pub trait IJobDataMethods: IJobData {
Show 138 methods
// Provided methods
fn ctor(self) { ... }
fn get_jid(self) -> Il2CppString { ... }
fn set_jid(self, value: impl Into<Il2CppString>) { ... }
fn get_name(self) -> Il2CppString { ... }
fn set_name(self, value: impl Into<Il2CppString>) { ... }
fn get_aid(self) -> Il2CppString { ... }
fn set_aid(self, value: impl Into<Il2CppString>) { ... }
fn get_help(self) -> Il2CppString { ... }
fn set_help(self, value: impl Into<Il2CppString>) { ... }
fn get_unit_icon_id_m(self) -> Il2CppString { ... }
fn set_unit_icon_id_m(self, value: impl Into<Il2CppString>) { ... }
fn get_unit_icon_id_f(self) -> Il2CppString { ... }
fn set_unit_icon_id_f(self, value: impl Into<Il2CppString>) { ... }
fn get_unit_icon_weapon_id(self) -> Il2CppString { ... }
fn set_unit_icon_weapon_id(self, value: impl Into<Il2CppString>) { ... }
fn get_rank(self) -> i8 { ... }
fn set_rank(self, value: impl Into<i8>) { ... }
fn get_style_name(self) -> Il2CppString { ... }
fn set_style_name(self, value: impl Into<Il2CppString>) { ... }
fn get_move_type(self) -> JobData_MoveTypes { ... }
fn set_move_type(self, value: impl Into<JobData_MoveTypes>) { ... }
fn get_step_frame(self) -> i32 { ... }
fn set_step_frame(self, value: impl Into<i32>) { ... }
fn get_max_level(self) -> u8 { ... }
fn set_max_level(self, value: impl Into<u8>) { ... }
fn get_internal_level(self) -> i8 { ... }
fn set_internal_level(self, value: impl Into<i8>) { ... }
fn get_sort(self) -> u16 { ... }
fn set_sort(self, value: impl Into<u16>) { ... }
fn get_flag(self) -> JobData_FlagField { ... }
fn set_flag(self, value: impl Into<JobData_FlagField>) { ... }
fn get_cc_items(self) -> Array<Il2CppString> { ... }
fn set_cc_items(self, value: impl Into<Array<Il2CppString>>) { ... }
fn get_unique_items(self) -> Array<Il2CppString> { ... }
fn set_unique_items(self, value: impl Into<Array<Il2CppString>>) { ... }
fn get_style(self) -> BattleStyle_Types { ... }
fn set_style(self, value: impl Into<BattleStyle_Types>) { ... }
fn get_weapon_none(self) -> i8 { ... }
fn set_weapon_none(self, value: impl Into<i8>) { ... }
fn get_weapon_sword(self) -> i8 { ... }
fn set_weapon_sword(self, value: impl Into<i8>) { ... }
fn get_weapon_lance(self) -> i8 { ... }
fn set_weapon_lance(self, value: impl Into<i8>) { ... }
fn get_weapon_axe(self) -> i8 { ... }
fn set_weapon_axe(self, value: impl Into<i8>) { ... }
fn get_weapon_bow(self) -> i8 { ... }
fn set_weapon_bow(self, value: impl Into<i8>) { ... }
fn get_weapon_dagger(self) -> i8 { ... }
fn set_weapon_dagger(self, value: impl Into<i8>) { ... }
fn get_weapon_magic(self) -> i8 { ... }
fn set_weapon_magic(self, value: impl Into<i8>) { ... }
fn get_weapon_rod(self) -> i8 { ... }
fn set_weapon_rod(self, value: impl Into<i8>) { ... }
fn get_weapon_fist(self) -> i8 { ... }
fn set_weapon_fist(self, value: impl Into<i8>) { ... }
fn get_weapon_special(self) -> i8 { ... }
fn set_weapon_special(self, value: impl Into<i8>) { ... }
fn get_weapon_tool(self) -> i8 { ... }
fn set_weapon_tool(self, value: impl Into<i8>) { ... }
fn get_max_weapon_level_none(self) -> Il2CppString { ... }
fn set_max_weapon_level_none(self, value: impl Into<Il2CppString>) { ... }
fn get_max_weapon_level_sword(self) -> Il2CppString { ... }
