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IHubPlayerController

Trait IHubPlayerController 

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pub trait IHubPlayerController: IObject {
Show 74 methods // Provided methods fn m_player_root(self) -> GameObject { ... } fn set_m_player_root(self, value: GameObject) { ... } fn m_player_collider(self) -> GameObject { ... } fn set_m_player_collider(self, value: GameObject) { ... } fn m_group_root(self) -> GameObject { ... } fn set_m_group_root(self, value: GameObject) { ... } fn m_camera(self) -> GameObject { ... } fn set_m_camera(self, value: GameObject) { ... } fn m_button_navi(self) -> GameObject { ... } fn set_m_button_navi(self, value: GameObject) { ... } fn m_look_at(self) -> HubLookAtController { ... } fn set_m_look_at(self, value: HubLookAtController) { ... } fn m_unit_controller(self) -> HubUnitController { ... } fn set_m_unit_controller(self, value: HubUnitController) { ... } fn m_colliders(self) -> List_1<Collider> { ... } fn set_m_colliders(self, value: List_1<Collider>) { ... } fn m_hub_camera(self) -> HubCamera { ... } fn set_m_hub_camera(self, value: HubCamera) { ... } fn m_last_access(self) -> HubAccess { ... } fn set_m_last_access(self, value: HubAccess) { ... } fn m_animator(self) -> Animator { ... } fn set_m_animator(self, value: Animator) { ... } fn m_character_joints(self) -> Array<CharacterJoint> { ... } fn set_m_character_joints(self, value: Array<CharacterJoint>) { ... } fn m_look_at_i_ks(self) -> Array<LookAtIK> { ... } fn set_m_look_at_i_ks(self, value: Array<LookAtIK>) { ... } fn m_speed(self) -> f32 { ... } fn set_m_speed(self, value: f32) { ... } fn m_move_target(self) -> Vector3 { ... } fn set_m_move_target(self, value: Vector3) { ... } fn m_move_direction(self) -> Vector3 { ... } fn set_m_move_direction(self, value: Vector3) { ... } fn m_dash_stop(self) -> bool { ... } fn set_m_dash_stop(self, value: bool) { ... } fn m_dash_stop_time(self) -> f32 { ... } fn set_m_dash_stop_time(self, value: f32) { ... } fn m_dash_stop_delay(self) -> f32 { ... } fn set_m_dash_stop_delay(self, value: f32) { ... } fn m_dash_time(self) -> f32 { ... } fn set_m_dash_time(self, value: f32) { ... } fn m_time_with_no_target(self) -> f32 { ... } fn set_m_time_with_no_target(self, value: f32) { ... } fn m_quick_turn_anim_name(self) -> Il2CppString { ... } fn set_m_quick_turn_anim_name(self, value: Il2CppString) { ... } fn m_access_delay(self) -> f32 { ... } fn set_m_access_delay(self, value: f32) { ... } fn m_culling_collider(self) -> HubCullingPlayerCollider { ... } fn set_m_culling_collider(self, value: HubCullingPlayerCollider) { ... } fn m_grass_managers(self) -> Array<GrassManager> { ... } fn set_m_grass_managers(self, value: Array<GrassManager>) { ... } fn object_collision_layer_mask(self) -> i32 { ... } fn set_object_collision_layer_mask(self, value: i32) { ... } fn ground_collision_layer_mask(self) -> i32 { ... } fn set_ground_collision_layer_mask(self, value: i32) { ... } fn slope_collision_layer_mask(self) -> i32 { ... } fn set_slope_collision_layer_mask(self, value: i32) { ... } fn m_hash(self) -> i32 { ... } fn set_m_hash(self, value: i32) { ... } fn results(self) -> Array<RaycastHit> { ... } fn set_results(self, value: Array<RaycastHit>) { ... } fn overlap_colliders(self) -> Array<Collider> { ... } fn set_overlap_colliders(self, value: Array<Collider>) { ... } fn access_colliders(self) -> Array<Collider> { ... } fn set_access_colliders(self, value: Array<Collider>) { ... } fn access_collider(self) -> Collider { ... } fn set_access_collider(self, value: Collider) { ... } fn distance_speed(self) -> f32 { ... } fn set_distance_speed(self, value: f32) { ... } fn m_proc_idle_coroutin(self) -> Coroutine { ... } fn set_m_proc_idle_coroutin(self, value: Coroutine) { ... } fn m_enable_proc(self) -> bool { ... } fn set_m_enable_proc(self, value: bool) { ... } fn m_wall_interval(self) -> f32 { ... } fn set_m_wall_interval(self, value: f32) { ... }
}

