pub trait IHelpParamSetterMethods: IHelpParamSetter {
Show 32 methods
// Provided methods
fn set_ring_select_god(
self,
is_temp_god: impl Into<bool>,
god: impl Into<GodUnit>,
) { ... }
fn set_ring_select_common(
self,
is_temp_ring: impl Into<bool>,
ring: impl Into<UnitRing>,
) { ... }
fn move_immediate(self) { ... }
fn update_langage(self) { ... }
fn awake(self) { ... }
fn on_destroy(self) { ... }
fn start(self) { ... }
fn update(self) { ... }
fn set_item_fixed_text(self) { ... }
fn try_set_up_down_icon(
self,
icon: impl Into<Image>,
text: impl Into<TextMeshProUGUI>,
before: impl Into<i32>,
now: impl Into<i32>,
) { ... }
fn move_cursor(self, frame: impl Into<GameObject>) { ... }
fn update_cursor_position(self) { ... }
fn curve_decel(
self,
prev: impl Into<Vector2>,
next: impl Into<Vector2>,
now: impl Into<f32>,
term: impl Into<f32>,
num: impl Into<i32>,
) -> Vector2 { ... }
fn get_help_text(self, help: impl Into<Il2CppString>) -> Il2CppString { ... }
fn set_person(self, frame: impl Into<GameObject>, unit: impl Into<Unit>) { ... }
fn is_veyre_for_network(self, unit: impl Into<Unit>) -> bool { ... }
fn set_job(self, frame: impl Into<GameObject>, job: impl Into<JobData>) { ... }
fn set_battle_style(
self,
frame: impl Into<GameObject>,
style: impl Into<BattleStyle_Types>,
) { ... }
fn set_efficacy(
self,
frame: impl Into<GameObject>,
skill: impl Into<SkillData>,
) { ... }
fn set_item_data(
self,
frame: impl Into<GameObject>,
data: impl Into<ItemData>,
unit: impl Into<Unit>,
god: impl Into<GodUnit>,
ring: impl Into<UnitRing>,
endurance: impl Into<i32>,
item: impl Into<UnitItem>,
is_use_enchant: impl Into<bool>,
) { ... }
fn set_range_text(self, r_i: impl Into<i32>, r_o: impl Into<i32>) { ... }
fn set_unit_item(
self,
frame: impl Into<GameObject>,
item: impl Into<UnitItem>,
unit: impl Into<Unit>,
god: impl Into<GodUnit>,
ring: impl Into<UnitRing>,
is_use_enchant: impl Into<bool>,
) { ... }
fn set_skill(
self,
frame: impl Into<GameObject>,
skill: impl Into<SkillData>,
b_engage: impl Into<bool>,
god: impl Into<GodUnit>,
) { ... }
fn set_capability(
self,
frame: impl Into<GameObject>,
unit: impl Into<Unit>,
type: impl Into<CapabilityDefinition_Type>,
) { ... }
fn set_battle_info(
self,
frame: impl Into<GameObject>,
unit: impl Into<Unit>,
type: impl Into<UnitInfoParamManager_ValueType>,
text: impl Into<Il2CppString>,
) { ... }
fn add_enhanced_string(
self,
info_text: impl Into<Il2CppString>,
title: impl Into<Il2CppString>,
value: impl Into<i32>,
) -> Il2CppString { ... }
fn set_god(
self,
frame: impl Into<GameObject>,
unit: impl Into<Unit>,
temp_god: impl Into<GodUnit>,
) { ... }
fn set_god_2(
self,
frame: impl Into<GameObject>,
god_data: impl Into<GodData>,
) { ... }
fn set_weapon_level(
self,
frame: impl Into<GameObject>,
item_kind: impl Into<ItemData_Kinds>,
job_data: impl Into<JobData>,
) { ... }
fn set_enchantment(
self,
frame: impl Into<GameObject>,
unit: impl Into<Unit>,
) { ... }
fn set_fixed_text(
self,
frame: impl Into<GameObject>,
text: impl Into<Il2CppString>,
) { ... }
fn ctor(self) { ... }
}Provided Methods§
Sourcefn set_ring_select_god(
self,
is_temp_god: impl Into<bool>,
god: impl Into<GodUnit>,
)
fn set_ring_select_god( self, is_temp_god: impl Into<bool>, god: impl Into<GodUnit>, )
SetRingSelectGod(bool, crate::app::godunit::GodUnit) overload
Sourcefn set_ring_select_common(
self,
is_temp_ring: impl Into<bool>,
ring: impl Into<UnitRing>,
)
fn set_ring_select_common( self, is_temp_ring: impl Into<bool>, ring: impl Into<UnitRing>, )
SetRingSelectCommon(bool, crate::app::unitring::UnitRing) overload
Sourcefn move_immediate(self)
fn move_immediate(self)
MoveImmediate() overload
Sourcefn update_langage(self)
fn update_langage(self)
UpdateLangage() overload
