pub trait IHubPlayerControllerMethods: IHubPlayerController {
Show 51 methods
// Provided methods
fn get_dir(self) -> f32 { ... }
fn set_dir(self, value: impl Into<f32>) { ... }
fn get_prev_dir(self) -> f32 { ... }
fn set_prev_dir(self, value: impl Into<f32>) { ... }
fn get_z_rotate(self) -> f32 { ... }
fn set_z_rotate(self, value: impl Into<f32>) { ... }
fn get_is_stop(self) -> bool { ... }
fn set_is_stop(self, value: impl Into<bool>) { ... }
fn get_speed(self) -> f32 { ... }
fn set_speed(self, value: impl Into<f32>) { ... }
fn get_character(self) -> Character { ... }
fn set_character(self, value: impl Into<Character>) { ... }
fn get_unit_controller(self) -> HubUnitController { ... }
fn get_culling_collider(self) -> HubCullingPlayerCollider { ... }
fn get_control_type(self) -> i32 { ... }
fn get_rotate_angle(self) -> f32 { ... }
fn get_default_radius(self) -> f32 { ... }
fn setup(
self,
player_root: impl Into<GameObject>,
group_root: impl Into<GameObject>,
button_navi: impl Into<GameObject>,
) { ... }
fn set_collider(self, collider: impl Into<HubPlayerCollider>) { ... }
fn set_culling_collider(self, collider: impl Into<HubCullingPlayerCollider>) { ... }
fn hide(self) { ... }
fn show(self) { ... }
fn start(self) { ... }
fn load_character(self) { ... }
fn save_accessory(self) { ... }
fn restore_accessory(self) { ... }
fn reload(self) { ... }
fn get_is_character_loading(self) -> bool { ... }
fn set_is_character_loading(self, value: impl Into<bool>) { ... }
fn init_look_at_target(self) { ... }
fn update_character_look_at(self) { ... }
fn tick(self, lx: impl Into<f32>, ly: impl Into<f32>) { ... }
fn start_proc_idle(self) { ... }
fn stop_proc_idle(self, soon: impl Into<bool>) { ... }
fn persistent(self) { ... }
fn proc_idle(self) -> IEnumerator { ... }
fn late_persistent(self) { ... }
fn update_access(self, force: impl Into<bool>) { ... }
fn update_look_at(self) { ... }
fn find_nearest_look_at_point(self) -> Vector3 { ... }
fn get_transform(self) -> Transform { ... }
fn get_can_access(self) -> bool { ... }
fn begin_access(self) { ... }
fn end_access(self, with_reset_anim: impl Into<bool>, delay: impl Into<f32>) { ... }
fn reset_look(self) { ... }
fn try_get_last_access(self) -> HubAccess { ... }
fn try_get_now_access(self) -> HubAccess { ... }
fn add_collider(self, c: impl Into<Collider>) { ... }
fn remove_collider(self, c: impl Into<Collider>) { ... }
fn is_moving(self) -> bool { ... }
fn ctor(self) { ... }
}Provided Methods§
Sourcefn get_prev_dir(self) -> f32
fn get_prev_dir(self) -> f32
get_PrevDir() overload
Sourcefn set_prev_dir(self, value: impl Into<f32>)
fn set_prev_dir(self, value: impl Into<f32>)
set_PrevDir(f32) overload
Sourcefn get_z_rotate(self) -> f32
fn get_z_rotate(self) -> f32
get_ZRotate() overload
Sourcefn set_z_rotate(self, value: impl Into<f32>)
fn set_z_rotate(self, value: impl Into<f32>)
set_ZRotate(f32) overload
Sourcefn get_is_stop(self) -> bool
fn get_is_stop(self) -> bool
get_IsStop() overload
Sourcefn set_is_stop(self, value: impl Into<bool>)
fn set_is_stop(self, value: impl Into<bool>)
set_IsStop(bool) overload
Sourcefn get_character(self) -> Character
fn get_character(self) -> Character
get_Character() overload
Sourcefn set_character(self, value: impl Into<Character>)
fn set_character(self, value: impl Into<Character>)
set_Character(crate::combat::character::Character) overload
Sourcefn get_unit_controller(self) -> HubUnitController
fn get_unit_controller(self) -> HubUnitController
get_UnitController() overload
Sourcefn get_culling_collider(self) -> HubCullingPlayerCollider
fn get_culling_collider(self) -> HubCullingPlayerCollider
get_CullingCollider() overload
Sourcefn get_control_type(self) -> i32
fn get_control_type(self) -> i32
get_ControlType() overload
Sourcefn get_rotate_angle(self) -> f32