fn set_max_weapon_level_sword(self, value: impl Into<Il2CppString>) { ... }
fn get_max_weapon_level_lance(self) -> Il2CppString { ... }
fn set_max_weapon_level_lance(self, value: impl Into<Il2CppString>) { ... }
fn get_max_weapon_level_axe(self) -> Il2CppString { ... }
fn set_max_weapon_level_axe(self, value: impl Into<Il2CppString>) { ... }
fn get_max_weapon_level_bow(self) -> Il2CppString { ... }
fn set_max_weapon_level_bow(self, value: impl Into<Il2CppString>) { ... }
fn get_max_weapon_level_magic(self) -> Il2CppString { ... }
fn set_max_weapon_level_magic(self, value: impl Into<Il2CppString>) { ... }
fn get_max_weapon_level_rod(self) -> Il2CppString { ... }
fn set_max_weapon_level_rod(self, value: impl Into<Il2CppString>) { ... }
fn get_max_weapon_level_dagger(self) -> Il2CppString { ... }
fn set_max_weapon_level_dagger(self, value: impl Into<Il2CppString>) { ... }
fn get_max_weapon_level_fist(self) -> Il2CppString { ... }
fn set_max_weapon_level_fist(self, value: impl Into<Il2CppString>) { ... }
fn get_max_weapon_level_special(self) -> Il2CppString { ... }
fn set_max_weapon_level_special(self, value: impl Into<Il2CppString>) { ... }
fn get_high_job1(self) -> Il2CppString { ... }
fn set_high_job1(self, value: impl Into<Il2CppString>) { ... }
fn get_high_job2(self) -> Il2CppString { ... }
fn set_high_job2(self, value: impl Into<Il2CppString>) { ... }
fn get_low_job(self) -> Il2CppString { ... }
fn set_low_job(self, value: impl Into<Il2CppString>) { ... }
fn get_base(self) -> Capability { ... }
fn set_base(self, value: impl Into<Capability>) { ... }
fn get_limit(self) -> Capability { ... }
fn set_limit(self, value: impl Into<Capability>) { ... }
fn get_base_grow(self) -> Capability { ... }
fn set_base_grow(self, value: impl Into<Capability>) { ... }
fn get_diff_grow(self) -> CapabilitySbyte { ... }
fn set_diff_grow(self, value: impl Into<CapabilitySbyte>) { ... }
fn get_diff_grow_normal(self) -> CapabilitySbyte { ... }
fn set_diff_grow_normal(self, value: impl Into<CapabilitySbyte>) { ... }
fn get_diff_grow_hard(self) -> CapabilitySbyte { ... }
fn set_diff_grow_hard(self, value: impl Into<CapabilitySbyte>) { ... }
fn get_diff_grow_lunatic(self) -> CapabilitySbyte { ... }
fn set_diff_grow_lunatic(self, value: impl Into<CapabilitySbyte>) { ... }
fn get_short_name(self) -> Il2CppString { ... }
fn set_short_name(self, value: impl Into<Il2CppString>) { ... }
fn get_skills(self) -> Array<Il2CppString> { ... }
fn set_skills(self, value: impl Into<Array<Il2CppString>>) { ... }
fn get_learning_skill(self) -> Il2CppString { ... }
fn set_learning_skill(self, value: impl Into<Il2CppString>) { ... }
fn get_lunatic_skill(self) -> Il2CppString { ... }
fn set_lunatic_skill(self, value: impl Into<Il2CppString>) { ... }
fn get_attrs(self) -> SkillData_Attrs { ... }
fn set_attrs(self, value: impl Into<SkillData_Attrs>) { ... }
fn on_build(self) { ... }
fn on_completed(self) { ... }
fn get_prefixless_jid(self) -> Il2CppString { ... }
fn get_unit_icon_id(self, is_female: impl Into<bool>) -> Il2CppString { ... }
fn is_high(self) -> bool { ... }
fn is_low(self) -> bool { ... }
fn is_fly(self) -> bool { ... }
fn is_rider(self) -> bool { ... }
fn is_download(self) -> bool { ... }