Sourcefn on_destroy(self)
fn on_destroy(self)
OnDestroy() overload
Sourcefn set_item_fixed_text(self)
fn set_item_fixed_text(self)
SetItemFixedText() overload
Sourcefn try_set_up_down_icon(
self,
icon: impl Into<Image>,
text: impl Into<TextMeshProUGUI>,
before: impl Into<i32>,
now: impl Into<i32>,
)
fn try_set_up_down_icon( self, icon: impl Into<Image>, text: impl Into<TextMeshProUGUI>, before: impl Into<i32>, now: impl Into<i32>, )
TrySetUpDownIcon(crate::unity_engine::ui::image::Image, crate::tm_pro::textmeshprougui::TextMeshProUGUI, i32, i32) overload
Sourcefn move_cursor(self, frame: impl Into<GameObject>)
fn move_cursor(self, frame: impl Into<GameObject>)
MoveCursor(crate::unity_engine::gameobject::GameObject) overload
Sourcefn update_cursor_position(self)
fn update_cursor_position(self)
UpdateCursorPosition() overload
Sourcefn curve_decel(
self,
prev: impl Into<Vector2>,
next: impl Into<Vector2>,
now: impl Into<f32>,
term: impl Into<f32>,
num: impl Into<i32>,
) -> Vector2
fn curve_decel( self, prev: impl Into<Vector2>, next: impl Into<Vector2>, now: impl Into<f32>, term: impl Into<f32>, num: impl Into<i32>, ) -> Vector2
CurveDecel(crate::unity_engine::vector2::Vector2, crate::unity_engine::vector2::Vector2, f32, f32, i32) overload
Sourcefn get_help_text(self, help: impl Into<Il2CppString>) -> Il2CppString
fn get_help_text(self, help: impl Into<Il2CppString>) -> Il2CppString
GetHelpText(::unity::Il2CppString) overload
Sourcefn set_person(self, frame: impl Into<GameObject>, unit: impl Into<Unit>)
fn set_person(self, frame: impl Into<GameObject>, unit: impl Into<Unit>)
SetPerson(crate::unity_engine::gameobject::GameObject, crate::app::unit::Unit) overload
Sourcefn is_veyre_for_network(self, unit: impl Into<Unit>) -> bool
fn is_veyre_for_network(self, unit: impl Into<Unit>) -> bool
IsVeyreForNetwork(crate::app::unit::Unit) overload
Sourcefn set_job(self, frame: impl Into<GameObject>, job: impl Into<JobData>)
fn set_job(self, frame: impl Into<GameObject>, job: impl Into<JobData>)
SetJob(crate::unity_engine::gameobject::GameObject, crate::app::jobdata::JobData) overload
Sourcefn set_battle_style(
self,
frame: impl Into<GameObject>,
style: impl Into<BattleStyle_Types>,
)
fn set_battle_style( self, frame: impl Into<GameObject>, style: impl Into<BattleStyle_Types>, )
SetBattleStyle(crate::unity_engine::gameobject::GameObject, crate::app::battlestyle::BattleStyle_Types) overload
Sourcefn set_efficacy(self, frame: impl Into<GameObject>, skill: impl Into<SkillData>)
fn set_efficacy(self, frame: impl Into<GameObject>, skill: impl Into<SkillData>)
SetEfficacy(crate::unity_engine::gameobject::GameObject, crate::app::skilldata::SkillData) overload
Sourcefn set_item_data(
self,
frame: impl Into<GameObject>,
data: impl Into<ItemData>,
unit: impl Into<Unit>,
god: impl Into<GodUnit>,
ring: impl Into<UnitRing>,
endurance: impl Into<i32>,
item: impl Into<UnitItem>,
is_use_enchant: impl Into<bool>,
)
fn set_item_data( self, frame: impl Into<GameObject>, data: impl Into<ItemData>, unit: impl Into<Unit>, god: impl Into<GodUnit>, ring: impl Into<UnitRing>, endurance: impl Into<i32>, item: impl Into<UnitItem>, is_use_enchant: impl Into<bool>, )
SetItemData(crate::unity_engine::gameobject::GameObject, crate::app::itemdata::ItemData, crate::app::unit::Unit, crate::app::godunit::GodUnit, crate::app::unitring::UnitRing, i32, crate::app::unititem::UnitItem, bool) overload
Sourcefn set_range_text(self, r_i: impl Into<i32>, r_o: impl Into<i32>)
fn set_range_text(self, r_i: impl Into<i32>, r_o: impl Into<i32>)
SetRangeText(i32, i32) overload
Sourcefn set_unit_item(
self,
frame: impl Into<GameObject>,
item: impl Into<UnitItem>,
unit: impl Into<Unit>,
god: impl Into<GodUnit>,
ring: impl Into<UnitRing>,
