pub trait IMainMenuSequence_CharacterWorkMethods: IMainMenuSequence_CharacterWork {
Show 30 methods
// Provided methods
fn get_pid(self) -> Il2CppString { ... }
fn set_pid(self, value: impl Into<Il2CppString>) { ... }
fn get_character(self) -> Character { ... }
fn set_character(self, value: impl Into<Character>) { ... }
fn get_appearance(self) -> CharacterAppearance { ... }
fn set_appearance(self, value: impl Into<CharacterAppearance>) { ... }
fn get_root_animator(self) -> Animator { ... }
fn set_root_animator(self, value: impl Into<Animator>) { ... }
fn get_look_at_controller(self) -> EventCharacterLookAtController { ... }
fn set_look_at_controller(
self,
value: impl Into<EventCharacterLookAtController>,
) { ... }
fn get_look_at_target(self) -> GameObject { ... }
fn set_look_at_target(self, value: impl Into<GameObject>) { ... }
fn get_alpha_fader(self) -> MainMenuSequence_AlphaFader { ... }
fn set_alpha_fader(self, value: impl Into<MainMenuSequence_AlphaFader>) { ... }
fn ctor(
self,
pid: impl Into<Il2CppString>,
appearance: impl Into<CharacterAppearance>,
) { ... }
fn setup_by_character(self, character: impl Into<Character>) { ... }
fn tick(self) { ... }
fn is_loading(self) -> bool { ... }
fn set_pos_by_locator_name(self, pos_locator_name: impl Into<Il2CppString>) { ... }
fn play_body_anim(
self,
body_anim_name: impl Into<Il2CppString>,
transition_duration: impl Into<f32>,
) { ... }
fn play_facial_anim(self, facial_anim_name: impl Into<Il2CppString>) { ... }
fn set_look_at(self, target: impl Into<GameObject>) { ... }
fn fade_in(self) { ... }
fn fade_out(self) { ... }
fn to_default(self) { ... }
fn to_active(self) { ... }
fn to_inactive(self) { ... }
fn to_decide(self) { ... }
fn to_not_decide(self) { ... }
fn to_game_start(self) { ... }
}Provided Methods§
Sourcefn get_pid(self) -> Il2CppString
fn get_pid(self) -> Il2CppString
get_Pid() overload
Sourcefn set_pid(self, value: impl Into<Il2CppString>)
fn set_pid(self, value: impl Into<Il2CppString>)
set_Pid(::unity::Il2CppString) 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_appearance(self) -> CharacterAppearance
fn get_appearance(self) -> CharacterAppearance
get_Appearance() overload
Sourcefn set_appearance(self, value: impl Into<CharacterAppearance>)
fn set_appearance(self, value: impl Into<CharacterAppearance>)
set_Appearance(crate::combat::characterappearance::CharacterAppearance) overload
Sourcefn get_root_animator(self) -> Animator
fn get_root_animator(self) -> Animator
get_RootAnimator() overload
Sourcefn set_root_animator(self, value: impl Into<Animator>)
fn set_root_animator(self, value: impl Into<Animator>)
set_RootAnimator(crate::unity_engine::animator::Animator) overload
Sourcefn get_look_at_controller(self) -> EventCharacterLookAtController
fn get_look_at_controller(self) -> EventCharacterLookAtController
get_LookAtController() overload
Sourcefn set_look_at_controller(
self,
value: impl Into<EventCharacterLookAtController>,
)
fn set_look_at_controller( self, value: impl Into<EventCharacterLookAtController>, )
set_LookAtController(crate::app::eventcharacterlookatcontroller::EventCharacterLookAtController) overload
Sourcefn get_look_at_target(self) -> GameObject
fn get_look_at_target(self) -> GameObject
get_LookAtTarget() overload
Sourcefn set_look_at_target(self, value: impl Into<GameObject>)
fn set_look_at_target(self, value: impl Into<GameObject>)
set_LookAtTarget(crate::unity_engine::gameobject::GameObject) overload
Sourcefn get_alpha_fader(self) -> MainMenuSequence_AlphaFader
fn get_alpha_fader(self) -> MainMenuSequence_AlphaFader
get_AlphaFader() overload
Sourcefn set_alpha_fader(self, value: impl Into<MainMenuSequence_AlphaFader>)
fn set_alpha_fader(self, value: impl Into<MainMenuSequence_AlphaFader>)
set_AlphaFader(crate::app::mainmenusequence::MainMenuSequence_AlphaFader) overload
Sourcefn ctor(
self,
pid: impl Into<Il2CppString>,
appearance: impl Into<CharacterAppearance>,
)
fn ctor( self, pid: impl Into<Il2CppString>, appearance: impl Into<CharacterAppearance>, )
.ctor(::unity::Il2CppString, crate::combat::characterappearance::CharacterAppearance) overload
Sourcefn setup_by_character(self, character: impl Into<Character>)
fn setup_by_character(self, character: impl Into<Character>)
SetupByCharacter(crate::combat::character::Character) overload
Sourcefn is_loading(self) -> bool
fn is_loading(self) -> bool
IsLoading() overload
Sourcefn set_pos_by_locator_name(self, pos_locator_name: impl Into<Il2CppString>)
fn set_pos_by_locator_name(self, pos_locator_name: impl Into<Il2CppString>)
SetPosByLocatorName(::unity::Il2CppString) overload
Sourcefn play_body_anim(
self,
body_anim_name: impl Into<Il2CppString>,
transition_duration: impl Into<f32>,
)
fn play_body_anim( self, body_anim_name: impl Into<Il2CppString>, transition_duration: impl Into<f32>, )
PlayBodyAnim(::unity::Il2CppString, f32) overload
Sourcefn play_facial_anim(self, facial_anim_name: impl Into<Il2CppString>)
fn play_facial_anim(self, facial_anim_name: impl Into<Il2CppString>)
PlayFacialAnim(::unity::Il2CppString) overload
Sourcefn set_look_at(self, target: impl Into<GameObject>)
fn set_look_at(self, target: impl Into<GameObject>)
SetLookAt(crate::unity_engine::gameobject::GameObject) overload
Sourcefn to_default(self)
fn to_default(self)
ToDefault() overload
Sourcefn to_inactive(self)
fn to_inactive(self)
ToInactive() overload
Sourcefn to_not_decide(self)
fn to_not_decide(self)
ToNotDecide() overload
Sourcefn to_game_start(self)
fn to_game_start(self)
ToGameStart() 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: IMainMenuSequence_CharacterWork> IMainMenuSequence_CharacterWorkMethods for __T
app-mainmenusequence only.