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IMapHistory_Rewind

Trait IMapHistory_Rewind 

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pub trait IMapHistory_Rewind: IMapHistory_Base_1<MapHistory_Rewind> {
Show 94 methods // Provided methods fn m_mode(self) -> MapHistory_Mode { ... } fn set_m_mode(self, value: MapHistory_Mode) { ... } fn m_use_count(self) -> i32 { ... } fn set_m_use_count(self, value: i32) { ... } fn m_writers(self) -> Array<MapHistory_RewindCommandWriter> { ... } fn set_m_writers(self, value: Array<MapHistory_RewindCommandWriter>) { ... } fn m_writer(self) -> MapHistory_RewindCommandWriter { ... } fn set_m_writer(self, value: MapHistory_RewindCommandWriter) { ... } fn m_reader(self) -> MapHistory_RewindCommandReader { ... } fn set_m_reader(self, value: MapHistory_RewindCommandReader) { ... } fn m_preview_index(self) -> i32 { ... } fn set_m_preview_index(self, value: i32) { ... } fn m_latest_stream(self) -> Stream_2 { ... } fn set_m_latest_stream(self, value: Stream_2) { ... } fn m_god_changed_infos(self) -> Dictionary_2<i32, Il2CppString> { ... } fn set_m_god_changed_infos(self, value: Dictionary_2<i32, Il2CppString>) { ... } fn m_latest_inspectors( self, ) -> List_1<MapHistory_Rewind_LatestInspectorData> { ... } fn set_m_latest_inspectors( self, value: List_1<MapHistory_Rewind_LatestInspectorData>, ) { ... } fn m_absent_pids(self) -> HashSet_1<Il2CppString> { ... } fn set_m_absent_pids(self, value: HashSet_1<Il2CppString>) { ... } fn m_field_bgm_player_phase_bgm(self) -> Il2CppString { ... } fn set_m_field_bgm_player_phase_bgm(self, value: Il2CppString) { ... } fn m_field_bgm_enemy_phase_bgm(self) -> Il2CppString { ... } fn set_m_field_bgm_enemy_phase_bgm(self, value: Il2CppString) { ... } fn m_field_bgm_ally_phase_bgm(self) -> Il2CppString { ... } fn set_m_field_bgm_ally_phase_bgm(self, value: Il2CppString) { ... } fn m_field_bgm_war_situation(self) -> Il2CppString { ... } fn set_m_field_bgm_war_situation(self, value: Il2CppString) { ... } fn m_field_bgm_special_turn(self) -> i32 { ... } fn set_m_field_bgm_special_turn(self, value: i32) { ... } fn m_post_change_bgm_event(self) -> Il2CppString { ... } fn set_m_post_change_bgm_event(self, value: Il2CppString) { ... } fn m_battle_calc_data(self) -> MapHistory_Rewind_BattleCalcData { ... } fn set_m_battle_calc_data(self, value: MapHistory_Rewind_BattleCalcData) { ... } fn m_unit_phase_count_pos(self) -> i32 { ... } fn set_m_unit_phase_count_pos(self, value: i32) { ... } fn m_unit_phase_count(self) -> i32 { ... } fn set_m_unit_phase_count(self, value: i32) { ... } fn m_unit_phase_begin_one_pos(self) -> i32 { ... } fn set_m_unit_phase_begin_one_pos(self, value: i32) { ... } fn m_unit_phase_begin_count_pos(self) -> i32 { ... } fn set_m_unit_phase_begin_count_pos(self, value: i32) { ... } fn m_unit_phase_begin_count(self) -> i32 { ... } fn set_m_unit_phase_begin_count(self, value: i32) { ... } fn m_unit_phase_begin_flags(self) -> i32 { ... } fn set_m_unit_phase_begin_flags(self, value: i32) { ... } fn m_terrain_set_count_pos(self) -> i32 { ... } fn set_m_terrain_set_count_pos(self, value: i32) { ... } fn m_terrain_set_count(self) -> i32 { ... } fn set_m_terrain_set_count(self, value: i32) { ... } fn m_overlap_count_pos(self) -> i32 { ... } fn set_m_overlap_count_pos(self, value: i32) { ... } fn m_overlap_count(self) -> i32 { ... } fn set_m_overlap_count(self, value: i32) { ... } fn m_range_count_pos(self) -> i32 { ... } fn set_m_range_count_pos(self, value: i32) { ... } fn m_range_count(self) -> i32 { ... } fn set_m_range_count(self, value: i32) { ... } fn m_effect_delete_count_pos(self) -> i32 { ... } fn set_m_effect_delete_count_pos(self, value: i32) { ... } fn m_effect_delete_count(self) -> i32 { ... } fn set_m_effect_delete_count(self, value: i32) { ... } fn m_has_material_float(self) -> bool { ... } fn set_m_has_material_float(self, value: bool) { ... } fn m_has_material_color(self) -> bool { ... } fn set_m_has_material_color(self, value: bool) { ... } fn m_position_list_count_pos(self) -> i32 { ... } fn set_m_position_list_count_pos(self, value: i32) { ... } fn m_position_list_units(self) -> List_1<u8> { ... } fn set_m_position_list_units(self, value: List_1<u8>) { ... } fn m_work_terrains(self) -> List_1<MapHistory_Rewind_WorkTerrainData> { ... } fn set_m_work_terrains( self, value: List_1<MapHistory_Rewind_WorkTerrainData>, ) { ... } fn m_overlap_pool(self) -> MapHistory_Rewind_OverlapDataPool { ... } fn set_m_overlap_pool(self, value: MapHistory_Rewind_OverlapDataPool) { ... } fn m_latest_overlaps( self, ) -> Dictionary_2<i32, MapHistory_Rewind_OverlapData> { ... } fn set_m_latest_overlaps( self, value: Dictionary_2<i32, MapHistory_Rewind_OverlapData>, ) { ... } fn m_postapply_overlaps( self, ) -> Dictionary_2<i32, MapHistory_Rewind_OverlapData> { ... } fn set_m_postapply_overlaps( self, value: Dictionary_2<i32, MapHistory_Rewind_OverlapData>, ) { ... } fn m_kill_bonus_kind_image(self) -> MapKillBonus_KindImage { ... } fn set_m_kill_bonus_kind_image(self, value: MapKillBonus_KindImage) { ... } fn m_skills(self) -> SkillArray { ... } fn set_m_skills(self, value: SkillArray) { ... } fn m_unit_item(self) -> UnitItem { ... } fn set_m_unit_item(self, value: UnitItem) { ... } fn m_unit_item_list(self) -> UnitItemList { ... } fn set_m_unit_item_list(self, value: UnitItemList) { ... } fn m_max_use_count_normal_holder(self) -> GameParam_Holder { ... } fn set_m_max_use_count_normal_holder(self, value: GameParam_Holder) { ... } fn m_max_use_count_hard_holder(self) -> GameParam_Holder { ... } fn set_m_max_use_count_hard_holder(self, value: GameParam_Holder) { ... } fn m_max_use_count_lunatic_holder(self) -> GameParam_Holder { ... } fn set_m_max_use_count_lunatic_holder(self, value: GameParam_Holder) { ... } fn m_max_split_holder(self) -> GameParam_Holder { ... } fn set_m_max_split_holder(self, value: GameParam_Holder) { ... }
}

