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IHubLocatorGroupMethods

Trait IHubLocatorGroupMethods 

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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§

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fn get_active_group_root(self) -> GameObject

get_ActiveGroupRoot() overload

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fn get_unit_list(self) -> List_1<GameObject>

get_UnitList() overload

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fn get_access_list(self) -> List_1<HubAccess>

get_AccessList() overload

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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

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fn set_active(self, active: impl Into<bool>)

SetActive(bool) overload

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fn set_system_active(self, system_active: impl Into<bool>)

SetSystemActive(bool) overload

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fn set_event_active(self, active: impl Into<bool>)

SetEventActive(bool) overload

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fn contains( self, param: impl Into<Array<Il2CppString>>, value: impl Into<Il2CppString>, ) -> bool

Contains(::unity::Array<::unity::Il2CppString>, ::unity::Il2CppString) overload

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fn set_case_active( self, active: impl Into<bool>, ignore_node: impl Into<Array<Il2CppString>>, )

SetCaseActive(bool, ::unity::Array<::unity::Il2CppString>) overload

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fn update_active(self)

UpdateActive() overload

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fn is_valid(self) -> bool

IsValid() overload

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fn ctor(self)

.ctor() overload

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fn add_new_locator( self, locator: impl Into<GameObject>, pid: impl Into<Il2CppString>, ) -> HubAccess

AddNewLocator(crate::unity_engine::gameobject::GameObject, ::unity::Il2CppString) overload

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fn clear_locator(self, locator: impl Into<GameObject>)

ClearLocator(crate::unity_engine::gameobject::GameObject) overload

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fn reload_locator(self, access: impl Into<HubAccess>)

ReloadLocator(crate::app::hubaccess::HubAccess) overload

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fn release_characters(self)

ReleaseCharacters() overload

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fn locate_access_objects(self) -> IEnumerator

LocateAccessObjects() overload

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fn setup_after(self)

SetupAfter() overload

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fn refresh_confirm_content(self, pid: impl Into<Il2CppString>)

RefreshConfirmContent(::unity::Il2CppString) overload

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fn refresh_confirm_all(self)

RefreshConfirmAll() overload

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fn find_access(self, pid: impl Into<Il2CppString>) -> HubAccess

FindAccess(::unity::Il2CppString) overload

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fn update_locator(self, locator: impl Into<Il2CppString>)

UpdateLocator(::unity::Il2CppString) overload

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fn relocate_access(self)

RelocateAccess() overload

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fn is_character_loading(self) -> bool

IsCharacterLoading() overload

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fn setup_character_fade_length( self, chara: impl Into<Character>, fade_distance: impl Into<f32>, )

SetupCharacterFadeLength(crate::combat::character::Character, f32) overload

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fn setup_character_fade_radius( self, chara: impl Into<Character>, radius: impl Into<f32>, )

SetupCharacterFadeRadius(crate::combat::character::Character, f32) overload

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fn get_place_waer( self, pid: impl Into<Il2CppString>, access: impl Into<HubAccess>, ) -> Il2CppString

GetPlaceWaer(::unity::Il2CppString, crate::app::hubaccess::HubAccess) overload

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fn save_accessory(self)

SaveAccessory() overload

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fn restore_accessory(self)

RestoreAccessory() overload

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fn reset_look_at(self)

ResetLookAt() overload

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fn reset_body(self)

ResetBody() overload

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fn reload(self, pid: impl Into<Il2CppString>)

Reload(::unity::Il2CppString) overload

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fn increment_loading_count(self)

IncrementLoadingCount() overload

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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§

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impl<__T: IHubLocatorGroup> IHubLocatorGroupMethods for __T

Available on crate feature app-hublocatorgroup only.