fn is_unknown(self) -> bool { ... }
fn has_high_jobs(self) -> bool { ... }
fn get_high_jobs(self) -> List_1<JobData> { ... }
fn get_low_jobs(self) -> List_1<JobData> { ... }
fn is_enchant(self) -> bool { ... }
fn is_gunner(self) -> bool { ... }
fn get_weapon_mask(
self,
mask: impl Into<WeaponMask>,
selected: impl Into<WeaponMask>,
) -> WeaponMask { ... }
fn get_weapon_mask_2(self) -> WeaponMask { ... }
fn get_selectable_weapon_mask(self) -> (WeaponMask, i32) { ... }
fn get_equipable_weapon_kinds(self) -> Array<ItemData_Kinds> { ... }
fn get_max_level_weapons(
self,
weapon_mask: impl Into<WeaponMask>,
original_aptitude: impl Into<WeaponMask>,
) -> Array<ItemData_Kinds> { ... }
fn is_equipable(self, kind: impl Into<ItemData_Kinds>) -> bool { ... }
fn get_max_weapon_level(self, index: impl Into<i32>) -> WeaponLevel_Kind { ... }
fn get_max_weapon_level_2(
self,
index: impl Into<i32>,
original_aptitude: impl Into<WeaponMask>,
) -> WeaponLevel_Kind { ... }
fn get_level_plus_weapon_mask(self) -> WeaponMask { ... }
fn get_learn_job_skill_level(self) -> i32 { ... }
fn get_debug_name(self) -> Il2CppString { ... }
fn get_mask_skill(self) -> SkillArray { ... }
fn set_mask_skill(self, value: impl Into<SkillArray>) { ... }
fn dbg_verify(self) { ... }
}Provided Methods§
Sourcefn get_jid(self) -> Il2CppString
fn get_jid(self) -> Il2CppString
get_Jid() overload
Sourcefn set_jid(self, value: impl Into<Il2CppString>)
fn set_jid(self, value: impl Into<Il2CppString>)
set_Jid(::unity::Il2CppString) overload
Sourcefn get_name(self) -> Il2CppString
fn get_name(self) -> Il2CppString
get_Name() overload
Sourcefn set_name(self, value: impl Into<Il2CppString>)
fn set_name(self, value: impl Into<Il2CppString>)
set_Name(::unity::Il2CppString) overload
Sourcefn get_aid(self) -> Il2CppString
fn get_aid(self) -> Il2CppString
get_Aid() overload
Sourcefn set_aid(self, value: impl Into<Il2CppString>)
fn set_aid(self, value: impl Into<Il2CppString>)
set_Aid(::unity::Il2CppString) overload
Sourcefn get_help(self) -> Il2CppString
fn get_help(self) -> Il2CppString
get_Help() overload
Sourcefn set_help(self, value: impl Into<Il2CppString>)
fn set_help(self, value: impl Into<Il2CppString>)
set_Help(::unity::Il2CppString) overload
Sourcefn get_unit_icon_id_m(self) -> Il2CppString
fn get_unit_icon_id_m(self) -> Il2CppString
get_UnitIconID_M() overload
Sourcefn set_unit_icon_id_m(self, value: impl Into<Il2CppString>)
fn set_unit_icon_id_m(self, value: impl Into<Il2CppString>)
set_UnitIconID_M(::unity::Il2CppString) overload
Sourcefn get_unit_icon_id_f(self) -> Il2CppString
fn get_unit_icon_id_f(self) -> Il2CppString
get_UnitIconID_F() overload
Sourcefn set_unit_icon_id_f(self, value: impl Into<Il2CppString>)
fn set_unit_icon_id_f(self, value: impl Into<Il2CppString>)
set_UnitIconID_F(::unity::Il2CppString) overload
Sourcefn get_unit_icon_weapon_id(self) -> Il2CppString
fn get_unit_icon_weapon_id(self) -> Il2CppString
get_UnitIconWeaponID() overload
Sourcefn set_unit_icon_weapon_id(self, value: impl Into<Il2CppString>)
fn set_unit_icon_weapon_id(self, value: impl Into<Il2CppString>)
set_UnitIconWeaponID(::unity::Il2CppString) overload
Sourcefn get_style_name(self) -> Il2CppString
fn get_style_name(self) -> Il2CppString
