pub trait IMapInfoCircle: ISingletonMonoBehaviour_1<MapInfoCircle> {
Show 88 methods
// Provided methods
fn m_warp_unit_list(self) -> List_1<Unit> { ... }
fn set_m_warp_unit_list(self, value: List_1<Unit>) { ... }
fn m_normal_circle(self) -> Material { ... }
fn set_m_normal_circle(self, value: Material) { ... }
fn m_boss_circle(self) -> Material { ... }
fn set_m_boss_circle(self, value: Material) { ... }
fn m_last_boss_circle(self) -> Material { ... }
fn set_m_last_boss_circle(self, value: Material) { ... }
fn m_player_color(self) -> Color { ... }
fn set_m_player_color(self, value: Color) { ... }
fn m_player_fixed_color(self) -> Color { ... }
fn set_m_player_fixed_color(self, value: Color) { ... }
fn m_enemy_color(self) -> Color { ... }
fn set_m_enemy_color(self, value: Color) { ... }
fn m_enemy_fixed_color(self) -> Color { ... }
fn set_m_enemy_fixed_color(self, value: Color) { ... }
fn m_ally_color(self) -> Color { ... }
fn set_m_ally_color(self, value: Color) { ... }
fn m_ally_fixed_color(self) -> Color { ... }
fn set_m_ally_fixed_color(self, value: Color) { ... }
fn m_third_color(self) -> Color { ... }
fn set_m_third_color(self, value: Color) { ... }
fn m_third_fixed_color(self) -> Color { ... }
fn set_m_third_fixed_color(self, value: Color) { ... }
fn m_times_speed(self) -> f32 { ... }
fn set_m_times_speed(self, value: f32) { ... }
fn m_rotate_speed(self) -> f32 { ... }
fn set_m_rotate_speed(self, value: f32) { ... }
fn m_anime(self) -> MapInfoCircle_Animes { ... }
fn set_m_anime(self, value: MapInfoCircle_Animes) { ... }
fn m_sub_mesh_count(self) -> i32 { ... }
fn set_m_sub_mesh_count(self, value: i32) { ... }
fn m_colors(self) -> Array<Color> { ... }
fn set_m_colors(self, value: Array<Color>) { ... }
fn m_fixed_colors(self) -> Array<Color> { ... }
fn set_m_fixed_colors(self, value: Array<Color>) { ... }
fn m_active_unit(self) -> Unit { ... }
fn set_m_active_unit(self, value: Unit) { ... }
fn m_cells(self) -> Array<MapPos> { ... }
fn set_m_cells(self, value: Array<MapPos>) { ... }
fn m_materials(self) -> Array<Material> { ... }
fn set_m_materials(self, value: Array<Material>) { ... }
fn m_state(self) -> MapInfoCircle_CircleState { ... }
fn set_m_state(self, value: MapInfoCircle_CircleState) { ... }
fn m_property_id(self) -> i32 { ... }
fn set_m_property_id(self, value: i32) { ... }
fn m_time(self) -> f32 { ... }
fn set_m_time(self, value: f32) { ... }
fn m_uv_rotate(self) -> f32 { ... }
fn set_m_uv_rotate(self, value: f32) { ... }
fn m_is_active(self) -> bool { ... }
fn set_m_is_active(self, value: bool) { ... }
fn m_attack_image(self) -> MapDeployAttackImage { ... }
fn set_m_attack_image(self, value: MapDeployAttackImage) { ... }
fn m_rod_image(self) -> MapDeployRodImage { ... }
fn set_m_rod_image(self, value: MapDeployRodImage) { ... }
fn m_heal_image(self) -> MapDeployHealImage { ... }
fn set_m_heal_image(self, value: MapDeployHealImage) { ... }
fn m_support_image(self) -> MapDeploySupportImage { ... }
fn set_m_support_image(self, value: MapDeploySupportImage) { ... }
fn m_support_for_unit_image(self) -> MapDeploySupportForUnitImage { ... }
fn set_m_support_for_unit_image(self, value: MapDeploySupportForUnitImage) { ... }
fn m_interference_image(self) -> MapDeployInterferenceImage { ... }
fn set_m_interference_image(self, value: MapDeployInterferenceImage) { ... }
fn m_action_image(self) -> MapDeployActionImage { ... }
fn set_m_action_image(self, value: MapDeployActionImage) { ... }
fn m_range_image(self) -> MapDeployRangeImage { ... }
fn set_m_range_image(self, value: MapDeployRangeImage) { ... }
fn m_overlap_image(self) -> MapDeployOverlapImage { ... }
fn set_m_overlap_image(self, value: MapDeployOverlapImage) { ... }
fn m_dance_image(self) -> MapDeployDanceImage { ... }
fn set_m_dance_image(self, value: MapDeployDanceImage) { ... }
fn m_cannon_image(self) -> MapDeployCannonImage { ... }
fn set_m_cannon_image(self, value: MapDeployCannonImage) { ... }
fn m_mesh(self) -> Map_CellMesh { ... }
fn set_m_mesh(self, value: Map_CellMesh) { ... }
fn m_renderer(self) -> MeshRenderer { ... }
fn set_m_renderer(self, value: MeshRenderer) { ... }
fn m_draw_normal_circle(self) -> MapFor_UnitFunction { ... }
fn set_m_draw_normal_circle(self, value: MapFor_UnitFunction) { ... }
fn m_draw_boss_circle(self) -> MapFor_UnitFunction { ... }
fn set_m_draw_boss_circle(self, value: MapFor_UnitFunction) { ... }
