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§
Sourcefn get_turn_blend_time(self) -> f32
fn get_turn_blend_time(self) -> f32
get_TurnBlendTime() 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_is_player(self) -> bool
fn get_is_player(self) -> bool
get_IsPlayer() overload
Sourcefn set_is_player(self, value: impl Into<bool>)
fn set_is_player(self, value: impl Into<bool>)
set_IsPlayer(bool) overload
Sourcefn get_is_move_type(self) -> bool
fn get_is_move_type(self) -> bool
get_IsMoveType() overload
Sourcefn get_character(self) -> Character
fn get_character(self) -> Character
get_Character() overload
Sourcefn get_talk_character(self) -> TalkCharacterController
fn get_talk_character(self) -> TalkCharacterController
get_TalkCharacter() overload
Sourcefn get_access(self) -> HubAccess
fn get_access(self) -> HubAccess
get_Access() overload
Sourcefn get_pid(self) -> Il2CppString
fn get_pid(self) -> Il2CppString
get_PID() overload
Sourcefn get_voice_id(self) -> Il2CppString
fn get_voice_id(self) -> Il2CppString
get_VoiceID() overload
Sourcefn get_dir(self) -> InterpolatorRotationCurve
fn get_dir(self) -> InterpolatorRotationCurve
get_Dir() overload
Sourcefn get_look_at(self) -> HubLookAtController
fn get_look_at(self) -> HubLookAtController
get_LookAt() overload
Sourcefn get_look_action(self) -> HubRangeAction
fn get_look_action(self) -> HubRangeAction
get_LookAction() overload
Sourcefn get_bind_object(self) -> List_1<GameObject>
fn get_bind_object(self) -> List_1<GameObject>
get_BindObject() overload
Sourcefn set_bind_object(self, value: impl Into<List_1<GameObject>>)
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
Sourcefn get_is_lock_dir(self) -> bool
fn get_is_lock_dir(self) -> bool
get_IsLockDir() overload
Sourcefn set_is_lock_dir(self, value: impl Into<bool>)
fn set_is_lock_dir(self, value: impl Into<bool>)
set_IsLockDir(bool) overload
Sourcefn is_turn_end(self, margin_angle: impl Into<f32>) -> bool
fn is_turn_end(self, margin_angle: impl Into<f32>) -> bool
IsTurnEnd(f32) overload
Sourcefn in_player_range(self, range: impl Into<f32>) -> bool
fn in_player_range(self, range: impl Into<f32>) -> bool
InPlayerRange(f32) overload
Sourcefn set_player_controller(
self,
player_controller: impl Into<HubPlayerController>,
)
fn set_player_controller( self, player_controller: impl Into<HubPlayerController>, )
SetPlayerController(crate::app::hubplayercontroller::HubPlayerController) overload
Sourcefn set_talk_chara_controller(
self,
talk_chara_controller: impl Into<TalkCharacterController>,
)
fn set_talk_chara_controller( self, talk_chara_controller: impl Into<TalkCharacterController>, )
SetTalkCharaController(crate::app::talk3_d::talkcharactercontroller::TalkCharacterController) overload
Sourcefn set_character(self, chara: impl Into<Character>)
fn set_character(self, chara: impl Into<Character>)
SetCharacter(crate::combat::character::Character) overload
Sourcefn set_access(self, access: impl Into<HubAccess>)
fn set_access(self, access: impl Into<HubAccess>)
SetAccess(crate::app::hubaccess::HubAccess) overload
Sourcefn get_now_dir(self) -> f32
fn get_now_dir(self) -> f32
GetNowDir() overload
Sourcefn set_home_dir(self, home_dir: impl Into<f32>)
fn set_home_dir(self, home_dir: impl Into<f32>)
SetHomeDir(f32) overload
Sourcefn get_home_dir(self) -> f32
fn get_home_dir(self) -> f32
GetHomeDir() overload
Sourcefn set_home_position(self, home_position: impl Into<Vector3>)
fn set_home_position(self, home_position: impl Into<Vector3>)
SetHomePosition(crate::unity_engine::vector3::Vector3) overload
Sourcefn get_home_position(self) -> Vector3
fn get_home_position(self) -> Vector3
GetHomePosition() overload
Sourcefn set_active_bind(self, active: impl Into<bool>)
fn set_active_bind(self, active: impl Into<bool>)
SetActiveBind(bool) overload
Sourcefn look_to(