get_StyleName() overload
Sourcefn set_style_name(self, value: impl Into<Il2CppString>)
fn set_style_name(self, value: impl Into<Il2CppString>)
set_StyleName(::unity::Il2CppString) overload
Sourcefn get_move_type(self) -> JobData_MoveTypes
fn get_move_type(self) -> JobData_MoveTypes
get_MoveType() overload
Sourcefn set_move_type(self, value: impl Into<JobData_MoveTypes>)
fn set_move_type(self, value: impl Into<JobData_MoveTypes>)
set_MoveType(crate::app::jobdata::JobData_MoveTypes) overload
Sourcefn get_step_frame(self) -> i32
fn get_step_frame(self) -> i32
get_StepFrame() overload
Sourcefn set_step_frame(self, value: impl Into<i32>)
fn set_step_frame(self, value: impl Into<i32>)
set_StepFrame(i32) overload
Sourcefn get_max_level(self) -> u8
fn get_max_level(self) -> u8
get_MaxLevel() overload
Sourcefn set_max_level(self, value: impl Into<u8>)
fn set_max_level(self, value: impl Into<u8>)
set_MaxLevel(u8) overload
Sourcefn get_internal_level(self) -> i8
fn get_internal_level(self) -> i8
get_InternalLevel() overload
Sourcefn set_internal_level(self, value: impl Into<i8>)
fn set_internal_level(self, value: impl Into<i8>)
set_InternalLevel(i8) overload
Sourcefn get_flag(self) -> JobData_FlagField
fn get_flag(self) -> JobData_FlagField
get_Flag() overload
Sourcefn set_flag(self, value: impl Into<JobData_FlagField>)
fn set_flag(self, value: impl Into<JobData_FlagField>)
set_Flag(crate::app::jobdata::JobData_FlagField) overload
Sourcefn get_cc_items(self) -> Array<Il2CppString>
fn get_cc_items(self) -> Array<Il2CppString>
get_CCItems() overload
Sourcefn set_cc_items(self, value: impl Into<Array<Il2CppString>>)
fn set_cc_items(self, value: impl Into<Array<Il2CppString>>)
set_CCItems(::unity::Array<::unity::Il2CppString>) overload
Sourcefn get_unique_items(self) -> Array<Il2CppString>
fn get_unique_items(self) -> Array<Il2CppString>
get_UniqueItems() overload
Sourcefn set_unique_items(self, value: impl Into<Array<Il2CppString>>)
fn set_unique_items(self, value: impl Into<Array<Il2CppString>>)
set_UniqueItems(::unity::Array<::unity::Il2CppString>) overload
Sourcefn get_style(self) -> BattleStyle_Types
fn get_style(self) -> BattleStyle_Types
get_Style() overload
Sourcefn set_style(self, value: impl Into<BattleStyle_Types>)
fn set_style(self, value: impl Into<BattleStyle_Types>)
set_Style(crate::app::battlestyle::BattleStyle_Types) overload
Sourcefn get_weapon_none(self) -> i8
fn get_weapon_none(self) -> i8
get_WeaponNone() overload
Sourcefn set_weapon_none(self, value: impl Into<i8>)
fn set_weapon_none(self, value: impl Into<i8>)
set_WeaponNone(i8) overload
Sourcefn get_weapon_sword(self) -> i8
fn get_weapon_sword(self) -> i8
get_WeaponSword() overload
Sourcefn set_weapon_sword(self, value: impl Into<i8>)
fn set_weapon_sword(self, value: impl Into<i8>)
set_WeaponSword(i8) overload
Sourcefn get_weapon_lance(self) -> i8
fn get_weapon_lance(self) -> i8
get_WeaponLance() overload
Sourcefn set_weapon_lance(self, value: impl Into<i8>)
fn set_weapon_lance(self, value: impl Into<i8>)
set_WeaponLance(i8) overload
Sourcefn get_weapon_axe(self) -> i8
fn get_weapon_axe(self) -> i8
get_WeaponAxe() overload
Sourcefn set_weapon_axe(self, value: impl Into<i8>)
fn set_weapon_axe(self, value: impl Into<i8>)