fn m_draw_last_boss_circle(self) -> MapFor_UnitFunction { ... }
fn set_m_draw_last_boss_circle(self, value: MapFor_UnitFunction) { ... }
fn m_resist_warp_unit(self) -> MapFor_UnitFunction { ... }
fn set_m_resist_warp_unit(self, value: MapFor_UnitFunction) { ... }
fn m_resist_rewarp_unit(self) -> MapFor_UnitFunction { ... }
fn set_m_resist_rewarp_unit(self, value: MapFor_UnitFunction) { ... }
}Provided Methods§
fn m_warp_unit_list(self) -> List_1<Unit>
fn set_m_warp_unit_list(self, value: List_1<Unit>)
fn m_normal_circle(self) -> Material
fn set_m_normal_circle(self, value: Material)
fn m_boss_circle(self) -> Material
fn set_m_boss_circle(self, value: Material)
fn m_last_boss_circle(self) -> Material
fn set_m_last_boss_circle(self, value: Material)
fn m_player_color(self) -> Color
fn set_m_player_color(self, value: Color)
fn m_player_fixed_color(self) -> Color
fn set_m_player_fixed_color(self, value: Color)
fn m_enemy_color(self) -> Color
fn set_m_enemy_color(self, value: Color)
fn m_enemy_fixed_color(self) -> Color
fn set_m_enemy_fixed_color(self, value: Color)
fn m_ally_color(self) -> Color
fn set_m_ally_color(self, value: Color)
fn m_ally_fixed_color(self) -> Color
fn set_m_ally_fixed_color(self, value: Color)
fn m_third_color(self) -> Color
fn set_m_third_color(self, value: Color)
fn m_third_fixed_color(self) -> Color
fn set_m_third_fixed_color(self, value: Color)
fn m_times_speed(self) -> f32
fn set_m_times_speed(self, value: f32)
fn m_rotate_speed(self) -> f32
fn set_m_rotate_speed(self, value: f32)
fn m_anime(self) -> MapInfoCircle_Animes
fn set_m_anime(self, value: MapInfoCircle_Animes)
fn m_sub_mesh_count(self) -> i32
fn set_m_sub_mesh_count(self, value: i32)
fn m_colors(self) -> Array<Color>
fn set_m_colors(self, value: Array<Color>)
fn m_fixed_colors(self) -> Array<Color>
fn set_m_fixed_colors(self, value: Array<Color>)
fn m_active_unit(self) -> Unit
fn set_m_active_unit(self, value: Unit)
fn m_cells(self) -> Array<MapPos>
fn set_m_cells(self, value: Array<MapPos>)
fn m_materials(self) -> Array<Material>
fn set_m_materials(self, value: Array<Material>)
fn m_state(self) -> MapInfoCircle_CircleState
fn set_m_state(self, value: MapInfoCircle_CircleState)
fn m_property_id(self) -> i32
fn set_m_property_id(self, value: i32)
fn m_time(self) -> f32
fn set_m_time(self, value: f32)
fn m_uv_rotate(self) -> f32
fn set_m_uv_rotate(self, value: f32)
fn m_is_active(self) -> bool
fn set_m_is_active(self, value: bool)
fn m_attack_image(self) -> MapDeployAttackImage
fn set_m_attack_image(self, value: MapDeployAttackImage)
fn m_rod_image(self) -> MapDeployRodImage
fn set_m_rod_image(self, value: MapDeployRodImage)
fn m_heal_image(self) -> MapDeployHealImage
fn set_m_heal_image(self, value: MapDeployHealImage)
fn m_support_image(self) -> MapDeploySupportImage
fn set_m_support_image(self, value: MapDeploySupportImage)
fn m_support_for_unit_image(self) -> MapDeploySupportForUnitImage
fn set_m_support_for_unit_image(self, value: MapDeploySupportForUnitImage)
fn m_interference_image(self) -> MapDeployInterferenceImage
fn set_m_interference_image(self, value: MapDeployInterferenceImage)
fn m_action_image(self) -> MapDeployActionImage
fn set_m_action_image(self, value: MapDeployActionImage)
fn m_range_image(self) -> MapDeployRangeImage
fn set_m_range_image(self, value: MapDeployRangeImage)
fn m_overlap_image(self) -> MapDeployOverlapImage
fn set_m_overlap_image(self, value: MapDeployOverlapImage)
fn m_dance_image(self) -> MapDeployDanceImage
fn set_m_dance_image(self, value: MapDeployDanceImage)
fn m_cannon_image(self) -> MapDeployCannonImage
fn set_m_cannon_image(self, value: MapDeployCannonImage)
fn m_mesh(self) -> Map_CellMesh
fn set_m_mesh(self, value: Map_CellMesh)
fn m_renderer(self) -> MeshRenderer
fn set_m_renderer(self, value: MeshRenderer)
fn m_draw_normal_circle(self) -> MapFor_UnitFunction
fn set_m_draw_normal_circle(self, value: MapFor_UnitFunction)
fn m_draw_boss_circle(self) -> MapFor_UnitFunction
fn set_m_draw_boss_circle(self, value: MapFor_UnitFunction)
fn m_draw_last_boss_circle(self) -> MapFor_UnitFunction
fn set_m_draw_last_boss_circle(self, value: MapFor_UnitFunction)
fn m_resist_warp_unit(self) -> MapFor_UnitFunction
fn set_m_resist_warp_unit(self, value: MapFor_UnitFunction)
fn m_resist_rewarp_unit(self) -> MapFor_UnitFunction
fn set_m_resist_rewarp_unit(self, value: MapFor_UnitFunction)
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.