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IInvestmentMenuContent

Trait IInvestmentMenuContent 

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pub trait IInvestmentMenuContent: IBasicMenuContent {
Show 74 methods // Provided methods fn m_next_text(self) -> TextMeshProUGUI { ... } fn set_m_next_text(self, value: TextMeshProUGUI) { ... } fn m_total_text(self) -> TextMeshProUGUI { ... } fn set_m_total_text(self, value: TextMeshProUGUI) { ... } fn m_level_before_title(self) -> TextMeshProUGUI { ... } fn set_m_level_before_title(self, value: TextMeshProUGUI) { ... } fn m_level_after_title(self) -> TextMeshProUGUI { ... } fn set_m_level_after_title(self, value: TextMeshProUGUI) { ... } fn m_level_effect_title(self) -> TextMeshProUGUI { ... } fn set_m_level_effect_title(self, value: TextMeshProUGUI) { ... } fn m_level_bonus_title(self) -> TextMeshProUGUI { ... } fn set_m_level_bonus_title(self, value: TextMeshProUGUI) { ... } fn m_battle_title(self) -> TextMeshProUGUI { ... } fn set_m_battle_title(self, value: TextMeshProUGUI) { ... } fn m_result_title(self) -> TextMeshProUGUI { ... } fn set_m_result_title(self, value: TextMeshProUGUI) { ... } fn m_complete_text(self) -> TextMeshProUGUI { ... } fn set_m_complete_text(self, value: TextMeshProUGUI) { ... } fn m_complete_info_text(self) -> TextMeshProUGUI { ... } fn set_m_complete_info_text(self, value: TextMeshProUGUI) { ... } fn m_next_cost_root(self) -> GameObject { ... } fn set_m_next_cost_root(self, value: GameObject) { ... } fn m_max_cost_root(self) -> GameObject { ... } fn set_m_max_cost_root(self, value: GameObject) { ... } fn m_use_cost(self) -> TextMeshProUGUI { ... } fn set_m_use_cost(self, value: TextMeshProUGUI) { ... } fn m_use_cost_unit(self) -> TextMeshProUGUI { ... } fn set_m_use_cost_unit(self, value: TextMeshProUGUI) { ... } fn m_max_cost_unit(self) -> TextMeshProUGUI { ... } fn set_m_max_cost_unit(self, value: TextMeshProUGUI) { ... } fn m_next_cost(self) -> TextMeshProUGUI { ... } fn set_m_next_cost(self, value: TextMeshProUGUI) { ... } fn m_next_cost_unit(self) -> TextMeshProUGUI { ... } fn set_m_next_cost_unit(self, value: TextMeshProUGUI) { ... } fn m_bg_symbol(self) -> Image { ... } fn set_m_bg_symbol(self, value: Image) { ... } fn m_current_level(self) -> TextMeshProUGUI { ... } fn set_m_current_level(self, value: TextMeshProUGUI) { ... } fn m_next_level(self) -> TextMeshProUGUI { ... } fn set_m_next_level(self, value: TextMeshProUGUI) { ... } fn m_bonus_item(self) -> TextMeshProUGUI { ... } fn set_m_bonus_item(self, value: TextMeshProUGUI) { ... } fn m_map_root(self) -> Image { ... } fn set_m_map_root(self, value: Image) { ... } fn m_map_point(self) -> List_1<GameObject> { ... } fn set_m_map_point(self, value: List_1<GameObject>) { ... } fn m_map_frm(self) -> List_1<GameObject> { ... } fn set_m_map_frm(self, value: List_1<GameObject>) { ... } fn m_map_before_texture(self) -> Sprite { ... } fn set_m_map_before_texture(self, value: Sprite) { ... } fn m_map_after_texture(self) -> Sprite { ... } fn set_m_map_after_texture(self, value: Sprite) { ... } fn m_gold_enemy_info(self) -> InvestmentMenuContent_BattleEnemyInfo { ... } fn set_m_gold_enemy_info(self, value: InvestmentMenuContent_BattleEnemyInfo) { ... } fn m_exp_enemy_info(self) -> InvestmentMenuContent_BattleEnemyInfo { ... } fn set_m_exp_enemy_info(self, value: InvestmentMenuContent_BattleEnemyInfo) { ... } fn m_drop_item_info(self) -> List_1<InvestmentMenuContent_DropItemInfo> { ... } fn set_m_drop_item_info( self, value: List_1<InvestmentMenuContent_DropItemInfo>, ) { ... } fn m_animal_info(self) -> List_1<InvestmentMenuContent_AnimalInfo> { ... } fn set_m_animal_info(self, value: List_1<InvestmentMenuContent_AnimalInfo>) { ... } fn m_lv_max_show_object(self) -> List_1<GameObject> { ... } fn set_m_lv_max_show_object(self, value: List_1<GameObject>) { ... } fn m_lv_max_hide_object(self) -> List_1<GameObject> { ... } fn set_m_lv_max_hide_object(self, value: List_1<GameObject>) { ... } fn m_lv_max_bg_texture(self) -> Sprite { ... } fn set_m_lv_max_bg_texture(self, value: Sprite) { ... } fn m_normal_bg_texture(self) -> Sprite { ... } fn set_m_normal_bg_texture(self, value: Sprite) { ... } fn m_texture_change_image(self) -> Image { ... } fn set_m_texture_change_image(self, value: Image) { ... } fn m_disp_total_cost(self) -> i32 { ... } fn set_m_disp_total_cost(self, value: i32) { ... } fn m_disp_nation_data(self) -> HubNationData { ... } fn set_m_disp_nation_data(self, value: HubNationData) { ... }
}