is_use_enchant: impl Into<bool>,
)
fn set_unit_item( self, frame: impl Into<GameObject>, item: impl Into<UnitItem>, unit: impl Into<Unit>, god: impl Into<GodUnit>, ring: impl Into<UnitRing>, is_use_enchant: impl Into<bool>, )
SetUnitItem(crate::unity_engine::gameobject::GameObject, crate::app::unititem::UnitItem, crate::app::unit::Unit, crate::app::godunit::GodUnit, crate::app::unitring::UnitRing, bool) overload
Sourcefn set_skill(
self,
frame: impl Into<GameObject>,
skill: impl Into<SkillData>,
b_engage: impl Into<bool>,
god: impl Into<GodUnit>,
)
fn set_skill( self, frame: impl Into<GameObject>, skill: impl Into<SkillData>, b_engage: impl Into<bool>, god: impl Into<GodUnit>, )
SetSkill(crate::unity_engine::gameobject::GameObject, crate::app::skilldata::SkillData, bool, crate::app::godunit::GodUnit) overload
Sourcefn set_capability(
self,
frame: impl Into<GameObject>,
unit: impl Into<Unit>,
type: impl Into<CapabilityDefinition_Type>,
)
fn set_capability( self, frame: impl Into<GameObject>, unit: impl Into<Unit>, type: impl Into<CapabilityDefinition_Type>, )
SetCapability(crate::unity_engine::gameobject::GameObject, crate::app::unit::Unit, crate::app::capabilitydefinition::CapabilityDefinition_Type) overload
Sourcefn set_battle_info(
self,
frame: impl Into<GameObject>,
unit: impl Into<Unit>,
type: impl Into<UnitInfoParamManager_ValueType>,
text: impl Into<Il2CppString>,
)
fn set_battle_info( self, frame: impl Into<GameObject>, unit: impl Into<Unit>, type: impl Into<UnitInfoParamManager_ValueType>, text: impl Into<Il2CppString>, )
SetBattleInfo(crate::unity_engine::gameobject::GameObject, crate::app::unit::Unit, crate::app::unitinfoparammanager::UnitInfoParamManager_ValueType, ::unity::Il2CppString) overload
Sourcefn add_enhanced_string(
self,
info_text: impl Into<Il2CppString>,
title: impl Into<Il2CppString>,
value: impl Into<i32>,
) -> Il2CppString
fn add_enhanced_string( self, info_text: impl Into<Il2CppString>, title: impl Into<Il2CppString>, value: impl Into<i32>, ) -> Il2CppString
AddEnhancedString(::unity::Il2CppString, ::unity::Il2CppString, i32) overload
Sourcefn set_god(
self,
frame: impl Into<GameObject>,
unit: impl Into<Unit>,
temp_god: impl Into<GodUnit>,
)
fn set_god( self, frame: impl Into<GameObject>, unit: impl Into<Unit>, temp_god: impl Into<GodUnit>, )
SetGod(crate::unity_engine::gameobject::GameObject, crate::app::unit::Unit, crate::app::godunit::GodUnit) overload
Sourcefn set_god_2(self, frame: impl Into<GameObject>, god_data: impl Into<GodData>)
fn set_god_2(self, frame: impl Into<GameObject>, god_data: impl Into<GodData>)
SetGod(crate::unity_engine::gameobject::GameObject, crate::app::goddata::GodData) overload
Sourcefn set_weapon_level(
self,
frame: impl Into<GameObject>,
item_kind: impl Into<ItemData_Kinds>,
job_data: impl Into<JobData>,
)
fn set_weapon_level( self, frame: impl Into<GameObject>, item_kind: impl Into<ItemData_Kinds>, job_data: impl Into<JobData>, )
SetWeaponLevel(crate::unity_engine::gameobject::GameObject, crate::app::itemdata::ItemData_Kinds, crate::app::jobdata::JobData) overload
Sourcefn set_enchantment(self, frame: impl Into<GameObject>, unit: impl Into<Unit>)
fn set_enchantment(self, frame: impl Into<GameObject>, unit: impl Into<Unit>)
SetEnchantment(crate::unity_engine::gameobject::GameObject, crate::app::unit::Unit) overload
Sourcefn set_fixed_text(
self,
frame: impl Into<GameObject>,
text: impl Into<Il2CppString>,
)
fn set_fixed_text( self, frame: impl Into<GameObject>, text: impl Into<Il2CppString>, )
SetFixedText(crate::unity_engine::gameobject::GameObject, ::unity::Il2CppString) overload
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§
impl<__T: IHelpParamSetter> IHelpParamSetterMethods for __T
app-helpparamsetter only.