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IHubCookingSequence

Trait IHubCookingSequence 

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pub trait IHubCookingSequence: IProcInst {
Show 46 methods // Provided methods fn m_selected_units(self) -> List_1<Unit> { ... } fn set_m_selected_units(self, value: List_1<Unit>) { ... } fn m_selected_foodstuffs(self) -> Array<FoodstuffData> { ... } fn set_m_selected_foodstuffs(self, value: Array<FoodstuffData>) { ... } fn m_loading_character_count(self) -> i32 { ... } fn set_m_loading_character_count(self, value: i32) { ... } fn m_unit_accesses(self) -> List_1<HubAccess> { ... } fn set_m_unit_accesses(self, value: List_1<HubAccess>) { ... } fn m_characters(self) -> List_1<Character> { ... } fn set_m_characters(self, value: List_1<Character>) { ... } fn m_current_cook(self) -> CookData { ... } fn set_m_current_cook(self, value: CookData) { ... } fn m_dish(self) -> Dish { ... } fn set_m_dish(self, value: Dish) { ... } fn m_bento(self) -> UnitItem { ... } fn set_m_bento(self, value: UnitItem) { ... } fn m_conversation_type(self) -> Cooking_ConversationType { ... } fn set_m_conversation_type(self, value: Cooking_ConversationType) { ... } fn m_dish_reliance_result(self) -> Dish_RelianceResult { ... } fn set_m_dish_reliance_result(self, value: Dish_RelianceResult) { ... } fn m_dish_model_handle(self) -> TResourceHandle_1<GameObject> { ... } fn set_m_dish_model_handle(self, value: TResourceHandle_1<GameObject>) { ... } fn m_dish_model(self) -> GameObject { ... } fn set_m_dish_model(self, value: GameObject) { ... } fn m_unit_b_camera_locator(self) -> GameObject { ... } fn set_m_unit_b_camera_locator(self, value: GameObject) { ... } fn m_pan_position_y(self) -> InterpolatorFloat { ... } fn set_m_pan_position_y(self, value: InterpolatorFloat) { ... } fn m_pan_eular_angle(self) -> InterpolatorVector3 { ... } fn set_m_pan_eular_angle(self, value: InterpolatorVector3) { ... } fn m_chara_light(self) -> GameObject { ... } fn set_m_chara_light(self, value: GameObject) { ... } fn m_chara_light_eat(self) -> GameObject { ... } fn set_m_chara_light_eat(self, value: GameObject) { ... } fn m_reliance_pop_up(self) -> ReliancePopUpController { ... } fn set_m_reliance_pop_up(self, value: ReliancePopUpController) { ... } fn m_is_reliance_popup_loaded(self) -> bool { ... } fn set_m_is_reliance_popup_loaded(self, value: bool) { ... } fn m_is_skip_do_cooking(self) -> bool { ... } fn set_m_is_skip_do_cooking(self, value: bool) { ... } fn m_add_item_unit(self) -> Unit { ... } fn set_m_add_item_unit(self, value: Unit) { ... } fn m_sound_event(self) -> Il2CppString { ... } fn set_m_sound_event(self, value: Il2CppString) { ... } fn m_voice_event(self) -> Il2CppString { ... } fn set_m_voice_event(self, value: Il2CppString) { ... }
}

Provided Methods§

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fn m_selected_units(self) -> List_1<Unit>

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fn set_m_selected_units(self, value: List_1<Unit>)

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fn m_selected_foodstuffs(self) -> Array<FoodstuffData>

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fn set_m_selected_foodstuffs(self, value: Array<FoodstuffData>)

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fn m_loading_character_count(self) -> i32

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fn set_m_loading_character_count(self, value: i32)

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fn m_unit_accesses(self) -> List_1<HubAccess>

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fn set_m_unit_accesses(self, value: List_1<HubAccess>)

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fn m_characters(self) -> List_1<Character>

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fn set_m_characters(self, value: List_1<Character>)

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fn m_current_cook(self) -> CookData

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fn set_m_current_cook(self, value: CookData)

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fn m_dish(self) -> Dish

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fn set_m_dish(self, value: Dish)

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fn m_bento(self) -> UnitItem

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fn set_m_bento(self, value: UnitItem)

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fn m_conversation_type(self) -> Cooking_ConversationType

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fn set_m_conversation_type(self, value: Cooking_ConversationType)

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fn m_dish_reliance_result(self) -> Dish_RelianceResult

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fn set_m_dish_reliance_result(self, value: Dish_RelianceResult)

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fn m_dish_model_handle(self) -> TResourceHandle_1<GameObject>

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fn set_m_dish_model_handle(self, value: TResourceHandle_1<GameObject>)

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fn m_dish_model(self) -> GameObject

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fn set_m_dish_model(self, value: GameObject)

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fn m_unit_b_camera_locator(self) -> GameObject

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fn set_m_unit_b_camera_locator(self, value: GameObject)

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fn m_pan_position_y(self) -> InterpolatorFloat

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fn set_m_pan_position_y(self, value: InterpolatorFloat)

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fn m_pan_eular_angle(self) -> InterpolatorVector3

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fn set_m_pan_eular_angle(self, value: InterpolatorVector3)

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fn m_chara_light(self) -> GameObject

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fn set_m_chara_light(self, value: GameObject)

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fn m_chara_light_eat(self) -> GameObject

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fn set_m_chara_light_eat(self, value: GameObject)

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fn m_reliance_pop_up(self) -> ReliancePopUpController

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fn set_m_reliance_pop_up(self, value: ReliancePopUpController)

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fn m_is_reliance_popup_loaded(self) -> bool

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fn set_m_is_reliance_popup_loaded(self, value: bool)

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fn m_is_skip_do_cooking(self) -> bool

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fn set_m_is_skip_do_cooking(self, value: bool)

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fn m_add_item_unit(self) -> Unit

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fn set_m_add_item_unit(self, value: Unit)

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fn m_sound_event(self) -> Il2CppString

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fn set_m_sound_event(self, value: Il2CppString)

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fn m_voice_event(self) -> Il2CppString

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fn set_m_voice_event(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.

Implementors§