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§
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)
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.