw_se(self, value: bool) { ... }
fn m_is_play_sink_se(self) -> bool { ... }
fn set_m_is_play_sink_se(self, value: bool) { ... }
fn m_is_throw_in_camera_change(self) -> bool { ... }
fn set_m_is_throw_in_camera_change(self, value: bool) { ... }
fn m_reset_distance(self) -> f32 { ... }
fn set_m_reset_distance(self, value: f32) { ... }
fn m_reset_angle(self) -> f32 { ... }
fn set_m_reset_angle(self, value: f32) { ... }
fn m_is_stop_lure(self) -> bool { ... }
fn set_m_is_stop_lure(self, value: bool) { ... }
fn m_past_stick_power(self) -> f32 { ... }
fn set_m_past_stick_power(self, value: f32) { ... }
fn m_lure_base_pos(self) -> Vector3 { ... }
fn set_m_lure_base_pos(self, value: Vector3) { ... }
fn m_stick_wait_timer(self) -> f32 { ... }
fn set_m_stick_wait_timer(self, value: f32) { ... }
fn m_attack_wait_timer(self) -> f32 { ... }
fn set_m_attack_wait_timer(self, value: f32) { ... }
fn m_voice_interval_timer(self) -> f32 { ... }
fn set_m_voice_interval_timer(self, value: f32) { ... }
fn m_battle_radar_obj(self) -> GameObject { ... }
fn set_m_battle_radar_obj(self, value: GameObject) { ... }
fn m_radar_script(self) -> FishingBattleRader { ... }
fn set_m_radar_script(self, value: FishingBattleRader) { ... }
fn m_hit_button_obj(self) -> GameObject { ... }
fn set_m_hit_button_obj(self, value: GameObject) { ... }
fn m_stick_obj(self) -> GameObject { ... }
fn set_m_stick_obj(self, value: GameObject) { ... }
fn m_button_obj(self) -> GameObject { ... }
fn set_m_button_obj(self, value: GameObject) { ... }
fn m_lethal_button_obj(self) -> GameObject { ... }
fn set_m_lethal_button_obj(self, value: GameObject) { ... }
fn m_lethal_button_anime(self) -> Animator { ... }
fn set_m_lethal_button_anime(self, value: Animator) { ... }
fn m_lethal_anime_play_wait(self) -> bool { ... }
fn set_m_lethal_anime_play_wait(self, value: bool) { ... }
fn m_lethal_success_anime_wait(self) -> bool { ... }
fn set_m_lethal_success_anime_wait(self, value: bool) { ... }
fn m_radical_param(self) -> Array<FishingRadicalParamData_RadicalParam> { ... }
fn set_m_radical_param(
self,
value: Array<FishingRadicalParamData_RadicalParam>,
) { ... }
fn m_use_radical_index(self) -> i32 { ... }
fn set_m_use_radical_index(self, value: i32) { ... }
fn m_radical_timer(self) -> f32 { ... }
fn set_m_radical_timer(self, value: f32) { ... }
fn m_alart_se_timer(self) -> f32 { ... }
fn set_m_alart_se_timer(self, value: f32) { ... }
fn m_player_anime_timer(self) -> f32 { ... }
fn set_m_player_anime_timer(self, value: f32) { ... }
fn m_player_state(self) -> FishingGameSequence_FishingAngleState { ... }
fn set_m_player_state(self, value: FishingGameSequence_FishingAngleState) { ... }
fn m_battle_camera_state(self) -> FishingGameSequence_FishingAngleState { ... }
fn set_m_battle_camera_state(
self,
value: FishingGameSequence_FishingAngleState,
) { ... }
fn m_base_camera_angle(self) -> f32 { ... }
fn set_m_base_camera_angle(self, value: f32) { ... }
fn m_is_running_reverse_lerp(self) -> bool { ... }
fn set_m_is_running_reverse_lerp(self, value: bool) { ... }
fn m_fish_obj(self) -> GameObject { ... }
fn set_m_fish_obj(self, value: GameObject) { ... }
