pub trait IHubLocatorGroupMethods: IHubLocatorGroup {
Show 34 methods
// Provided methods
fn get_active_group_root(self) -> GameObject { ... }
fn get_unit_list(self) -> List_1<GameObject> { ... }
fn get_access_list(self) -> List_1<HubAccess> { ... }
fn set_access_list(self, value: impl Into<List_1<HubAccess>>) { ... }
fn set_active(self, active: impl Into<bool>) { ... }
fn set_system_active(self, system_active: impl Into<bool>) { ... }
fn set_event_active(self, active: impl Into<bool>) { ... }
fn contains(
self,
param: impl Into<Array<Il2CppString>>,
value: impl Into<Il2CppString>,
) -> bool { ... }
fn set_case_active(
self,
active: impl Into<bool>,
ignore_node: impl Into<Array<Il2CppString>>,
) { ... }
fn update_active(self) { ... }
fn is_valid(self) -> bool { ... }
fn ctor(self) { ... }
fn add_new_locator(
self,
locator: impl Into<GameObject>,
pid: impl Into<Il2CppString>,
) -> HubAccess { ... }
fn clear_locator(self, locator: impl Into<GameObject>) { ... }
fn reload_locator(self, access: impl Into<HubAccess>) { ... }
fn release_characters(self) { ... }
fn locate_access_objects(self) -> IEnumerator { ... }
fn setup_after(self) { ... }
fn refresh_confirm_content(self, pid: impl Into<Il2CppString>) { ... }
fn refresh_confirm_all(self) { ... }
fn find_access(self, pid: impl Into<Il2CppString>) -> HubAccess { ... }
fn update_locator(self, locator: impl Into<Il2CppString>) { ... }
fn relocate_access(self) { ... }
fn is_character_loading(self) -> bool { ... }
fn setup_character_fade_length(
self,
chara: impl Into<Character>,
fade_distance: impl Into<f32>,
) { ... }
fn setup_character_fade_radius(
self,
chara: impl Into<Character>,
radius: impl Into<f32>,
) { ... }
fn get_place_waer(
self,
pid: impl Into<Il2CppString>,
access: impl Into<HubAccess>,
) -> Il2CppString { ... }
fn save_accessory(self) { ... }
fn restore_accessory(self) { ... }
fn reset_look_at(self) { ... }
fn reset_body(self) { ... }
fn reload(self, pid: impl Into<Il2CppString>) { ... }
fn increment_loading_count(self) { ... }
fn create_character(
self,
pid: impl Into<Il2CppString>,
locator: impl Into<GameObject>,
access: impl Into<HubAccess>,
callback: impl Into<Action_1<HubUnitController>>,
) { ... }
}Provided Methods§
Sourcefn get_active_group_root(self) -> GameObject
fn get_active_group_root(self) -> GameObject
get_ActiveGroupRoot() overload
Sourcefn get_unit_list(self) -> List_1<GameObject>
fn get_unit_list(self) -> List_1<GameObject>
get_UnitList() overload
Sourcefn get_access_list(self) -> List_1<HubAccess>
fn get_access_list(self) -> List_1<HubAccess>
get_AccessList() overload
Sourcefn set_access_list(self, value: impl Into<List_1<HubAccess>>)
fn set_access_list(self, value: impl Into<List_1<HubAccess>>)
set_AccessList(crate::system::collections::generic::list_1::List_1<crate::app::hubaccess::HubAccess>) overload
Sourcefn set_active(self, active: impl Into<bool>)
fn set_active(self, active: impl Into<bool>)
SetActive(bool) overload
Sourcefn set_system_active(self, system_active: impl Into<bool>)
fn set_system_active(self, system_active: impl Into<bool>)
SetSystemActive(bool) overload
Sourcefn set_event_active(self, active: impl Into<bool>)
fn set_event_active(self, active: impl Into<bool>)
SetEventActive(bool) overload
Sourcefn contains(
self,
param: impl Into<Array<Il2CppString>>,
value: impl Into<Il2CppString>,
) -> bool
fn contains( self, param: impl Into<Array<Il2CppString>>, value: impl Into<Il2CppString>, ) -> bool
Contains(::unity::Array<::unity::Il2CppString>, ::unity::Il2CppString) overload
Sourcefn set_case_active(
self,
active: impl Into<bool>,
ignore_node: impl Into<Array<Il2CppString>>,
)
fn set_case_active( self, active: impl Into<bool>, ignore_node: impl Into<Array<Il2CppString>>, )
SetCaseActive(bool, ::unity::Array<::unity::Il2CppString>) overload
Sourcefn update_active(self)
fn update_active(self)
