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IHubUnitControllerMethods

Trait IHubUnitControllerMethods 

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pub trait IHubUnitControllerMethods: IHubUnitController {
Show 68 methods // Provided methods fn get_turn_blend_time(self) -> f32 { ... } fn get_is_stop(self) -> bool { ... } fn set_is_stop(self, value: impl Into<bool>) { ... } fn get_is_player(self) -> bool { ... } fn set_is_player(self, value: impl Into<bool>) { ... } fn get_is_move_type(self) -> bool { ... } fn get_character(self) -> Character { ... } fn get_talk_character(self) -> TalkCharacterController { ... } fn get_access(self) -> HubAccess { ... } fn get_pid(self) -> Il2CppString { ... } fn get_voice_id(self) -> Il2CppString { ... } fn get_dir(self) -> InterpolatorRotationCurve { ... } fn get_look_at(self) -> HubLookAtController { ... } fn get_look_action(self) -> HubRangeAction { ... } fn get_bind_object(self) -> List_1<GameObject> { ... } fn set_bind_object(self, value: impl Into<List_1<GameObject>>) { ... } fn get_is_lock_dir(self) -> bool { ... } fn set_is_lock_dir(self, value: impl Into<bool>) { ... } fn is_turn_end(self, margin_angle: impl Into<f32>) -> bool { ... } fn in_player_range(self, range: impl Into<f32>) -> bool { ... } fn set_player_controller( self, player_controller: impl Into<HubPlayerController>, ) { ... } fn set_talk_chara_controller( self, talk_chara_controller: impl Into<TalkCharacterController>, ) { ... } fn set_character(self, chara: impl Into<Character>) { ... } fn set_access(self, access: impl Into<HubAccess>) { ... } fn set_dir(self, dir: impl Into<f32>) { ... } fn get_now_dir(self) -> f32 { ... } fn set_home_dir(self, home_dir: impl Into<f32>) { ... } fn get_home_dir(self) -> f32 { ... } fn set_home_position(self, home_position: impl Into<Vector3>) { ... } fn get_home_position(self) -> Vector3 { ... } fn stop(self) { ... } fn restart(self) { ... } fn set_active_bind(self, active: impl Into<bool>) { ... } fn look_to( self, target: impl Into<Vector3>, time: impl Into<f32>, with_turn_anim: impl Into<bool>, ) { ... } fn look_to_2( self, dir: impl Into<f32>, time: impl Into<f32>, with_turn_anim: impl Into<bool>, ) -> bool { ... } fn reset_look(self, time: impl Into<f32>) { ... } fn reserve_reset(self, time: impl Into<f32>) { ... } fn cancel_reserve_reset(self) { ... } fn play_turn(self) -> bool { ... } fn move_to(self, pos: impl Into<Vector3>, time: impl Into<f32>) { ... } fn reset_animatoin(self) { ... } fn get_wait_animation_name(self) -> Il2CppString { ... } fn set_wait_animation_name(self, anim_name: impl Into<Il2CppString>) { ... } fn get_wait_face_animation_name(self) -> Il2CppString { ... } fn wait_animation(self, transition_duration: impl Into<f32>) { ... } fn get_head_transform(self) -> Transform { ... } fn get_talk_head_position(self) -> Vector3 { ... } fn play_voice(self, event_name: impl Into<Il2CppString>) { ... } fn get_player_distance(self) -> f32 { ... } fn get_player_direction(self) -> Vector3 { ... } fn start_talk(self, target: impl Into<Vector3>) { ... } fn end_talk(self) { ... } fn disable_fade(self) { ... } fn enable_fade(self) { ... } fn enable_fade_delay(self) -> IEnumerator { ... } fn play_body( self, name: impl Into<Il2CppString>, transition_duration: impl Into<f32>, soon: impl Into<bool>, force: impl Into<bool>, ) { ... } fn play_face( self, name: impl Into<Il2CppString>, is_fast_forward: impl Into<bool>, ) { ... } fn reset_body(self) { ... } fn is_enable_voice(self) -> bool { ... } fn start(self) { ... } fn update(self) { ... } fn late_update(self) { ... } fn on_draw_gizmos(self) { ... } fn reset_look_at(self) { ... } fn setup_idle(self) { ... } fn update_range(self) { ... } fn update_move(self, force: impl Into<bool>) { ... } fn ctor(self) { ... }
}

Provided Methods§

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fn get_turn_blend_time(self) -> f32

get_TurnBlendTime() overload

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fn get_is_stop(self) -> bool

get_IsStop() overload

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fn set_is_stop(self, value: impl Into<bool>)

set_IsStop(bool) overload

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fn get_is_player(self) -> bool

get_IsPlayer() overload

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fn set_is_player(self, value: impl Into<bool>)

set_IsPlayer(bool) overload

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fn get_is_move_type(self) -> bool

get_IsMoveType() overload

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fn get_character(self) -> Character

get_Character() overload

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fn get_talk_character(self) -> TalkCharacterController

get_TalkCharacter() overload

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fn get_access(self) -> HubAccess

get_Access() overload

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fn get_pid(self) -> Il2CppString

get_PID() overload

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fn get_voice_id(self) -> Il2CppString

get_VoiceID() overload

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fn get_dir(self) -> InterpolatorRotationCurve

get_Dir() overload

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fn get_look_at(self) -> HubLookAtController

get_LookAt() overload

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fn get_look_action(self) -> HubRangeAction

get_LookAction() overload

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fn get_bind_object(self) -> List_1<GameObject>

get_BindObject() overload

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fn set_bind_object(self, value: impl Into<List_1<GameObject>>)

set_BindObject(crate::system::collections::generic::list_1::List_1<crate::unity_engine::gameobject::GameObject>) overload