Provided Methods§

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fn m_next_text(self) -> TextMeshProUGUI

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fn set_m_next_text(self, value: TextMeshProUGUI)

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fn m_total_text(self) -> TextMeshProUGUI

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fn set_m_total_text(self, value: TextMeshProUGUI)

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fn m_level_before_title(self) -> TextMeshProUGUI

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fn set_m_level_before_title(self, value: TextMeshProUGUI)

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fn m_level_after_title(self) -> TextMeshProUGUI

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fn set_m_level_after_title(self, value: TextMeshProUGUI)

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fn m_level_effect_title(self) -> TextMeshProUGUI

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fn set_m_level_effect_title(self, value: TextMeshProUGUI)

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fn m_level_bonus_title(self) -> TextMeshProUGUI

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fn set_m_level_bonus_title(self, value: TextMeshProUGUI)

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fn m_battle_title(self) -> TextMeshProUGUI

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fn set_m_battle_title(self, value: TextMeshProUGUI)

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fn m_result_title(self) -> TextMeshProUGUI

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fn set_m_result_title(self, value: TextMeshProUGUI)

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fn m_complete_text(self) -> TextMeshProUGUI

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fn set_m_complete_text(self, value: TextMeshProUGUI)

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fn m_complete_info_text(self) -> TextMeshProUGUI

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fn set_m_complete_info_text(self, value: TextMeshProUGUI)

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fn m_next_cost_root(self) -> GameObject

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fn set_m_next_cost_root(self, value: GameObject)

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fn m_max_cost_root(self) -> GameObject

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fn set_m_max_cost_root(self, value: GameObject)

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fn m_use_cost(self) -> TextMeshProUGUI

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fn set_m_use_cost(self, value: TextMeshProUGUI)

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fn m_use_cost_unit(self) -> TextMeshProUGUI

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fn set_m_use_cost_unit(self, value: TextMeshProUGUI)

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fn m_max_cost_unit(self) -> TextMeshProUGUI

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fn set_m_max_cost_unit(self, value: TextMeshProUGUI)

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fn m_next_cost(self) -> TextMeshProUGUI

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fn set_m_next_cost(self, value: TextMeshProUGUI)

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fn m_next_cost_unit(self) -> TextMeshProUGUI

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fn set_m_next_cost_unit(self, value: TextMeshProUGUI)

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fn m_bg_symbol(self) -> Image

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fn set_m_bg_symbol(self, value: Image)

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fn m_current_level(self) -> TextMeshProUGUI

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fn set_m_current_level(self, value: TextMeshProUGUI)

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fn m_next_level(self) -> TextMeshProUGUI

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fn set_m_next_level(self, value: TextMeshProUGUI)

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fn m_bonus_item(self) -> TextMeshProUGUI

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fn set_m_bonus_item(self, value: TextMeshProUGUI)

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fn m_map_root(self) -> Image

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fn set_m_map_root(self, value: Image)

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fn m_map_point(self) -> List_1<GameObject>

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fn set_m_map_point(self, value: List_1<GameObject>)

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fn m_map_frm(self) -> List_1<GameObject>

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fn set_m_map_frm(self, value: List_1<GameObject>)

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fn m_map_before_texture(self) -> Sprite

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fn set_m_map_before_texture(self, value: Sprite)

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fn m_map_after_texture(self) -> Sprite

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fn set_m_map_after_texture(self, value: Sprite)

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fn m_gold_enemy_info(self) -> InvestmentMenuContent_BattleEnemyInfo

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fn set_m_gold_enemy_info(self, value: InvestmentMenuContent_BattleEnemyInfo)

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fn m_exp_enemy_info(self) -> InvestmentMenuContent_BattleEnemyInfo

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fn set_m_exp_enemy_info(self, value: InvestmentMenuContent_BattleEnemyInfo)

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fn m_drop_item_info(self) -> List_1<InvestmentMenuContent_DropItemInfo>

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fn set_m_drop_item_info(self, value: List_1<InvestmentMenuContent_DropItemInfo>)

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fn m_animal_info(self) -> List_1<InvestmentMenuContent_AnimalInfo>

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fn set_m_animal_info(self, value: List_1<InvestmentMenuContent_AnimalInfo>)

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fn m_lv_max_show_object(self) -> List_1<GameObject>

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fn set_m_lv_max_show_object(self, value: List_1<GameObject>)

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fn m_lv_max_hide_object(self) -> List_1<GameObject>

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fn set_m_lv_max_hide_object(self, value: List_1<GameObject>)

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fn m_lv_max_bg_texture(self) -> Sprite

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fn set_m_lv_max_bg_texture(self, value: Sprite)

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fn m_normal_bg_texture(self) -> Sprite

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fn set_m_normal_bg_texture(self, value: Sprite)

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fn m_texture_change_image(self) -> Image

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fn set_m_texture_change_image(self, value: Image)

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fn m_disp_total_cost(self) -> i32

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fn set_m_disp_total_cost(self, value: i32)

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fn m_disp_nation_data(self) -> HubNationData

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fn set_m_disp_nation_data(self, value: HubNationData)

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§