Provided Methods§

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fn m_mode(self) -> MapHistory_Mode

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fn set_m_mode(self, value: MapHistory_Mode)

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fn m_use_count(self) -> i32

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fn set_m_use_count(self, value: i32)

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fn m_writers(self) -> Array<MapHistory_RewindCommandWriter>

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fn set_m_writers(self, value: Array<MapHistory_RewindCommandWriter>)

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fn m_writer(self) -> MapHistory_RewindCommandWriter

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fn set_m_writer(self, value: MapHistory_RewindCommandWriter)

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fn m_reader(self) -> MapHistory_RewindCommandReader

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fn set_m_reader(self, value: MapHistory_RewindCommandReader)

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fn m_preview_index(self) -> i32

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fn set_m_preview_index(self, value: i32)

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fn m_latest_stream(self) -> Stream_2

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fn set_m_latest_stream(self, value: Stream_2)

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fn m_god_changed_infos(self) -> Dictionary_2<i32, Il2CppString>

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fn set_m_god_changed_infos(self, value: Dictionary_2<i32, Il2CppString>)

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fn m_latest_inspectors(self) -> List_1<MapHistory_Rewind_LatestInspectorData>

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fn set_m_latest_inspectors( self, value: List_1<MapHistory_Rewind_LatestInspectorData>, )

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fn m_absent_pids(self) -> HashSet_1<Il2CppString>

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fn set_m_absent_pids(self, value: HashSet_1<Il2CppString>)

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fn m_field_bgm_player_phase_bgm(self) -> Il2CppString

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fn set_m_field_bgm_player_phase_bgm(self, value: Il2CppString)

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fn m_field_bgm_enemy_phase_bgm(self) -> Il2CppString

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fn set_m_field_bgm_enemy_phase_bgm(self, value: Il2CppString)

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fn m_field_bgm_ally_phase_bgm(self) -> Il2CppString

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fn set_m_field_bgm_ally_phase_bgm(self, value: Il2CppString)