set_WeaponAxe(i8) overload
Sourcefn get_weapon_bow(self) -> i8
fn get_weapon_bow(self) -> i8
get_WeaponBow() overload
Sourcefn set_weapon_bow(self, value: impl Into<i8>)
fn set_weapon_bow(self, value: impl Into<i8>)
set_WeaponBow(i8) overload
Sourcefn get_weapon_dagger(self) -> i8
fn get_weapon_dagger(self) -> i8
get_WeaponDagger() overload
Sourcefn set_weapon_dagger(self, value: impl Into<i8>)
fn set_weapon_dagger(self, value: impl Into<i8>)
set_WeaponDagger(i8) overload
Sourcefn get_weapon_magic(self) -> i8
fn get_weapon_magic(self) -> i8
get_WeaponMagic() overload
Sourcefn set_weapon_magic(self, value: impl Into<i8>)
fn set_weapon_magic(self, value: impl Into<i8>)
set_WeaponMagic(i8) overload
Sourcefn get_weapon_rod(self) -> i8
fn get_weapon_rod(self) -> i8
get_WeaponRod() overload
Sourcefn set_weapon_rod(self, value: impl Into<i8>)
fn set_weapon_rod(self, value: impl Into<i8>)
set_WeaponRod(i8) overload
Sourcefn get_weapon_fist(self) -> i8
fn get_weapon_fist(self) -> i8
get_WeaponFist() overload
Sourcefn set_weapon_fist(self, value: impl Into<i8>)
fn set_weapon_fist(self, value: impl Into<i8>)
set_WeaponFist(i8) overload
Sourcefn get_weapon_special(self) -> i8
fn get_weapon_special(self) -> i8
get_WeaponSpecial() overload
Sourcefn set_weapon_special(self, value: impl Into<i8>)
fn set_weapon_special(self, value: impl Into<i8>)
set_WeaponSpecial(i8) overload
Sourcefn get_weapon_tool(self) -> i8
fn get_weapon_tool(self) -> i8
get_WeaponTool() overload
Sourcefn set_weapon_tool(self, value: impl Into<i8>)
fn set_weapon_tool(self, value: impl Into<i8>)
set_WeaponTool(i8) overload
Sourcefn get_max_weapon_level_none(self) -> Il2CppString
fn get_max_weapon_level_none(self) -> Il2CppString
get_MaxWeaponLevelNone() overload
Sourcefn set_max_weapon_level_none(self, value: impl Into<Il2CppString>)
fn set_max_weapon_level_none(self, value: impl Into<Il2CppString>)
set_MaxWeaponLevelNone(::unity::Il2CppString) overload
Sourcefn get_max_weapon_level_sword(self) -> Il2CppString
fn get_max_weapon_level_sword(self) -> Il2CppString
get_MaxWeaponLevelSword() overload
Sourcefn set_max_weapon_level_sword(self, value: impl Into<Il2CppString>)
fn set_max_weapon_level_sword(self, value: impl Into<Il2CppString>)
set_MaxWeaponLevelSword(::unity::Il2CppString) overload
Sourcefn get_max_weapon_level_lance(self) -> Il2CppString
fn get_max_weapon_level_lance(self) -> Il2CppString
get_MaxWeaponLevelLance() overload
Sourcefn set_max_weapon_level_lance(self, value: impl Into<Il2CppString>)
fn set_max_weapon_level_lance(self, value: impl Into<Il2CppString>)
set_MaxWeaponLevelLance(::unity::Il2CppString) overload
Sourcefn get_max_weapon_level_axe(self) -> Il2CppString
fn get_max_weapon_level_axe(self) -> Il2CppString
get_MaxWeaponLevelAxe() overload
Sourcefn set_max_weapon_level_axe(self, value: impl Into<Il2CppString>)
fn set_max_weapon_level_axe(self, value: impl Into<Il2CppString>)
set_MaxWeaponLevelAxe(::unity::Il2CppString) overload
Sourcefn get_max_weapon_level_bow(self) -> Il2CppString
fn get_max_weapon_level_bow(self) -> Il2CppString
get_MaxWeaponLevelBow() overload
Sourcefn set_max_weapon_level_bow(self, value: impl Into<Il2CppString>)
fn set_max_weapon_level_bow(self, value: impl Into<Il2CppString>)
