pub trait IHelpParamSetter: IMonoBehaviour {
Show 110 methods
// Provided methods
fn m_cursor_obj(self) -> GameObject { ... }
fn set_m_cursor_obj(self, value: GameObject) { ... }
fn m_window_obj(self) -> GameObject { ... }
fn set_m_window_obj(self, value: GameObject) { ... }
fn m_title_root(self) -> GameObject { ... }
fn set_m_title_root(self, value: GameObject) { ... }
fn m_weapon_root(self) -> GameObject { ... }
fn set_m_weapon_root(self, value: GameObject) { ... }
fn m_message_root(self) -> GameObject { ... }
fn set_m_message_root(self, value: GameObject) { ... }
fn m_item_icon(self) -> GameObject { ... }
fn set_m_item_icon(self, value: GameObject) { ... }
fn m_skill_icon(self) -> Image { ... }
fn set_m_skill_icon(self, value: Image) { ... }
fn m_content_name(self) -> TextMeshProUGUI { ... }
fn set_m_content_name(self, value: TextMeshProUGUI) { ... }
fn m_endurance(self) -> TextMeshProUGUI { ... }
fn set_m_endurance(self, value: TextMeshProUGUI) { ... }
fn m_title_atk(self) -> TextMeshProUGUI { ... }
fn set_m_title_atk(self, value: TextMeshProUGUI) { ... }
fn m_value_atk(self) -> TextMeshProUGUI { ... }
fn set_m_value_atk(self, value: TextMeshProUGUI) { ... }
fn m_icon_atk(self) -> Image { ... }
fn set_m_icon_atk(self, value: Image) { ... }
fn m_value_hit(self) -> TextMeshProUGUI { ... }
fn set_m_value_hit(self, value: TextMeshProUGUI) { ... }
fn m_icon_hit(self) -> Image { ... }
fn set_m_icon_hit(self, value: Image) { ... }
fn m_value_crit(self) -> TextMeshProUGUI { ... }
fn set_m_value_crit(self, value: TextMeshProUGUI) { ... }
fn m_icon_crit(self) -> Image { ... }
fn set_m_icon_crit(self, value: Image) { ... }
fn m_value_spd(self) -> TextMeshProUGUI { ... }
fn set_m_value_spd(self, value: TextMeshProUGUI) { ... }
fn m_icon_spd(self) -> Image { ... }
fn set_m_icon_spd(self, value: Image) { ... }
fn m_value_avo(self) -> TextMeshProUGUI { ... }
fn set_m_value_avo(self, value: TextMeshProUGUI) { ... }
fn m_icon_avo(self) -> Image { ... }
fn set_m_icon_avo(self, value: Image) { ... }
fn m_value_crit_avo(self) -> TextMeshProUGUI { ... }
fn set_m_value_crit_avo(self, value: TextMeshProUGUI) { ... }
fn m_icon_crit_avo(self) -> Image { ... }
fn set_m_icon_crit_avo(self, value: Image) { ... }
fn m_title_range(self) -> TextMeshProUGUI { ... }
fn set_m_title_range(self, value: TextMeshProUGUI) { ... }
fn m_value_range(self) -> TextMeshProUGUI { ... }
fn set_m_value_range(self, value: TextMeshProUGUI) { ... }
fn m_efficacy_nothing(self) -> TextMeshProUGUI { ... }
fn set_m_efficacy_nothing(self, value: TextMeshProUGUI) { ... }
fn m_efficacy_icons(self) -> Array<Image> { ... }
fn set_m_efficacy_icons(self, value: Array<Image>) { ... }
fn m_title_weapon_level(self) -> TextMeshProUGUI { ... }
fn set_m_title_weapon_level(self, value: TextMeshProUGUI) { ... }
fn m_value_weapon_level(self) -> TextMeshProUGUI { ... }
fn set_m_value_weapon_level(self, value: TextMeshProUGUI) { ... }
fn m_icon_weapon_level(self) -> Image { ... }
fn set_m_icon_weapon_level(self, value: Image) { ... }
fn m_contents_text(self) -> TextMeshProUGUI { ... }
fn set_m_contents_text(self, value: TextMeshProUGUI) { ... }
fn m_contents_eng_wep(self) -> TextMeshProUGUI { ... }
fn set_m_contents_eng_wep(self, value: TextMeshProUGUI) { ... }
fn m_contents_enchant(self) -> TextMeshProUGUI { ... }
fn set_m_contents_enchant(self, value: TextMeshProUGUI) { ... }
fn m_contents_sub_text(self) -> TextMeshProUGUI { ... }
fn set_m_contents_sub_text(self, value: TextMeshProUGUI) { ... }