fn get_rotate_angle(self) -> f32
get_RotateAngle() overload
Sourcefn get_default_radius(self) -> f32
fn get_default_radius(self) -> f32
get_DefaultRadius() overload
Sourcefn setup(
self,
player_root: impl Into<GameObject>,
group_root: impl Into<GameObject>,
button_navi: impl Into<GameObject>,
)
fn setup( self, player_root: impl Into<GameObject>, group_root: impl Into<GameObject>, button_navi: impl Into<GameObject>, )
Setup(crate::unity_engine::gameobject::GameObject, crate::unity_engine::gameobject::GameObject, crate::unity_engine::gameobject::GameObject) overload
Sourcefn set_collider(self, collider: impl Into<HubPlayerCollider>)
fn set_collider(self, collider: impl Into<HubPlayerCollider>)
SetCollider(crate::app::hubplayercollider::HubPlayerCollider) overload
Sourcefn set_culling_collider(self, collider: impl Into<HubCullingPlayerCollider>)
fn set_culling_collider(self, collider: impl Into<HubCullingPlayerCollider>)
SetCullingCollider(crate::app::hubcullingplayercollider::HubCullingPlayerCollider) overload
Sourcefn load_character(self)
fn load_character(self)
LoadCharacter() overload
Sourcefn save_accessory(self)
fn save_accessory(self)
SaveAccessory() overload
Sourcefn restore_accessory(self)
fn restore_accessory(self)
RestoreAccessory() overload
Sourcefn get_is_character_loading(self) -> bool
fn get_is_character_loading(self) -> bool
get_IsCharacterLoading() overload
Sourcefn set_is_character_loading(self, value: impl Into<bool>)
fn set_is_character_loading(self, value: impl Into<bool>)
set_IsCharacterLoading(bool) overload
Sourcefn init_look_at_target(self)
fn init_look_at_target(self)
InitLookAtTarget() overload
Sourcefn update_character_look_at(self)
fn update_character_look_at(self)
UpdateCharacterLookAt() overload
Sourcefn start_proc_idle(self)
fn start_proc_idle(self)
StartProcIdle() overload
Sourcefn stop_proc_idle(self, soon: impl Into<bool>)
fn stop_proc_idle(self, soon: impl Into<bool>)
StopProcIdle(bool) overload
Sourcefn persistent(self)
fn persistent(self)
Persistent() overload
Sourcefn proc_idle(self) -> IEnumerator
fn proc_idle(self) -> IEnumerator
ProcIdle() overload
Sourcefn late_persistent(self)
fn late_persistent(self)
LatePersistent() overload
Sourcefn update_access(self, force: impl Into<bool>)
fn update_access(self, force: impl Into<bool>)
UpdateAccess(bool) overload
Sourcefn update_look_at(self)
fn update_look_at(self)
UpdateLookAt() overload
Sourcefn find_nearest_look_at_point(self) -> Vector3
fn find_nearest_look_at_point(self) -> Vector3
FindNearestLookAtPoint() overload
Sourcefn get_transform(self) -> Transform
fn get_transform(self) -> Transform
GetTransform() overload
Sourcefn get_can_access(self) -> bool
fn get_can_access(self) -> bool
get_CanAccess() overload
Sourcefn begin_access(self)
fn begin_access(self)
BeginAccess() overload
Sourcefn end_access(self, with_reset_anim: impl Into<bool>, delay: impl Into<f32>)
fn end_access(self, with_reset_anim: impl Into<bool>, delay: impl Into<f32>)
EndAccess(bool, f32) overload
Sourcefn reset_look(self)
fn reset_look(self)
ResetLook() overload
Sourcefn try_get_last_access(self) -> HubAccess
fn try_get_last_access(self) -> HubAccess
TryGetLastAccess() overload
Sourcefn try_get_now_access(self) -> HubAccess
fn try_get_now_access(self) -> HubAccess
TryGetNowAccess() overload
Sourcefn add_collider(self, c: impl Into<Collider>)
fn add_collider(self, c: impl Into<Collider>)
AddCollider(crate::unity_engine::collider::Collider) overload
Sourcefn remove_collider(self, c: impl Into<Collider>)
fn remove_collider(self, c: impl Into<Collider>)
RemoveCollider(crate::unity_engine::collider::Collider) 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: IHubPlayerController> IHubPlayerControllerMethods for __T
app-hubplayercontroller only.