Provided Methods§

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fn m_player_root(self) -> GameObject

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fn set_m_player_root(self, value: GameObject)

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fn m_player_collider(self) -> GameObject

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fn set_m_player_collider(self, value: GameObject)

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fn m_group_root(self) -> GameObject

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fn set_m_group_root(self, value: GameObject)

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fn m_camera(self) -> GameObject

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fn set_m_camera(self, value: GameObject)

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fn m_button_navi(self) -> GameObject

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fn set_m_button_navi(self, value: GameObject)

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fn m_look_at(self) -> HubLookAtController

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fn set_m_look_at(self, value: HubLookAtController)

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fn m_unit_controller(self) -> HubUnitController

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fn set_m_unit_controller(self, value: HubUnitController)

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fn m_colliders(self) -> List_1<Collider>

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fn set_m_colliders(self, value: List_1<Collider>)

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fn m_hub_camera(self) -> HubCamera

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fn set_m_hub_camera(self, value: HubCamera)

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fn m_last_access(self) -> HubAccess

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fn set_m_last_access(self, value: HubAccess)

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fn m_animator(self) -> Animator

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fn set_m_animator(self, value: Animator)

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fn m_character_joints(self) -> Array<CharacterJoint>

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fn set_m_character_joints(self, value: Array<CharacterJoint>)

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fn m_look_at_i_ks(self) -> Array<LookAtIK>

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fn set_m_look_at_i_ks(self, value: Array<LookAtIK>)

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fn m_speed(self) -> f32

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fn set_m_speed(self, value: f32)

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fn m_move_target(self) -> Vector3

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fn set_m_move_target(self, value: Vector3)

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fn m_move_direction(self) -> Vector3

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fn set_m_move_direction(self, value: Vector3)

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fn m_dash_stop(self) -> bool

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fn set_m_dash_stop(self, value: bool)

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fn m_dash_stop_time(self) -> f32

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fn set_m_dash_stop_time(self, value: f32)

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fn m_dash_stop_delay(self) -> f32

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fn set_m_dash_stop_delay(self, value: f32)

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fn m_dash_time(self) -> f32

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fn set_m_dash_time(self, value: f32)

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fn m_time_with_no_target(self) -> f32

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fn set_m_time_with_no_target(self, value: f32)

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fn m_quick_turn_anim_name(self) -> Il2CppString

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fn set_m_quick_turn_anim_name(self, value: Il2CppString)

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fn m_access_delay(self) -> f32

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fn set_m_access_delay(self, value: f32)

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fn m_culling_collider(self) -> HubCullingPlayerCollider

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fn set_m_culling_collider(self, value: HubCullingPlayerCollider)

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fn m_grass_managers(self) -> Array<GrassManager>

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fn set_m_grass_managers(self, value: Array<GrassManager>)

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fn object_collision_layer_mask(self) -> i32

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fn set_object_collision_layer_mask(self, value: i32)

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fn ground_collision_layer_mask(self) -> i32

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fn set_ground_collision_layer_mask(self, value: i32)

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fn slope_collision_layer_mask(self) -> i32

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fn set_slope_collision_layer_mask(self, value: i32)

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fn m_hash(self) -> i32

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fn set_m_hash(self, value: i32)

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fn results(self) -> Array<RaycastHit>

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fn set_results(self, value: Array<RaycastHit>)

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fn overlap_colliders(self) -> Array<Collider>

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fn set_overlap_colliders(self, value: Array<Collider>)

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fn access_colliders(self) -> Array<Collider>

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fn set_access_colliders(self, value: Array<Collider>)

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fn access_collider(self) -> Collider

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fn set_access_collider(self, value: Collider)

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fn distance_speed(self) -> f32

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fn set_distance_speed(self, value: f32)

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fn m_proc_idle_coroutin(self) -> Coroutine

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fn set_m_proc_idle_coroutin(self, value: Coroutine)

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fn m_enable_proc(self) -> bool

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fn set_m_enable_proc(self, value: bool)

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fn m_wall_interval(self) -> f32

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fn set_m_wall_interval(self, value: f32)

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§