fn m_fish_script(self) -> FishingFish { ... }
fn set_m_fish_script(self, value: FishingFish) { ... }
fn m_canvas_root(self) -> GameObject { ... }
fn set_m_canvas_root(self, value: GameObject) { ... }
fn m_fader(self) -> FishingEventFader { ... }
fn set_m_fader(self, value: FishingEventFader) { ... }
fn m_is_pull_stick(self) -> bool { ... }
fn set_m_is_pull_stick(self, value: bool) { ... }
fn m_is_cancel_fade_out(self) -> bool { ... }
fn set_m_is_cancel_fade_out(self, value: bool) { ... }
fn m_is_cancel_fade_in(self) -> bool { ... }
fn set_m_is_cancel_fade_in(self, value: bool) { ... }
fn m_is_select_rod_wait(self) -> bool { ... }
fn set_m_is_select_rod_wait(self, value: bool) { ... }
fn m_fail_type(self) -> FishingGameSequence_AnnounceType { ... }
fn set_m_fail_type(self, value: FishingGameSequence_AnnounceType) { ... }
fn m_throwin_height(self) -> InterpolatorFloat { ... }
fn set_m_throwin_height(self, value: InterpolatorFloat) { ... }
fn m_move_circle_help(self) -> GameObject { ... }
fn set_m_move_circle_help(self, value: GameObject) { ... }
fn m_ripples_root(self) -> GameObject { ... }
fn set_m_ripples_root(self, value: GameObject) { ... }
fn m_ripples(self) -> Array<FishingGameSequence_Ripple> { ... }
fn set_m_ripples(self, value: Array<FishingGameSequence_Ripple>) { ... }
fn m_enable_ripples(self) -> bool { ... }
fn set_m_enable_ripples(self, value: bool) { ... }
fn m_image_render_obj(self) -> GameObject { ... }
fn set_m_image_render_obj(self, value: GameObject) { ... }
fn m_image_render(self) -> FishingCharaImageRender { ... }
fn set_m_image_render(self, value: FishingCharaImageRender) { ... }
fn m_lure_height(self) -> InterpolatorFloat { ... }
fn set_m_lure_height(self, value: InterpolatorFloat) { ... }
fn m_is_assit_battle_start(self) -> bool { ... }
fn set_m_is_assit_battle_start(self, value: bool) { ... }
fn m_assist_pop_up(self) -> GameObject { ... }
fn set_m_assist_pop_up(self, value: GameObject) { ... }
fn m_assist_rect(self) -> RectTransform { ... }
fn set_m_assist_rect(self, value: RectTransform) { ... }
fn m_assist_glitter(self) -> GameObject { ... }
fn set_m_assist_glitter(self, value: GameObject) { ... }
fn m_assist_display_rate_x(self) -> f32 { ... }
fn set_m_assist_display_rate_x(self, value: f32) { ... }
fn m_assist_display_rate_y(self) -> f32 { ... }
fn set_m_assist_display_rate_y(self, value: f32) { ... }
fn m_assist_display_pos(self) -> Vector3 { ... }
fn set_m_assist_display_pos(self, value: Vector3) { ... }
fn m_defeat_frame(self) -> f32 { ... }
fn set_m_defeat_frame(self, value: f32) { ... }
fn m_defeat_fade_length(self) -> f32 { ... }
fn set_m_defeat_fade_length(self, value: f32) { ... }
fn m_is_show_sucess_telop(self) -> bool { ... }
fn set_m_is_show_sucess_telop(self, value: bool) { ... }
fn m_is_start_defeat_fade(self) -> bool { ... }
fn set_m_is_start_defeat_fade(self, value: bool) { ... }
fn m_result_ui(self) -> FishingResultUI { ... }
fn set_m_result_ui(self, value: FishingResultUI) { ... }
fn m_result_glitter(self) -> GameObject { ... }
fn set_m_result_glitter(self, value: GameObject) { ... }
fn m_is_play_result_voice(self) -> bool { ... }
