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IMapEditorMethods

Trait IMapEditorMethods 

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pub trait IMapEditorMethods: IMapEditor {
Show 45 methods // Provided methods fn start(self) { ... } fn find_object(self, name: impl Into<Il2CppString>) -> GameObject { ... } fn find_object_2(self, key: impl Into<i32>) -> GameObject { ... } fn find_object_3(self, x: impl Into<i32>, z: impl Into<i32>) -> GameObject { ... } fn get_terrain(self, name: impl Into<Il2CppString>) -> TerrainData_2 { ... } fn get_terrain_2(self, key: impl Into<i32>) -> TerrainData_2 { ... } fn for_each_object(self, func: impl Into<Action_1<GameObject>>) { ... } fn get_size_x(self) -> i32 { ... } fn get_size_z(self) -> i32 { ... } fn get_edit_object_count(self, key: impl Into<i32>) -> i32 { ... } fn get_edit_object_count_2(self, name: impl Into<Il2CppString>) -> i32 { ... } fn get_category_count( self, category: impl Into<MapEditorCategoryData>, ) -> i32 { ... } fn contains_settable_area( self, x: impl Into<i32>, z: impl Into<i32>, is_opponent: impl Into<bool>, ) -> bool { ... } fn is_opponent_area(self, x: impl Into<i32>, z: impl Into<i32>) -> bool { ... } fn can_create_object( self, category: impl Into<MapEditorCategoryData>, ) -> bool { ... } fn show_grid(self) { ... } fn hide_grid(self) { ... } fn update_grid(self) { ... } fn try_create_object( self, x: impl Into<i32>, z: impl Into<i32>, obj: impl Into<MapEditorObjectData>, is_update: impl Into<bool>, is_record: impl Into<bool>, is_play_sound: impl Into<bool>, ) -> GameObject { ... } fn try_create_object_2( self, x: impl Into<i32>, z: impl Into<i32>, key: impl Into<i32>, is_update: impl Into<bool>, is_record: impl Into<bool>, is_play_sound: impl Into<bool>, ) -> GameObject { ... } fn try_delete_object( self, x: impl Into<i32>, z: impl Into<i32>, is_update: impl Into<bool>, is_record: impl Into<bool>, is_play_sound: impl Into<bool>, ) -> bool { ... } fn try_replace_object( self, x: impl Into<i32>, z: impl Into<i32>, obj_data: impl Into<MapEditorObjectData>, ) -> GameObject { ... } fn can_replace( self, delete_obj: impl Into<GameObject>, create_obj: impl Into<MapEditorObjectData>, ) -> bool { ... } fn clear_object_all(self, is_update: impl Into<bool>) { ... } fn instantiate_object( self, put_object: impl Into<GameObject>, x: impl Into<i32>, z: impl Into<i32>, ) -> GameObject { ... } fn delete_object(self, put_object: impl Into<MapObject>) { ... } fn delete_object_2(self, put_object: impl Into<GameObject>) { ... } fn try_rotate_object( self, x: impl Into<i32>, z: impl Into<i32>, is_reverse: impl Into<bool>, ) -> bool { ... } fn add_rotate_object_command( self, x: impl Into<i32>, z: impl Into<i32>, prev_rotate: impl Into<i32>, next_rotate: impl Into<i32>, ) { ... } fn get_rotate(self, x: impl Into<i32>, z: impl Into<i32>) -> i32 { ... } fn get_rotate_2(self, game_object: impl Into<GameObject>) -> i32 { ... } fn set_rotate( self, x: impl Into<i32>, z: impl Into<i32>, rotate: impl Into<i32>, ) { ... } fn set_rotate_2( self, game_object: impl Into<GameObject>, rotate: impl Into<i32>, ) { ... } fn update_terrain(self) { ... } fn update_terrain_2(self, pos_x: impl Into<i32>, pos_z: impl Into<i32>) { ... } fn update_terrain_impl(self) { ... } fn dump(self) { ... } fn try_create_versus_object( self, x: impl Into<i32>, z: impl Into<i32>, key: impl Into<i32>, is_opponent: impl Into<bool>, is_update: impl Into<bool>, ) -> GameObject { ... } fn clear_object_on_sortie(self) { ... } fn save_objects(self) { ... } fn load_objects(self) { ... } fn load_rotate_after_load_objects(self) { ... } fn save_casual(self, stage: impl Into<i32>) { ... } fn load_casual(self, stage: impl Into<i32>) { ... } fn ctor(self) { ... }
}

Provided Methods§

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fn start(self)

Start() overload

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fn find_object(self, name: impl Into<Il2CppString>) -> GameObject

FindObject(::unity::Il2CppString) overload

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fn find_object_2(self, key: impl Into<i32>) -> GameObject

FindObject(i32) overload

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fn find_object_3(self, x: impl Into<i32>, z: impl Into<i32>) -> GameObject

FindObject(i32, i32) overload

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fn get_terrain(self, name: impl Into<Il2CppString>) -> TerrainData_2

GetTerrain(::unity::Il2CppString) overload

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fn get_terrain_2(self, key: impl Into<i32>) -> TerrainData_2

GetTerrain(i32) overload

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fn for_each_object(self, func: impl Into<Action_1<GameObject>>)

ForEachObject(crate::system::action_1::Action_1<crate::unity_engine::gameobject::GameObject>) overload

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fn get_size_x(self) -> i32

get_SizeX() overload

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fn get_size_z(self) -> i32

get_SizeZ() overload

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fn get_edit_object_count(self, key: impl Into<i32>) -> i32