set_MaxWeaponLevelBow(::unity::Il2CppString) overload
Sourcefn get_max_weapon_level_magic(self) -> Il2CppString
fn get_max_weapon_level_magic(self) -> Il2CppString
get_MaxWeaponLevelMagic() overload
Sourcefn set_max_weapon_level_magic(self, value: impl Into<Il2CppString>)
fn set_max_weapon_level_magic(self, value: impl Into<Il2CppString>)
set_MaxWeaponLevelMagic(::unity::Il2CppString) overload
Sourcefn get_max_weapon_level_rod(self) -> Il2CppString
fn get_max_weapon_level_rod(self) -> Il2CppString
get_MaxWeaponLevelRod() overload
Sourcefn set_max_weapon_level_rod(self, value: impl Into<Il2CppString>)
fn set_max_weapon_level_rod(self, value: impl Into<Il2CppString>)
set_MaxWeaponLevelRod(::unity::Il2CppString) overload
Sourcefn get_max_weapon_level_dagger(self) -> Il2CppString
fn get_max_weapon_level_dagger(self) -> Il2CppString
get_MaxWeaponLevelDagger() overload
Sourcefn set_max_weapon_level_dagger(self, value: impl Into<Il2CppString>)
fn set_max_weapon_level_dagger(self, value: impl Into<Il2CppString>)
set_MaxWeaponLevelDagger(::unity::Il2CppString) overload
Sourcefn get_max_weapon_level_fist(self) -> Il2CppString
fn get_max_weapon_level_fist(self) -> Il2CppString
get_MaxWeaponLevelFist() overload
Sourcefn set_max_weapon_level_fist(self, value: impl Into<Il2CppString>)
fn set_max_weapon_level_fist(self, value: impl Into<Il2CppString>)
set_MaxWeaponLevelFist(::unity::Il2CppString) overload
Sourcefn get_max_weapon_level_special(self) -> Il2CppString
fn get_max_weapon_level_special(self) -> Il2CppString
get_MaxWeaponLevelSpecial() overload
Sourcefn set_max_weapon_level_special(self, value: impl Into<Il2CppString>)
fn set_max_weapon_level_special(self, value: impl Into<Il2CppString>)
set_MaxWeaponLevelSpecial(::unity::Il2CppString) overload
Sourcefn get_high_job1(self) -> Il2CppString
fn get_high_job1(self) -> Il2CppString
get_HighJob1() overload
Sourcefn set_high_job1(self, value: impl Into<Il2CppString>)
fn set_high_job1(self, value: impl Into<Il2CppString>)
set_HighJob1(::unity::Il2CppString) overload
Sourcefn get_high_job2(self) -> Il2CppString
fn get_high_job2(self) -> Il2CppString
get_HighJob2() overload
Sourcefn set_high_job2(self, value: impl Into<Il2CppString>)
fn set_high_job2(self, value: impl Into<Il2CppString>)
set_HighJob2(::unity::Il2CppString) overload
Sourcefn get_low_job(self) -> Il2CppString
fn get_low_job(self) -> Il2CppString
get_LowJob() overload
Sourcefn set_low_job(self, value: impl Into<Il2CppString>)
fn set_low_job(self, value: impl Into<Il2CppString>)
set_LowJob(::unity::Il2CppString) overload
Sourcefn get_base(self) -> Capability
fn get_base(self) -> Capability
get_Base() overload
Sourcefn set_base(self, value: impl Into<Capability>)
fn set_base(self, value: impl Into<Capability>)
set_Base(crate::app::capability::Capability) overload
Sourcefn get_limit(self) -> Capability
fn get_limit(self) -> Capability
get_Limit() overload
Sourcefn set_limit(self, value: impl Into<Capability>)
fn set_limit(self, value: impl Into<Capability>)
set_Limit(crate::app::capability::Capability) overload
Sourcefn get_base_grow(self) -> Capability
fn get_base_grow(self) -> Capability
get_BaseGrow() overload
Sourcefn set_base_grow(self, value: impl Into<Capability>)