UpdateActive() overload
Sourcefn add_new_locator(
self,
locator: impl Into<GameObject>,
pid: impl Into<Il2CppString>,
) -> HubAccess
fn add_new_locator( self, locator: impl Into<GameObject>, pid: impl Into<Il2CppString>, ) -> HubAccess
AddNewLocator(crate::unity_engine::gameobject::GameObject, ::unity::Il2CppString) overload
Sourcefn clear_locator(self, locator: impl Into<GameObject>)
fn clear_locator(self, locator: impl Into<GameObject>)
ClearLocator(crate::unity_engine::gameobject::GameObject) overload
Sourcefn reload_locator(self, access: impl Into<HubAccess>)
fn reload_locator(self, access: impl Into<HubAccess>)
ReloadLocator(crate::app::hubaccess::HubAccess) overload
Sourcefn release_characters(self)
fn release_characters(self)
ReleaseCharacters() overload
Sourcefn locate_access_objects(self) -> IEnumerator
fn locate_access_objects(self) -> IEnumerator
LocateAccessObjects() overload
Sourcefn setup_after(self)
fn setup_after(self)
SetupAfter() overload
Sourcefn refresh_confirm_content(self, pid: impl Into<Il2CppString>)
fn refresh_confirm_content(self, pid: impl Into<Il2CppString>)
RefreshConfirmContent(::unity::Il2CppString) overload
Sourcefn refresh_confirm_all(self)
fn refresh_confirm_all(self)
RefreshConfirmAll() overload
Sourcefn find_access(self, pid: impl Into<Il2CppString>) -> HubAccess
fn find_access(self, pid: impl Into<Il2CppString>) -> HubAccess
FindAccess(::unity::Il2CppString) overload
Sourcefn update_locator(self, locator: impl Into<Il2CppString>)
fn update_locator(self, locator: impl Into<Il2CppString>)
UpdateLocator(::unity::Il2CppString) overload
Sourcefn relocate_access(self)
fn relocate_access(self)
RelocateAccess() overload
Sourcefn is_character_loading(self) -> bool
fn is_character_loading(self) -> bool
IsCharacterLoading() overload
Sourcefn setup_character_fade_length(
self,
chara: impl Into<Character>,
fade_distance: impl Into<f32>,
)
fn setup_character_fade_length( self, chara: impl Into<Character>, fade_distance: impl Into<f32>, )
SetupCharacterFadeLength(crate::combat::character::Character, f32) overload
Sourcefn setup_character_fade_radius(
self,
chara: impl Into<Character>,
radius: impl Into<f32>,
)
fn setup_character_fade_radius( self, chara: impl Into<Character>, radius: impl Into<f32>, )
SetupCharacterFadeRadius(crate::combat::character::Character, f32) overload
Sourcefn get_place_waer(
self,
pid: impl Into<Il2CppString>,
access: impl Into<HubAccess>,
) -> Il2CppString
fn get_place_waer( self, pid: impl Into<Il2CppString>, access: impl Into<HubAccess>, ) -> Il2CppString
GetPlaceWaer(::unity::Il2CppString, crate::app::hubaccess::HubAccess) overload
Sourcefn save_accessory(self)
fn save_accessory(self)
SaveAccessory() overload
Sourcefn restore_accessory(self)
fn restore_accessory(self)
RestoreAccessory() overload
Sourcefn reset_look_at(self)
fn reset_look_at(self)
ResetLookAt() overload
Sourcefn reset_body(self)
fn reset_body(self)
ResetBody() overload
Sourcefn reload(self, pid: impl Into<Il2CppString>)
fn reload(self, pid: impl Into<Il2CppString>)
Reload(::unity::Il2CppString) overload
Sourcefn increment_loading_count(self)
fn increment_loading_count(self)
IncrementLoadingCount() overload
Sourcefn create_character(
self,
pid: impl Into<Il2CppString>,
locator: impl Into<GameObject>,
access: impl Into<HubAccess>,
callback: impl Into<Action_1<HubUnitController>>,
)
fn create_character( self, pid: impl Into<Il2CppString>, locator: impl Into<GameObject>, access: impl Into<HubAccess>, callback: impl Into<Action_1<HubUnitController>>, )
CreateCharacter(::unity::Il2CppString, crate::unity_engine::gameobject::GameObject, crate::app::hubaccess::HubAccess, crate::system::action_1::Action_1<crate::app::hubunitcontroller::HubUnitController>) 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: IHubLocatorGroup> IHubLocatorGroupMethods for __T
app-hublocatorgroup only.