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IHelpParamSetter

Trait IHelpParamSetter 

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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§

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fn m_cursor_obj(self) -> GameObject

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fn set_m_cursor_obj(self, value: GameObject)

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fn m_window_obj(self) -> GameObject

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fn set_m_window_obj(self, value: GameObject)

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fn m_title_root(self) -> GameObject

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fn set_m_title_root(self, value: GameObject)

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fn m_weapon_root(self) -> GameObject

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fn set_m_weapon_root(self, value: GameObject)

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fn m_message_root(self) -> GameObject

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fn set_m_message_root(self, value: GameObject)

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fn m_item_icon(self) -> GameObject

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fn set_m_item_icon(self, value: GameObject)

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fn m_skill_icon(self) -> Image

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fn set_m_skill_icon(self, value: Image)

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fn m_content_name(self) -> TextMeshProUGUI

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fn set_m_content_name(self, value: TextMeshProUGUI)

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fn m_endurance(self) -> TextMeshProUGUI

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fn set_m_endurance(self, value: TextMeshProUGUI)

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fn m_title_atk(self) -> TextMeshProUGUI

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fn set_m_title_atk(self, value: TextMeshProUGUI)

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fn m_value_atk(self) -> TextMeshProUGUI

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fn set_m_value_atk(self, value: TextMeshProUGUI)

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fn m_icon_atk(self) -> Image

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fn set_m_icon_atk(self, value: Image)

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fn m_value_hit(self) -> TextMeshProUGUI

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fn set_m_value_hit(self, value: TextMeshProUGUI)

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fn m_icon_hit(self) -> Image

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fn set_m_icon_hit(self, value: Image)

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fn m_value_crit(self) -> TextMeshProUGUI

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fn set_m_value_crit(self, value: TextMeshProUGUI)

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fn m_icon_crit(self) -> Image

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fn set_m_icon_crit(self, value: Image)

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fn m_value_spd(self) -> TextMeshProUGUI

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fn set_m_value_spd(self, value: TextMeshProUGUI)

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fn m_icon_spd(self) -> Image

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fn set_m_icon_spd(self, value: Image)

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fn m_value_avo(self) -> TextMeshProUGUI

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fn set_m_value_avo(self, value: TextMeshProUGUI)

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fn m_icon_avo(self) -> Image

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fn set_m_icon_avo(self, value: Image)

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fn m_value_crit_avo(self) -> TextMeshProUGUI

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fn set_m_value_crit_avo(self, value: TextMeshProUGUI)

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fn m_icon_crit_avo(self) -> Image

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fn set_m_icon_crit_avo(self, value: Image)

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fn m_title_range(self) -> TextMeshProUGUI

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fn set_m_title_range(self, value: TextMeshProUGUI)

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fn m_value_range(self) -> TextMeshProUGUI

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fn set_m_value_range(self, value: TextMeshProUGUI)

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fn m_efficacy_nothing(self) -> TextMeshProUGUI

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fn set_m_efficacy_nothing(self, value: TextMeshProUGUI)

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fn m_efficacy_icons(self) -> Array<Image>

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fn set_m_efficacy_icons(self, value: Array<Image>)

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fn m_title_weapon_level(self) -> TextMeshProUGUI

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fn set_m_title_weapon_level(self, value: TextMeshProUGUI)

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fn m_value_weapon_level(self) -> TextMeshProUGUI

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fn set_m_value_weapon_level(self, value: TextMeshProUGUI)

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fn m_icon_weapon_level(self) -> Image

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fn set_m_icon_weapon_level(self, value: Image)

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fn m_contents_text(self) -> TextMeshProUGUI

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fn set_m_contents_text(self, value: TextMeshProUGUI)

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fn m_contents_eng_wep(self) -> TextMeshProUGUI

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fn set_m_contents_eng_wep(self, value: TextMeshProUGUI)

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fn m_contents_enchant(self) -> TextMeshProUGUI

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fn set_m_contents_enchant(self, value: TextMeshProUGUI)

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fn m_contents_sub_text(self) -> TextMeshProUGUI

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fn set_m_contents_sub_text(self, value: TextMeshProUGUI)

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fn m_prev_position(self) -> Vector2

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fn set_m_prev_position(self, value: Vector2)

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fn m_prev_size(self) -> Vector2

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fn set_m_prev_size(self, value: Vector2)

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fn m_next_position(self) -> Vector2

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fn set_m_next_position(self, value: Vector2)

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fn m_next_size(self) -> Vector2

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fn set_m_next_size(self, value: Vector2)

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fn m_cursor_move_timer(self) -> f32

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fn set_m_cursor_move_timer(self, value: f32)

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fn m_default_window_pos(self) -> Vector2

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fn set_m_default_window_pos(self, value: Vector2)

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fn m_prev_window_pos(self) -> Vector2

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fn set_m_prev_window_pos(self, value: Vector2)

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fn m_next_window_pos(self) -> Vector2

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fn set_m_next_window_pos(self, value: Vector2)

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fn m_prev_window_pivot(self) -> Vector2

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fn set_m_prev_window_pivot(self, value: Vector2)

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fn m_next_window_pivot(self) -> Vector2

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fn set_m_next_window_pivot(self, value: Vector2)

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fn m_prev_window_anchor(self) -> Vector2

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fn set_m_prev_window_anchor(self, value: Vector2)

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fn m_next_window_anchor(self) -> Vector2

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fn set_m_next_window_anchor(self, value: Vector2)

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fn m_cursor_move_time(self) -> f32

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fn set_m_cursor_move_time(self, value: f32)

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fn m_battle_info(self) -> BattleInfo

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fn set_m_battle_info(self, value: BattleInfo)

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fn m_tmp_battle_info(self) -> BattleInfo

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fn set_m_tmp_battle_info(self, value: BattleInfo)

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fn m_tmp_calc_unit(self) -> Unit

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fn set_m_tmp_calc_unit(self, value: Unit)

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fn m_enhanced_value(self) -> Array<i32>

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fn set_m_enhanced_value(self, value: Array<i32>)

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fn m_enhanced_title(self) -> Array<Il2CppString>

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fn set_m_enhanced_title(self, value: Array<Il2CppString>)

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fn m_is_god_change(self) -> bool

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fn set_m_is_god_change(self, value: bool)

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fn m_is_ring_change(self) -> bool

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fn set_m_is_ring_change(self, value: bool)

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fn m_ring_select_god(self) -> GodUnit

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fn set_m_ring_select_god(self, value: GodUnit)

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fn m_ring_select_common(self) -> UnitRing

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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.

Implementors§