fn set_base_grow(self, value: impl Into<Capability>)
set_BaseGrow(crate::app::capability::Capability) overload
Sourcefn get_diff_grow(self) -> CapabilitySbyte
fn get_diff_grow(self) -> CapabilitySbyte
get_DiffGrow() overload
Sourcefn set_diff_grow(self, value: impl Into<CapabilitySbyte>)
fn set_diff_grow(self, value: impl Into<CapabilitySbyte>)
set_DiffGrow(crate::app::capabilitysbyte::CapabilitySbyte) overload
Sourcefn get_diff_grow_normal(self) -> CapabilitySbyte
fn get_diff_grow_normal(self) -> CapabilitySbyte
get_DiffGrowNormal() overload
Sourcefn set_diff_grow_normal(self, value: impl Into<CapabilitySbyte>)
fn set_diff_grow_normal(self, value: impl Into<CapabilitySbyte>)
set_DiffGrowNormal(crate::app::capabilitysbyte::CapabilitySbyte) overload
Sourcefn get_diff_grow_hard(self) -> CapabilitySbyte
fn get_diff_grow_hard(self) -> CapabilitySbyte
get_DiffGrowHard() overload
Sourcefn set_diff_grow_hard(self, value: impl Into<CapabilitySbyte>)
fn set_diff_grow_hard(self, value: impl Into<CapabilitySbyte>)
set_DiffGrowHard(crate::app::capabilitysbyte::CapabilitySbyte) overload
Sourcefn get_diff_grow_lunatic(self) -> CapabilitySbyte
fn get_diff_grow_lunatic(self) -> CapabilitySbyte
get_DiffGrowLunatic() overload
Sourcefn set_diff_grow_lunatic(self, value: impl Into<CapabilitySbyte>)
fn set_diff_grow_lunatic(self, value: impl Into<CapabilitySbyte>)
set_DiffGrowLunatic(crate::app::capabilitysbyte::CapabilitySbyte) overload
Sourcefn get_short_name(self) -> Il2CppString
fn get_short_name(self) -> Il2CppString
get_ShortName() overload
Sourcefn set_short_name(self, value: impl Into<Il2CppString>)
fn set_short_name(self, value: impl Into<Il2CppString>)
set_ShortName(::unity::Il2CppString) overload
Sourcefn get_skills(self) -> Array<Il2CppString>
fn get_skills(self) -> Array<Il2CppString>
get_Skills() overload
Sourcefn set_skills(self, value: impl Into<Array<Il2CppString>>)
fn set_skills(self, value: impl Into<Array<Il2CppString>>)
set_Skills(::unity::Array<::unity::Il2CppString>) overload
Sourcefn get_learning_skill(self) -> Il2CppString
fn get_learning_skill(self) -> Il2CppString
get_LearningSkill() overload
Sourcefn set_learning_skill(self, value: impl Into<Il2CppString>)
fn set_learning_skill(self, value: impl Into<Il2CppString>)
set_LearningSkill(::unity::Il2CppString) overload
Sourcefn get_lunatic_skill(self) -> Il2CppString
fn get_lunatic_skill(self) -> Il2CppString
get_LunaticSkill() overload
Sourcefn set_lunatic_skill(self, value: impl Into<Il2CppString>)
fn set_lunatic_skill(self, value: impl Into<Il2CppString>)
set_LunaticSkill(::unity::Il2CppString) overload
Sourcefn get_attrs(self) -> SkillData_Attrs
fn get_attrs(self) -> SkillData_Attrs
get_Attrs() overload
Sourcefn set_attrs(self, value: impl Into<SkillData_Attrs>)
fn set_attrs(self, value: impl Into<SkillData_Attrs>)
set_Attrs(crate::app::skilldata::SkillData_Attrs) overload
Sourcefn on_completed(self)
fn on_completed(self)
OnCompleted() overload
Sourcefn get_prefixless_jid(self) -> Il2CppString
fn get_prefixless_jid(self) -> Il2CppString
GetPrefixlessJid() overload
Sourcefn get_unit_icon_id(self, is_female: impl Into<bool>) -> Il2CppString
fn get_unit_icon_id(self, is_female: impl Into<bool>) -> Il2CppString