GetEditObjectCount(i32) overload

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fn get_edit_object_count_2(self, name: impl Into<Il2CppString>) -> i32

GetEditObjectCount(::unity::Il2CppString) overload

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fn get_category_count(self, category: impl Into<MapEditorCategoryData>) -> i32

GetCategoryCount(crate::app::mapeditorcategorydata::MapEditorCategoryData) overload

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fn contains_settable_area( self, x: impl Into<i32>, z: impl Into<i32>, is_opponent: impl Into<bool>, ) -> bool

ContainsSettableArea(i32, i32, bool) overload

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fn is_opponent_area(self, x: impl Into<i32>, z: impl Into<i32>) -> bool

IsOpponentArea(i32, i32) overload

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fn can_create_object(self, category: impl Into<MapEditorCategoryData>) -> bool

CanCreateObject(crate::app::mapeditorcategorydata::MapEditorCategoryData) overload

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fn show_grid(self)

ShowGrid() overload

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fn hide_grid(self)

HideGrid() overload

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fn update_grid(self)

UpdateGrid() overload

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fn try_create_object( self, x: impl Into<i32>, z: impl Into<i32>, obj: impl Into<MapEditorObjectData>, is_update: impl Into<bool>, is_record: impl Into<bool>, is_play_sound: impl Into<bool>, ) -> GameObject

TryCreateObject(i32, i32, crate::app::mapeditorobjectdata::MapEditorObjectData, bool, bool, bool) overload

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fn try_create_object_2( self, x: impl Into<i32>, z: impl Into<i32>, key: impl Into<i32>, is_update: impl Into<bool>, is_record: impl Into<bool>, is_play_sound: impl Into<bool>, ) -> GameObject

TryCreateObject(i32, i32, i32, bool, bool, bool) overload

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fn try_delete_object( self, x: impl Into<i32>, z: impl Into<i32>, is_update: impl Into<bool>, is_record: impl Into<bool>, is_play_sound: impl Into<bool>, ) -> bool

TryDeleteObject(i32, i32, bool, bool, bool) overload

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fn try_replace_object( self, x: impl Into<i32>, z: impl Into<i32>, obj_data: impl Into<MapEditorObjectData>, ) -> GameObject

TryReplaceObject(i32, i32, crate::app::mapeditorobjectdata::MapEditorObjectData) overload

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fn can_replace( self, delete_obj: impl Into<GameObject>, create_obj: impl Into<MapEditorObjectData>, ) -> bool

CanReplace(crate::unity_engine::gameobject::GameObject, crate::app::mapeditorobjectdata::MapEditorObjectData) overload

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fn clear_object_all(self, is_update: impl Into<bool>)

ClearObjectAll(bool) overload

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fn instantiate_object( self, put_object: impl Into<GameObject>, x: impl Into<i32>, z: impl Into<i32>, ) -> GameObject

InstantiateObject(crate::unity_engine::gameobject::GameObject, i32, i32) overload

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fn delete_object(self, put_object: impl Into<MapObject>)

DeleteObject(crate::app::mapobject::MapObject) overload

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fn delete_object_2(self, put_object: impl Into<GameObject>)

DeleteObject(crate::unity_engine::gameobject::GameObject) overload

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fn try_rotate_object( self, x: impl Into<i32>, z: impl Into<i32>, is_reverse: impl Into<bool>, ) -> bool

TryRotateObject(i32, i32, bool) overload

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fn add_rotate_object_command( self, x: impl Into<i32>, z: impl Into<i32>, prev_rotate: impl Into<i32>, next_rotate: impl Into<i32>, )

AddRotateObjectCommand(i32, i32, i32, i32) overload

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fn get_rotate(self, x: impl Into<i32>, z: impl Into<i32>) -> i32

GetRotate(i32, i32) overload

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fn get_rotate_2(self, game_object: impl Into<GameObject>) -> i32

GetRotate(crate::unity_engine::gameobject::GameObject) overload

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fn set_rotate( self, x: impl Into<i32>, z: impl Into<i32>, rotate: impl Into<i32>, )

SetRotate(i32, i32, i32) overload

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fn set_rotate_2( self, game_object: impl Into<GameObject>, rotate: impl Into<i32>, )

SetRotate(crate::unity_engine::gameobject::GameObject, i32) overload

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fn update_terrain(self)

UpdateTerrain() overload

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fn update_terrain_2(self, pos_x: impl Into<i32>, pos_z: impl Into<i32>)

UpdateTerrain(i32, i32) overload

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fn update_terrain_impl(self)

UpdateTerrainImpl() overload

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fn dump(self)

Dump() overload

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fn try_create_versus_object( self, x: impl Into<i32>, z: impl Into<i32>, key: impl Into<i32>, is_opponent: impl Into<bool>, is_update: impl Into<bool>, ) -> GameObject

TryCreateVersusObject(i32, i32, i32, bool, bool) overload

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fn clear_object_on_sortie(self)

ClearObjectOnSortie() overload

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fn save_objects(self)

SaveObjects() overload

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fn load_objects(self)

LoadObjects() overload

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fn load_rotate_after_load_objects(self)

LoadRotateAfterLoadObjects() overload

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fn save_casual(self, stage: impl Into<i32>)

SaveCasual(i32) overload

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fn load_casual(self, stage: impl Into<i32>)

LoadCasual(i32) 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: IMapEditor> IMapEditorMethods for __T

Available on crate feature app-mapeditor only.