fn set_m_is_play_result_voice(self, value: bool) { ... }
fn m_is_get_bonus(self) -> bool { ... }
fn set_m_is_get_bonus(self, value: bool) { ... }
fn m_assist_level(self) -> i32 { ... }
fn set_m_assist_level(self, value: i32) { ... }
fn m_assist_damage(self) -> f32 { ... }
fn set_m_assist_damage(self, value: f32) { ... }
}Provided Methods§
fn c_load_object_path(self) -> Array<Il2CppString>
fn set_c_load_object_path(self, value: Array<Il2CppString>)
fn m_config_base(self) -> FishingConfig_Base
fn set_m_config_base(self, value: FishingConfig_Base)
fn m_config_move_circle(self) -> FishingConfig_MoveCircle
fn set_m_config_move_circle(self, value: FishingConfig_MoveCircle)
fn m_config_throw_in(self) -> FishingConfig_ThrowIn
fn set_m_config_throw_in(self, value: FishingConfig_ThrowIn)
fn m_config_wait_catch(self) -> FishingConfig_WaitCatch
fn set_m_config_wait_catch(self, value: FishingConfig_WaitCatch)
fn m_config_wait_cancel(self) -> FishingConfig_WaitCancel
fn set_m_config_wait_cancel(self, value: FishingConfig_WaitCancel)
fn m_config_battle(self) -> FishingConfig_Battle
fn set_m_config_battle(self, value: FishingConfig_Battle)
fn m_config_defeat(self) -> FishingConfig_Defeat
fn set_m_config_defeat(self, value: FishingConfig_Defeat)
fn m_config_result(self) -> FishingConfig_Result
fn set_m_config_result(self, value: FishingConfig_Result)
fn m_player_root(self) -> GameObject
fn set_m_player_root(self, value: GameObject)
fn m_player_controller(self) -> HubUnitController
fn set_m_player_controller(self, value: HubUnitController)
fn m_hub_look_component(self) -> HubLookAtController
fn set_m_hub_look_component(self, value: HubLookAtController)
fn m_player_look_at(self) -> LookAtIK
fn set_m_player_look_at(self, value: LookAtIK)
fn m_rod_animator(self) -> Animator
fn set_m_rod_animator(self, value: Animator)
fn m_sola(self) -> Character
fn set_m_sola(self, value: Character)
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 rod_model_i_ds(self) -> Array<Il2CppString>
fn set_rod_model_i_ds(self, value: Array<Il2CppString>)
fn lure_model_i_ds(self) -> Array<Il2CppString>
fn set_lure_model_i_ds(self, value: Array<Il2CppString>)
fn m_talker(self) -> GameObject
fn set_m_talker(self, value: GameObject)
fn m_talker_chara(self) -> Character
fn set_m_talker_chara(self, value: Character)
fn m_talker_rot_test_dir(self) -> f32
fn set_m_talker_rot_test_dir(self, value: f32)
fn m_talker_reset_pos(self) -> Vector3
fn set_m_talker_reset_pos(self, value: Vector3)
fn m_talker_reset_rot(self) -> Quaternion
fn set_m_talker_reset_rot(self, value: Quaternion)
fn m_talker_reset_dir(self) -> f32
fn set_m_talker_reset_dir(self, value: f32)
fn m_timer(self) -> f32
fn set_m_timer(self, value: f32)
fn m_reset_pos(self) -> Vector3
fn set_m_reset_pos(self, value: Vector3)
fn m_reset_rot(self) -> Quaternion
fn set_m_reset_rot(self, value: Quaternion)
fn m_reset_dir(self) -> f32
fn set_m_reset_dir(self, value: f32)
fn m_camera_obj(self) -> GameObject
fn set_m_camera_obj(self, value: GameObject)
fn m_camera_component(self) -> Camera
fn set_m_camera_component(self, value: Camera)
fn m_defeat_camera(self) -> GameObject