fn m_prev_position(self) -> Vector2 { ... }
fn set_m_prev_position(self, value: Vector2) { ... }
fn m_prev_size(self) -> Vector2 { ... }
fn set_m_prev_size(self, value: Vector2) { ... }
fn m_next_position(self) -> Vector2 { ... }
fn set_m_next_position(self, value: Vector2) { ... }
fn m_next_size(self) -> Vector2 { ... }
fn set_m_next_size(self, value: Vector2) { ... }
fn m_cursor_move_timer(self) -> f32 { ... }
fn set_m_cursor_move_timer(self, value: f32) { ... }
fn m_default_window_pos(self) -> Vector2 { ... }
fn set_m_default_window_pos(self, value: Vector2) { ... }
fn m_prev_window_pos(self) -> Vector2 { ... }
fn set_m_prev_window_pos(self, value: Vector2) { ... }
fn m_next_window_pos(self) -> Vector2 { ... }
fn set_m_next_window_pos(self, value: Vector2) { ... }
fn m_prev_window_pivot(self) -> Vector2 { ... }
fn set_m_prev_window_pivot(self, value: Vector2) { ... }
fn m_next_window_pivot(self) -> Vector2 { ... }
fn set_m_next_window_pivot(self, value: Vector2) { ... }
fn m_prev_window_anchor(self) -> Vector2 { ... }
fn set_m_prev_window_anchor(self, value: Vector2) { ... }
fn m_next_window_anchor(self) -> Vector2 { ... }
fn set_m_next_window_anchor(self, value: Vector2) { ... }
fn m_cursor_move_time(self) -> f32 { ... }
fn set_m_cursor_move_time(self, value: f32) { ... }
fn m_battle_info(self) -> BattleInfo { ... }
fn set_m_battle_info(self, value: BattleInfo) { ... }
fn m_tmp_battle_info(self) -> BattleInfo { ... }
fn set_m_tmp_battle_info(self, value: BattleInfo) { ... }
fn m_tmp_calc_unit(self) -> Unit { ... }
fn set_m_tmp_calc_unit(self, value: Unit) { ... }
fn m_enhanced_value(self) -> Array<i32> { ... }
fn set_m_enhanced_value(self, value: Array<i32>) { ... }
fn m_enhanced_title(self) -> Array<Il2CppString> { ... }
fn set_m_enhanced_title(self, value: Array<Il2CppString>) { ... }
fn m_is_god_change(self) -> bool { ... }
fn set_m_is_god_change(self, value: bool) { ... }
fn m_is_ring_change(self) -> bool { ... }
fn set_m_is_ring_change(self, value: bool) { ... }
fn m_ring_select_god(self) -> GodUnit { ... }
fn set_m_ring_select_god(self, value: GodUnit) { ... }
fn m_ring_select_common(self) -> UnitRing { ... }
fn set_m_ring_select_common(self, value: UnitRing) { ... }
}Provided Methods§
fn m_cursor_obj(self) -> GameObject
fn set_m_cursor_obj(self, value: GameObject)
fn m_window_obj(self) -> GameObject
fn set_m_window_obj(self, value: GameObject)
fn m_title_root(self) -> GameObject
fn set_m_title_root(self, value: GameObject)
fn m_weapon_root(self) -> GameObject
fn set_m_weapon_root(self, value: GameObject)
fn m_message_root(self) -> GameObject
fn set_m_message_root(self, value: GameObject)
fn m_item_icon(self) -> GameObject
fn set_m_item_icon(self, value: GameObject)
fn m_skill_icon(self) -> Image
fn set_m_skill_icon(self, value: Image)
fn m_content_name(self) -> TextMeshProUGUI
fn set_m_content_name(self, value: TextMeshProUGUI)
fn m_endurance(self) -> TextMeshProUGUI
fn set_m_endurance(self, value: TextMeshProUGUI)
fn m_title_atk(self) -> TextMeshProUGUI
fn set_m_title_atk(self, value: TextMeshProUGUI)
fn m_value_atk(self) -> TextMeshProUGUI
fn set_m_value_atk(self, value: TextMeshProUGUI)
fn m_icon_atk(self) -> Image
fn set_m_icon_atk(self, value: Image)
fn m_value_hit(self) -> TextMeshProUGUI
fn set_m_value_hit(self, value: TextMeshProUGUI)
fn m_icon_hit(self) -> Image
fn set_m_icon_hit(self, value: Image)
fn m_value_crit(self) -> TextMeshProUGUI
fn set_m_value_crit(self, value: TextMeshProUGUI)
fn m_icon_crit(self) -> Image
fn set_m_icon_crit(self, value: Image)
