pub trait IGmapSequence: IProcSceneSequence_1<GmapSequence> {
Show 76 methods
// Provided methods
fn m_now_spot(self) -> GmapSpot { ... }
fn set_m_now_spot(self, value: GmapSpot) { ... }
fn m_changing_spot(self) -> GmapSpot { ... }
fn set_m_changing_spot(self, value: GmapSpot) { ... }
fn m_changing_path(self) -> GameObject { ... }
fn set_m_changing_path(self, value: GameObject) { ... }
fn m_dispos_spot(self) -> GmapSpot { ... }
fn set_m_dispos_spot(self, value: GmapSpot) { ... }
fn m_gmap_camera(self) -> GmapCamera { ... }
fn set_m_gmap_camera(self, value: GmapCamera) { ... }
fn m_path_controller(self) -> GmapCinemachineController { ... }
fn set_m_path_controller(self, value: GmapCinemachineController) { ... }
fn m_virtual_sphere(self) -> GameObject { ... }
fn set_m_virtual_sphere(self, value: GameObject) { ... }
fn m_whole_map(self) -> GmapWholeMapController { ... }
fn set_m_whole_map(self, value: GmapWholeMapController) { ... }
fn m_map_info(self) -> GmapMapInfoContent { ... }
fn set_m_map_info(self, value: GmapMapInfoContent) { ... }
fn m_encount_icon_root(self) -> EncountIconRoot { ... }
fn set_m_encount_icon_root(self, value: EncountIconRoot) { ... }
fn m_is_move_forward(self) -> bool { ... }
fn set_m_is_move_forward(self, value: bool) { ... }
fn m_next_spot(self) -> GmapSpot { ... }
fn set_m_next_spot(self, value: GmapSpot) { ... }
fn m_prev_spot(self) -> GmapSpot { ... }
fn set_m_prev_spot(self, value: GmapSpot) { ... }
fn m_paths(self) -> GameObject { ... }
fn set_m_paths(self, value: GameObject) { ... }
fn m_path_collection(self) -> GmapPathCollection { ... }
fn set_m_path_collection(self, value: GmapPathCollection) { ... }
fn m_auto_move_routes(self) -> List_1<GmapSpot> { ... }
fn set_m_auto_move_routes(self, value: List_1<GmapSpot>) { ... }
fn m_appeared_spot_list(self) -> List_1<GmapSpot> { ... }
fn set_m_appeared_spot_list(self, value: List_1<GmapSpot>) { ... }
fn m_is_appeared_encount(self) -> bool { ... }
fn set_m_is_appeared_encount(self, value: bool) { ... }
fn m_effect_parent(self) -> GameObject { ... }
fn set_m_effect_parent(self, value: GameObject) { ... }
fn appear_line_effect_path(self) -> Il2CppString { ... }
fn set_appear_line_effect_path(self, value: Il2CppString) { ... }
fn appear_symbol_effect_path(self) -> Il2CppString { ... }
fn set_appear_symbol_effect_path(self, value: Il2CppString) { ... }
fn appear_spot_effect_path(self) -> Il2CppString { ... }
fn set_appear_spot_effect_path(self, value: Il2CppString) { ... }
fn m_appear_line_effect(self) -> GameObject { ... }
fn set_m_appear_line_effect(self, value: GameObject) { ... }
fn m_is_initialized(self) -> bool { ... }
fn set_m_is_initialized(self, value: bool) { ... }
fn m_is_skipping(self) -> bool { ... }
fn set_m_is_skipping(self, value: bool) { ... }
fn m_cinema_scope(self) -> GmapCinemaScope { ... }
fn set_m_cinema_scope(self, value: GmapCinemaScope) { ... }
fn m_dlc_path_handle(self) -> TResourceHandle_1<GameObject> { ... }
fn set_m_dlc_path_handle(self, value: TResourceHandle_1<GameObject>) { ... }
fn m_dlc_spot_handle(self) -> TResourceHandle_1<GameObject> { ... }
fn set_m_dlc_spot_handle(self, value: TResourceHandle_1<GameObject>) { ... }
fn m_dlc_path(self) -> GameObject { ... }
fn set_m_dlc_path(self, value: GameObject) { ... }
fn m_dlc_spot(self) -> GameObject { ... }
fn set_m_dlc_spot(self, value: GameObject) { ... }
fn m_is_encount_appear_of_main(self) -> bool { ... }
fn set_m_is_encount_appear_of_main(self, value: bool) { ... }
fn m_is_encount_appear_of_god(self) -> bool { ... }
fn set_m_is_encount_appear_of_god(self, value: bool) { ... }
fn m_is_encount_appear_of_evil(self) -> bool { ... }
fn set_m_is_encount_appear_of_evil(self, value: bool) { ... }
fn m_g002_symbol_path(self) -> Il2CppString { ... }
fn set_m_g002_symbol_path(self, value: Il2CppString) { ... }
fn m_g004_symbol_path(self) -> Il2CppString { ... }
fn set_m_g004_symbol_path(self, value: Il2CppString) { ... }