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fn m_field_bgm_war_situation(self) -> Il2CppString

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fn set_m_field_bgm_war_situation(self, value: Il2CppString)

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fn m_field_bgm_special_turn(self) -> i32

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fn set_m_field_bgm_special_turn(self, value: i32)

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fn m_post_change_bgm_event(self) -> Il2CppString

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fn set_m_post_change_bgm_event(self, value: Il2CppString)

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fn m_battle_calc_data(self) -> MapHistory_Rewind_BattleCalcData

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fn set_m_battle_calc_data(self, value: MapHistory_Rewind_BattleCalcData)

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fn m_unit_phase_count_pos(self) -> i32

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fn set_m_unit_phase_count_pos(self, value: i32)

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fn m_unit_phase_count(self) -> i32

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fn set_m_unit_phase_count(self, value: i32)

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fn m_unit_phase_begin_one_pos(self) -> i32

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fn set_m_unit_phase_begin_one_pos(self, value: i32)

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fn m_unit_phase_begin_count_pos(self) -> i32

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fn set_m_unit_phase_begin_count_pos(self, value: i32)

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fn m_unit_phase_begin_count(self) -> i32

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fn set_m_unit_phase_begin_count(self, value: i32)

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fn m_unit_phase_begin_flags(self) -> i32

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fn set_m_unit_phase_begin_flags(self, value: i32)

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fn m_terrain_set_count_pos(self) -> i32

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fn set_m_terrain_set_count_pos(self, value: i32)

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fn m_terrain_set_count(self) -> i32

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fn set_m_terrain_set_count(self, value: i32)

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fn m_overlap_count_pos(self) -> i32

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fn set_m_overlap_count_pos(self, value: i32)

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fn m_overlap_count(self) -> i32

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fn set_m_overlap_count(self, value: i32)

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fn m_range_count_pos(self) -> i32

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fn set_m_range_count_pos(self, value: i32)

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fn m_range_count(self) -> i32

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fn set_m_range_count(self, value: i32)

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fn m_effect_delete_count_pos(self) -> i32

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fn set_m_effect_delete_count_pos(self, value: i32)

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fn m_effect_delete_count(self) -> i32

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fn set_m_effect_delete_count(self, value: i32)

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fn m_has_material_float(self) -> bool

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fn set_m_has_material_float(self, value: bool)

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fn m_has_material_color(self) -> bool

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fn set_m_has_material_color(self, value: bool)

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fn m_position_list_count_pos(self) -> i32

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fn set_m_position_list_count_pos(self, value: i32)

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fn m_position_list_units(self) -> List_1<u8>

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fn set_m_position_list_units(self, value: List_1<u8>)

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fn m_work_terrains(self) -> List_1<MapHistory_Rewind_WorkTerrainData>

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fn set_m_work_terrains(self, value: List_1<MapHistory_Rewind_WorkTerrainData>)

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fn m_overlap_pool(self) -> MapHistory_Rewind_OverlapDataPool

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fn set_m_overlap_pool(self, value: MapHistory_Rewind_OverlapDataPool)

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fn m_latest_overlaps(self) -> Dictionary_2<i32, MapHistory_Rewind_OverlapData>

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fn set_m_latest_overlaps( self, value: Dictionary_2<i32, MapHistory_Rewind_OverlapData>, )

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fn m_postapply_overlaps( self, ) -> Dictionary_2<i32, MapHistory_Rewind_OverlapData>

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fn set_m_postapply_overlaps( self, value: Dictionary_2<i32, MapHistory_Rewind_OverlapData>, )

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fn m_kill_bonus_kind_image(self) -> MapKillBonus_KindImage

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fn set_m_kill_bonus_kind_image(self, value: MapKillBonus_KindImage)

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fn m_skills(self) -> SkillArray

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fn set_m_skills(self, value: SkillArray)

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fn m_unit_item(self) -> UnitItem

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fn set_m_unit_item(self, value: UnitItem)

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fn m_unit_item_list(self) -> UnitItemList

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fn set_m_unit_item_list(self, value: UnitItemList)

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fn m_max_use_count_normal_holder(self) -> GameParam_Holder

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fn set_m_max_use_count_normal_holder(self, value: GameParam_Holder)

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fn m_max_use_count_hard_holder(self) -> GameParam_Holder

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fn set_m_max_use_count_hard_holder(self, value: GameParam_Holder)

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fn m_max_use_count_lunatic_holder(self) -> GameParam_Holder

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fn set_m_max_use_count_lunatic_holder(self, value: GameParam_Holder)

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fn m_max_split_holder(self) -> GameParam_Holder

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fn set_m_max_split_holder(self, value: GameParam_Holder)

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§