fn m_value_spd(self) -> TextMeshProUGUI
fn set_m_value_spd(self, value: TextMeshProUGUI)
fn m_icon_spd(self) -> Image
fn set_m_icon_spd(self, value: Image)
fn m_value_avo(self) -> TextMeshProUGUI
fn set_m_value_avo(self, value: TextMeshProUGUI)
fn m_icon_avo(self) -> Image
fn set_m_icon_avo(self, value: Image)
fn m_value_crit_avo(self) -> TextMeshProUGUI
fn set_m_value_crit_avo(self, value: TextMeshProUGUI)
fn m_icon_crit_avo(self) -> Image
fn set_m_icon_crit_avo(self, value: Image)
fn m_title_range(self) -> TextMeshProUGUI
fn set_m_title_range(self, value: TextMeshProUGUI)
fn m_value_range(self) -> TextMeshProUGUI
fn set_m_value_range(self, value: TextMeshProUGUI)
fn m_efficacy_nothing(self) -> TextMeshProUGUI
fn set_m_efficacy_nothing(self, value: TextMeshProUGUI)
fn m_efficacy_icons(self) -> Array<Image>
fn set_m_efficacy_icons(self, value: Array<Image>)
fn m_title_weapon_level(self) -> TextMeshProUGUI
fn set_m_title_weapon_level(self, value: TextMeshProUGUI)
fn m_value_weapon_level(self) -> TextMeshProUGUI
fn set_m_value_weapon_level(self, value: TextMeshProUGUI)
fn m_icon_weapon_level(self) -> Image
fn set_m_icon_weapon_level(self, value: Image)
fn m_contents_text(self) -> TextMeshProUGUI
fn set_m_contents_text(self, value: TextMeshProUGUI)
fn m_contents_eng_wep(self) -> TextMeshProUGUI
fn set_m_contents_eng_wep(self, value: TextMeshProUGUI)
fn m_contents_enchant(self) -> TextMeshProUGUI
fn set_m_contents_enchant(self, value: TextMeshProUGUI)
fn m_contents_sub_text(self) -> TextMeshProUGUI
fn set_m_contents_sub_text(self, value: TextMeshProUGUI)
fn m_prev_position(self) -> Vector2
fn set_m_prev_position(self, value: Vector2)
fn m_prev_size(self) -> Vector2
fn set_m_prev_size(self, value: Vector2)
fn m_next_position(self) -> Vector2
fn set_m_next_position(self, value: Vector2)
fn m_next_size(self) -> Vector2
fn set_m_next_size(self, value: Vector2)
fn m_cursor_move_timer(self) -> f32
fn set_m_cursor_move_timer(self, value: f32)
fn m_default_window_pos(self) -> Vector2
fn set_m_default_window_pos(self, value: Vector2)
fn m_prev_window_pos(self) -> Vector2
fn set_m_prev_window_pos(self, value: Vector2)
fn m_next_window_pos(self) -> Vector2
fn set_m_next_window_pos(self, value: Vector2)
fn m_prev_window_pivot(self) -> Vector2
fn set_m_prev_window_pivot(self, value: Vector2)
fn m_next_window_pivot(self) -> Vector2
fn set_m_next_window_pivot(self, value: Vector2)
fn m_prev_window_anchor(self) -> Vector2
fn set_m_prev_window_anchor(self, value: Vector2)
fn m_next_window_anchor(self) -> Vector2
fn set_m_next_window_anchor(self, value: Vector2)
fn m_cursor_move_time(self) -> f32
fn set_m_cursor_move_time(self, value: f32)
fn m_battle_info(self) -> BattleInfo
fn set_m_battle_info(self, value: BattleInfo)
fn m_tmp_battle_info(self) -> BattleInfo
fn set_m_tmp_battle_info(self, value: BattleInfo)
fn m_tmp_calc_unit(self) -> Unit
fn set_m_tmp_calc_unit(self, value: Unit)
fn m_enhanced_value(self) -> Array<i32>
fn set_m_enhanced_value(self, value: Array<i32>)
fn m_enhanced_title(self) -> Array<Il2CppString>
fn set_m_enhanced_title(self, value: Array<Il2CppString>)
fn m_is_god_change(self) -> bool
fn set_m_is_god_change(self, value: bool)
fn m_is_ring_change(self) -> bool
fn set_m_is_ring_change(self, value: bool)
fn m_ring_select_god(self) -> GodUnit
fn set_m_ring_select_god(self, value: GodUnit)
fn m_ring_select_common(self) -> UnitRing
fn set_m_ring_select_common(self, value: UnitRing)
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.