fn set_m_defeat_camera(self, value: GameObject)
fn m_defeat_camera_anim(self) -> Animation
fn set_m_defeat_camera_anim(self, value: Animation)
fn m_guide_circle_obj(self) -> GameObject
fn set_m_guide_circle_obj(self, value: GameObject)
fn m_guide_effect(self) -> GameObject
fn set_m_guide_effect(self, value: GameObject)
fn m_lure_obj(self) -> GameObject
fn set_m_lure_obj(self, value: GameObject)
fn m_lure_trans(self) -> Transform
fn set_m_lure_trans(self, value: Transform)
fn m_lure_script(self) -> FishingLure
fn set_m_lure_script(self, value: FishingLure)
fn m_lure_model(self) -> GameObject
fn set_m_lure_model(self, value: GameObject)
fn m_lure_anime(self) -> Animator
fn set_m_lure_anime(self, value: Animator)
fn m_image(self) -> GameObject
fn set_m_image(self, value: GameObject)
fn m_angle(self) -> InterpolatorFloat
fn set_m_angle(self, value: InterpolatorFloat)
fn m_throw_distance(self) -> InterpolatorFloat
fn set_m_throw_distance(self, value: InterpolatorFloat)
fn m_is_play_throw_se(self) -> bool
fn set_m_is_play_throw_se(self, value: bool)
fn m_is_play_sink_se(self) -> bool
fn set_m_is_play_sink_se(self, value: bool)
fn m_is_throw_in_camera_change(self) -> bool
fn set_m_is_throw_in_camera_change(self, value: bool)
fn m_reset_distance(self) -> f32
fn set_m_reset_distance(self, value: f32)
fn m_reset_angle(self) -> f32
fn set_m_reset_angle(self, value: f32)
fn m_is_stop_lure(self) -> bool
fn set_m_is_stop_lure(self, value: bool)
fn m_past_stick_power(self) -> f32
fn set_m_past_stick_power(self, value: f32)
fn m_lure_base_pos(self) -> Vector3
fn set_m_lure_base_pos(self, value: Vector3)
fn m_stick_wait_timer(self) -> f32
fn set_m_stick_wait_timer(self, value: f32)
fn m_attack_wait_timer(self) -> f32
fn set_m_attack_wait_timer(self, value: f32)
fn m_voice_interval_timer(self) -> f32
fn set_m_voice_interval_timer(self, value: f32)
fn m_battle_radar_obj(self) -> GameObject
fn set_m_battle_radar_obj(self, value: GameObject)
fn m_radar_script(self) -> FishingBattleRader
fn set_m_radar_script(self, value: FishingBattleRader)
fn m_stick_obj(self) -> GameObject
fn set_m_stick_obj(self, value: GameObject)
fn m_lethal_anime_play_wait(self) -> bool
fn set_m_lethal_anime_play_wait(self, value: bool)
fn m_lethal_success_anime_wait(self) -> bool
fn set_m_lethal_success_anime_wait(self, value: bool)
fn m_radical_param(self) -> Array<FishingRadicalParamData_RadicalParam>
fn set_m_radical_param(self, value: Array<FishingRadicalParamData_RadicalParam>)
fn m_use_radical_index(self) -> i32
fn set_m_use_radical_index(self, value: i32)
fn m_radical_timer(self) -> f32
fn set_m_radical_timer(self, value: f32)
fn m_alart_se_timer(self) -> f32
fn set_m_alart_se_timer(self, value: f32)
fn m_player_anime_timer(self) -> f32
fn set_m_player_anime_timer(self, value: f32)
fn m_player_state(self) -> FishingGameSequence_FishingAngleState
fn set_m_player_state(self, value: FishingGameSequence_FishingAngleState)
fn m_battle_camera_state(self) -> FishingGameSequence_FishingAngleState
fn set_m_battle_camera_state(self, value: FishingGameSequence_FishingAngleState)
fn m_base_camera_angle(self) -> f32
fn set_m_base_camera_angle(self, value: f32)