GetUnitIconID(bool) overload
Sourcefn is_download(self) -> bool
fn is_download(self) -> bool
IsDownload() overload
Sourcefn is_unknown(self) -> bool
fn is_unknown(self) -> bool
IsUnknown() overload
Sourcefn has_high_jobs(self) -> bool
fn has_high_jobs(self) -> bool
HasHighJobs() overload
Sourcefn get_high_jobs(self) -> List_1<JobData>
fn get_high_jobs(self) -> List_1<JobData>
GetHighJobs() overload
Sourcefn get_low_jobs(self) -> List_1<JobData>
fn get_low_jobs(self) -> List_1<JobData>
GetLowJobs() overload
Sourcefn is_enchant(self) -> bool
fn is_enchant(self) -> bool
IsEnchant() overload
Sourcefn get_weapon_mask(
self,
mask: impl Into<WeaponMask>,
selected: impl Into<WeaponMask>,
) -> WeaponMask
fn get_weapon_mask( self, mask: impl Into<WeaponMask>, selected: impl Into<WeaponMask>, ) -> WeaponMask
GetWeaponMask(crate::app::weaponmask::WeaponMask, crate::app::weaponmask::WeaponMask) overload
Sourcefn get_weapon_mask_2(self) -> WeaponMask
fn get_weapon_mask_2(self) -> WeaponMask
GetWeaponMask() overload
Sourcefn get_selectable_weapon_mask(self) -> (WeaponMask, i32)
fn get_selectable_weapon_mask(self) -> (WeaponMask, i32)
GetSelectableWeaponMask(*muti32) overload
Sourcefn get_equipable_weapon_kinds(self) -> Array<ItemData_Kinds>
fn get_equipable_weapon_kinds(self) -> Array<ItemData_Kinds>
GetEquipableWeaponKinds() overload
Sourcefn get_max_level_weapons(
self,
weapon_mask: impl Into<WeaponMask>,
original_aptitude: impl Into<WeaponMask>,
) -> Array<ItemData_Kinds>
fn get_max_level_weapons( self, weapon_mask: impl Into<WeaponMask>, original_aptitude: impl Into<WeaponMask>, ) -> Array<ItemData_Kinds>
GetMaxLevelWeapons(crate::app::weaponmask::WeaponMask, crate::app::weaponmask::WeaponMask) overload
Sourcefn is_equipable(self, kind: impl Into<ItemData_Kinds>) -> bool
fn is_equipable(self, kind: impl Into<ItemData_Kinds>) -> bool
IsEquipable(crate::app::itemdata::ItemData_Kinds) overload
Sourcefn get_max_weapon_level(self, index: impl Into<i32>) -> WeaponLevel_Kind
fn get_max_weapon_level(self, index: impl Into<i32>) -> WeaponLevel_Kind
GetMaxWeaponLevel(i32) overload
Sourcefn get_max_weapon_level_2(
self,
index: impl Into<i32>,
original_aptitude: impl Into<WeaponMask>,
) -> WeaponLevel_Kind
fn get_max_weapon_level_2( self, index: impl Into<i32>, original_aptitude: impl Into<WeaponMask>, ) -> WeaponLevel_Kind
GetMaxWeaponLevel(i32, crate::app::weaponmask::WeaponMask) overload
Sourcefn get_level_plus_weapon_mask(self) -> WeaponMask
fn get_level_plus_weapon_mask(self) -> WeaponMask
GetLevelPlusWeaponMask() overload
Sourcefn get_learn_job_skill_level(self) -> i32
fn get_learn_job_skill_level(self) -> i32
GetLearnJobSkillLevel() overload
Sourcefn get_debug_name(self) -> Il2CppString
fn get_debug_name(self) -> Il2CppString
GetDebugName() overload
Sourcefn get_mask_skill(self) -> SkillArray
fn get_mask_skill(self) -> SkillArray
get_MaskSkill() overload
Sourcefn set_mask_skill(self, value: impl Into<SkillArray>)
fn set_mask_skill(self, value: impl Into<SkillArray>)
set_MaskSkill(crate::app::skillarray::SkillArray) overload
Sourcefn dbg_verify(self)
fn dbg_verify(self)
DbgVerify() 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: IJobData> IJobDataMethods for __T
app-jobdata only.