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fn get_is_lock_dir(self) -> bool

get_IsLockDir() overload

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fn set_is_lock_dir(self, value: impl Into<bool>)

set_IsLockDir(bool) overload

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fn is_turn_end(self, margin_angle: impl Into<f32>) -> bool

IsTurnEnd(f32) overload

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fn in_player_range(self, range: impl Into<f32>) -> bool

InPlayerRange(f32) overload

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fn set_player_controller( self, player_controller: impl Into<HubPlayerController>, )

SetPlayerController(crate::app::hubplayercontroller::HubPlayerController) overload

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fn set_talk_chara_controller( self, talk_chara_controller: impl Into<TalkCharacterController>, )

SetTalkCharaController(crate::app::talk3_d::talkcharactercontroller::TalkCharacterController) overload

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fn set_character(self, chara: impl Into<Character>)

SetCharacter(crate::combat::character::Character) overload

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

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

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fn set_dir(self, dir: impl Into<f32>)

SetDir(f32) overload

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fn get_now_dir(self) -> f32

GetNowDir() overload

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fn set_home_dir(self, home_dir: impl Into<f32>)

SetHomeDir(f32) overload

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fn get_home_dir(self) -> f32

GetHomeDir() overload

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fn set_home_position(self, home_position: impl Into<Vector3>)

SetHomePosition(crate::unity_engine::vector3::Vector3) overload

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fn get_home_position(self) -> Vector3

GetHomePosition() overload

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fn stop(self)

Stop() overload

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fn restart(self)

Restart() overload

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

SetActiveBind(bool) overload

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fn look_to( self, target: impl Into<Vector3>, time: impl Into<f32>, with_turn_anim: impl Into<bool>, )

LookTo(crate::unity_engine::vector3::Vector3, f32, bool) overload

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fn look_to_2( self, dir: impl Into<f32>, time: impl Into<f32>, with_turn_anim: impl Into<bool>, ) -> bool

LookTo(f32, f32, bool) overload

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fn reset_look(self, time: impl Into<f32>)

ResetLook(f32) overload

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fn reserve_reset(self, time: impl Into<f32>)

ReserveReset(f32) overload

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fn cancel_reserve_reset(self)

CancelReserveReset() overload

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fn play_turn(self) -> bool

PlayTurn() overload

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fn move_to(self, pos: impl Into<Vector3>, time: impl Into<f32>)

MoveTo(crate::unity_engine::vector3::Vector3, f32) overload

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fn reset_animatoin(self)

ResetAnimatoin() overload

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fn get_wait_animation_name(self) -> Il2CppString

GetWaitAnimationName() overload

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fn set_wait_animation_name(self, anim_name: impl Into<Il2CppString>)

SetWaitAnimationName(::unity::Il2CppString) overload

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fn get_wait_face_animation_name(self) -> Il2CppString

GetWaitFaceAnimationName() overload

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fn wait_animation(self, transition_duration: impl Into<f32>)

WaitAnimation(f32) overload

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fn get_head_transform(self) -> Transform

GetHeadTransform() overload

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fn get_talk_head_position(self) -> Vector3

GetTalkHeadPosition() overload

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fn play_voice(self, event_name: impl Into<Il2CppString>)

PlayVoice(::unity::Il2CppString) overload

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fn get_player_distance(self) -> f32

GetPlayerDistance() overload

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fn get_player_direction(self) -> Vector3

GetPlayerDirection() overload

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fn start_talk(self, target: impl Into<Vector3>)

StartTalk(crate::unity_engine::vector3::Vector3) overload

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fn end_talk(self)

EndTalk() overload

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fn disable_fade(self)

DisableFade() overload

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fn enable_fade(self)

EnableFade() overload

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fn enable_fade_delay(self) -> IEnumerator

EnableFadeDelay() overload

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fn play_body( self, name: impl Into<Il2CppString>, transition_duration: impl Into<f32>, soon: impl Into<bool>, force: impl Into<bool>, )

PlayBody(::unity::Il2CppString, f32, bool, bool) overload

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fn play_face( self, name: impl Into<Il2CppString>, is_fast_forward: impl Into<bool>, )

PlayFace(::unity::Il2CppString, bool) overload

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fn reset_body(self)

ResetBody() overload

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fn is_enable_voice(self) -> bool

IsEnableVoice() overload

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fn start(self)

Start() overload

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fn update(self)

Update() overload

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fn late_update(self)

LateUpdate() overload

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fn on_draw_gizmos(self)

OnDrawGizmos() overload

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fn reset_look_at(self)

ResetLookAt() overload

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fn setup_idle(self)

SetupIdle() overload

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fn update_range(self)

UpdateRange() overload

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fn update_move(self, force: impl Into<bool>)

UpdateMove(bool) overload

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fn ctor(self)

.ctor() 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: IHubUnitController> IHubUnitControllerMethods for __T

Available on crate feature app-hubunitcontroller only.