self,
target: impl Into<Vector3>,
time: impl Into<f32>,
with_turn_anim: impl Into<bool>,
)
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
Sourcefn look_to_2(
self,
dir: impl Into<f32>,
time: impl Into<f32>,
with_turn_anim: impl Into<bool>,
) -> bool
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
Sourcefn reset_look(self, time: impl Into<f32>)
fn reset_look(self, time: impl Into<f32>)
ResetLook(f32) overload
Sourcefn reserve_reset(self, time: impl Into<f32>)
fn reserve_reset(self, time: impl Into<f32>)
ReserveReset(f32) overload
Sourcefn cancel_reserve_reset(self)
fn cancel_reserve_reset(self)
CancelReserveReset() overload
Sourcefn move_to(self, pos: impl Into<Vector3>, time: impl Into<f32>)
fn move_to(self, pos: impl Into<Vector3>, time: impl Into<f32>)
MoveTo(crate::unity_engine::vector3::Vector3, f32) overload
Sourcefn reset_animatoin(self)
fn reset_animatoin(self)
ResetAnimatoin() overload
Sourcefn get_wait_animation_name(self) -> Il2CppString
fn get_wait_animation_name(self) -> Il2CppString
GetWaitAnimationName() overload
Sourcefn set_wait_animation_name(self, anim_name: impl Into<Il2CppString>)
fn set_wait_animation_name(self, anim_name: impl Into<Il2CppString>)
SetWaitAnimationName(::unity::Il2CppString) overload
Sourcefn get_wait_face_animation_name(self) -> Il2CppString
fn get_wait_face_animation_name(self) -> Il2CppString
GetWaitFaceAnimationName() overload
Sourcefn wait_animation(self, transition_duration: impl Into<f32>)
fn wait_animation(self, transition_duration: impl Into<f32>)
WaitAnimation(f32) overload
Sourcefn get_head_transform(self) -> Transform
fn get_head_transform(self) -> Transform
GetHeadTransform() overload
Sourcefn get_talk_head_position(self) -> Vector3
fn get_talk_head_position(self) -> Vector3
GetTalkHeadPosition() overload
Sourcefn play_voice(self, event_name: impl Into<Il2CppString>)
fn play_voice(self, event_name: impl Into<Il2CppString>)
PlayVoice(::unity::Il2CppString) overload
Sourcefn get_player_distance(self) -> f32
fn get_player_distance(self) -> f32
GetPlayerDistance() overload
Sourcefn get_player_direction(self) -> Vector3
fn get_player_direction(self) -> Vector3
GetPlayerDirection() overload
Sourcefn start_talk(self, target: impl Into<Vector3>)
fn start_talk(self, target: impl Into<Vector3>)
StartTalk(crate::unity_engine::vector3::Vector3) overload
Sourcefn disable_fade(self)
fn disable_fade(self)
DisableFade() overload
Sourcefn enable_fade(self)
fn enable_fade(self)
EnableFade() overload
Sourcefn enable_fade_delay(self) -> IEnumerator
fn enable_fade_delay(self) -> IEnumerator
EnableFadeDelay() overload
Sourcefn play_body(
self,
name: impl Into<Il2CppString>,
transition_duration: impl Into<f32>,
soon: impl Into<bool>,
force: impl Into<bool>,
)
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
Sourcefn play_face(
self,
name: impl Into<Il2CppString>,
is_fast_forward: impl Into<bool>,
)
fn play_face( self, name: impl Into<Il2CppString>, is_fast_forward: impl Into<bool>, )
PlayFace(::unity::Il2CppString, bool) overload
Sourcefn reset_body(self)
fn reset_body(self)
ResetBody() overload
Sourcefn is_enable_voice(self) -> bool
fn is_enable_voice(self) -> bool
IsEnableVoice() overload
Sourcefn late_update(self)
fn late_update(self)
LateUpdate() overload
Sourcefn on_draw_gizmos(self)
fn on_draw_gizmos(self)
OnDrawGizmos() overload
Sourcefn reset_look_at(self)
fn reset_look_at(self)
ResetLookAt() overload
Sourcefn setup_idle(self)
fn setup_idle(self)
SetupIdle() overload
Sourcefn update_range(self)
fn update_range(self)
UpdateRange() overload
Sourcefn update_move(self, force: impl Into<bool>)
fn update_move(self, force: impl Into<bool>)
UpdateMove(bool) 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: IHubUnitController> IHubUnitControllerMethods for __T
app-hubunitcontroller only.