fn m_g005_symbol_path(self) -> Il2CppString { ... }
fn set_m_g005_symbol_path(self, value: Il2CppString) { ... }
fn m_g003_symbol_path(self) -> Il2CppString { ... }
fn set_m_g003_symbol_path(self, value: Il2CppString) { ... }
fn m_g006_symbol_path(self) -> Il2CppString { ... }
fn set_m_g006_symbol_path(self, value: Il2CppString) { ... }
}Provided Methods§
fn m_now_spot(self) -> GmapSpot
fn set_m_now_spot(self, value: GmapSpot)
fn m_changing_spot(self) -> GmapSpot
fn set_m_changing_spot(self, value: GmapSpot)
fn m_changing_path(self) -> GameObject
fn set_m_changing_path(self, value: GameObject)
fn m_dispos_spot(self) -> GmapSpot
fn set_m_dispos_spot(self, value: GmapSpot)
fn m_gmap_camera(self) -> GmapCamera
fn set_m_gmap_camera(self, value: GmapCamera)
fn m_path_controller(self) -> GmapCinemachineController
fn set_m_path_controller(self, value: GmapCinemachineController)
fn m_virtual_sphere(self) -> GameObject
fn set_m_virtual_sphere(self, value: GameObject)
fn m_whole_map(self) -> GmapWholeMapController
fn set_m_whole_map(self, value: GmapWholeMapController)
fn m_map_info(self) -> GmapMapInfoContent
fn set_m_map_info(self, value: GmapMapInfoContent)
fn m_encount_icon_root(self) -> EncountIconRoot
fn set_m_encount_icon_root(self, value: EncountIconRoot)
fn m_is_move_forward(self) -> bool
fn set_m_is_move_forward(self, value: bool)
fn m_next_spot(self) -> GmapSpot
fn set_m_next_spot(self, value: GmapSpot)
fn m_prev_spot(self) -> GmapSpot
fn set_m_prev_spot(self, value: GmapSpot)
fn m_paths(self) -> GameObject
fn set_m_paths(self, value: GameObject)
fn m_path_collection(self) -> GmapPathCollection
fn set_m_path_collection(self, value: GmapPathCollection)
fn m_auto_move_routes(self) -> List_1<GmapSpot>
fn set_m_auto_move_routes(self, value: List_1<GmapSpot>)
fn m_appeared_spot_list(self) -> List_1<GmapSpot>
fn set_m_appeared_spot_list(self, value: List_1<GmapSpot>)
fn m_is_appeared_encount(self) -> bool
fn set_m_is_appeared_encount(self, value: bool)
fn m_effect_parent(self) -> GameObject
fn set_m_effect_parent(self, value: GameObject)
fn appear_line_effect_path(self) -> Il2CppString
fn set_appear_line_effect_path(self, value: Il2CppString)
fn appear_symbol_effect_path(self) -> Il2CppString
fn set_appear_symbol_effect_path(self, value: Il2CppString)
fn appear_spot_effect_path(self) -> Il2CppString
fn set_appear_spot_effect_path(self, value: Il2CppString)
fn m_appear_line_effect(self) -> GameObject
fn set_m_appear_line_effect(self, value: GameObject)
fn m_is_initialized(self) -> bool
fn set_m_is_initialized(self, value: bool)
fn m_is_skipping(self) -> bool
fn set_m_is_skipping(self, value: bool)
fn m_cinema_scope(self) -> GmapCinemaScope
fn set_m_cinema_scope(self, value: GmapCinemaScope)
fn m_dlc_path_handle(self) -> TResourceHandle_1<GameObject>
fn set_m_dlc_path_handle(self, value: TResourceHandle_1<GameObject>)
fn m_dlc_spot_handle(self) -> TResourceHandle_1<GameObject>
fn set_m_dlc_spot_handle(self, value: TResourceHandle_1<GameObject>)
fn m_dlc_path(self) -> GameObject
fn set_m_dlc_path(self, value: GameObject)
fn m_dlc_spot(self) -> GameObject
fn set_m_dlc_spot(self, value: GameObject)
fn m_is_encount_appear_of_main(self) -> bool
fn set_m_is_encount_appear_of_main(self, value: bool)
fn m_is_encount_appear_of_god(self) -> bool
fn set_m_is_encount_appear_of_god(self, value: bool)
fn m_is_encount_appear_of_evil(self) -> bool
fn set_m_is_encount_appear_of_evil(self, value: bool)
fn m_g002_symbol_path(self) -> Il2CppString
fn set_m_g002_symbol_path(self, value: Il2CppString)
fn m_g004_symbol_path(self) -> Il2CppString
fn set_m_g004_symbol_path(self, value: Il2CppString)
fn m_g005_symbol_path(self) -> Il2CppString
fn set_m_g005_symbol_path(self, value: Il2CppString)
fn m_g003_symbol_path(self) -> Il2CppString
fn set_m_g003_symbol_path(self, value: Il2CppString)
fn m_g006_symbol_path(self) -> Il2CppString
fn set_m_g006_symbol_path(self, value: Il2CppString)
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.