fn m_is_running_reverse_lerp(self) -> bool
fn set_m_is_running_reverse_lerp(self, value: bool)
fn m_fish_obj(self) -> GameObject
fn set_m_fish_obj(self, value: GameObject)
fn m_fish_script(self) -> FishingFish
fn set_m_fish_script(self, value: FishingFish)
fn m_canvas_root(self) -> GameObject
fn set_m_canvas_root(self, value: GameObject)
fn m_fader(self) -> FishingEventFader
fn set_m_fader(self, value: FishingEventFader)
fn m_is_pull_stick(self) -> bool
fn set_m_is_pull_stick(self, value: bool)
fn m_is_cancel_fade_out(self) -> bool
fn set_m_is_cancel_fade_out(self, value: bool)
fn m_is_cancel_fade_in(self) -> bool
fn set_m_is_cancel_fade_in(self, value: bool)
fn m_is_select_rod_wait(self) -> bool
fn set_m_is_select_rod_wait(self, value: bool)
fn m_fail_type(self) -> FishingGameSequence_AnnounceType
fn set_m_fail_type(self, value: FishingGameSequence_AnnounceType)
fn m_throwin_height(self) -> InterpolatorFloat
fn set_m_throwin_height(self, value: InterpolatorFloat)
fn m_move_circle_help(self) -> GameObject
fn set_m_move_circle_help(self, value: GameObject)
fn m_ripples_root(self) -> GameObject
fn set_m_ripples_root(self, value: GameObject)
fn m_ripples(self) -> Array<FishingGameSequence_Ripple>
fn set_m_ripples(self, value: Array<FishingGameSequence_Ripple>)
fn m_enable_ripples(self) -> bool
fn set_m_enable_ripples(self, value: bool)
fn m_image_render_obj(self) -> GameObject
fn set_m_image_render_obj(self, value: GameObject)
fn m_image_render(self) -> FishingCharaImageRender
fn set_m_image_render(self, value: FishingCharaImageRender)
fn m_lure_height(self) -> InterpolatorFloat
fn set_m_lure_height(self, value: InterpolatorFloat)
fn m_is_assit_battle_start(self) -> bool
fn set_m_is_assit_battle_start(self, value: bool)
fn m_assist_pop_up(self) -> GameObject
fn set_m_assist_pop_up(self, value: GameObject)
fn m_assist_rect(self) -> RectTransform
fn set_m_assist_rect(self, value: RectTransform)
fn m_assist_glitter(self) -> GameObject
fn set_m_assist_glitter(self, value: GameObject)
fn m_assist_display_rate_x(self) -> f32
fn set_m_assist_display_rate_x(self, value: f32)
fn m_assist_display_rate_y(self) -> f32
fn set_m_assist_display_rate_y(self, value: f32)
fn m_assist_display_pos(self) -> Vector3
fn set_m_assist_display_pos(self, value: Vector3)
fn m_defeat_frame(self) -> f32
fn set_m_defeat_frame(self, value: f32)
fn m_defeat_fade_length(self) -> f32
fn set_m_defeat_fade_length(self, value: f32)
fn m_is_show_sucess_telop(self) -> bool
fn set_m_is_show_sucess_telop(self, value: bool)
fn m_is_start_defeat_fade(self) -> bool
fn set_m_is_start_defeat_fade(self, value: bool)
fn m_result_ui(self) -> FishingResultUI
fn set_m_result_ui(self, value: FishingResultUI)
fn m_result_glitter(self) -> GameObject
fn set_m_result_glitter(self, value: GameObject)
fn m_is_play_result_voice(self) -> bool
fn set_m_is_play_result_voice(self, value: bool)
fn m_is_get_bonus(self) -> bool
fn set_m_is_get_bonus(self, value: bool)
fn m_assist_level(self) -> i32
fn set_m_assist_level(self, value: i32)
fn m_assist_damage(self) -> f32
fn set_m_assist_damage(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.