pub trait IMapObjectMethods: IMapObject {
Show 71 methods
// Provided methods
fn get_map_material(self) -> MapMaterial { ... }
fn awake(self) { ... }
fn get_start_action(self) -> MapObject_Actions { ... }
fn get_start_state(self) -> i32 { ... }
fn get_start_break(self) -> bool { ... }
fn can_dither_alpha(self) -> bool { ... }
fn start(self) { ... }
fn get_terrain(self) -> TerrainData_2 { ... }
fn play_sound(self, label: impl Into<Il2CppString>) { ... }
fn get_state(self) -> i32 { ... }
fn get_action(self) -> MapObject_Actions { ... }
fn play_effect(self, original: impl Into<GameObject>) { ... }
fn set_action(
self,
action: impl Into<MapObject_Actions>,
update: impl Into<bool>,
) { ... }
fn play_action_alpha(self, alpha: impl Into<f32>) { ... }
fn set_action_alpha(self, alpha: impl Into<f32>) { ... }
fn add_elapsed(self, time: impl Into<f32>) -> (bool, f32) { ... }
fn action_alpha_coroutine(self, alpha: impl Into<f32>) -> IEnumerator { ... }
fn change_action(
self,
action: impl Into<MapObject_Actions>,
update: impl Into<bool>,
) { ... }
fn is_playing(self) -> bool { ... }
fn get_action_alpha(self, action: impl Into<MapObject_Actions>) -> f32 { ... }
fn is_skip(self) -> bool { ... }
fn is_action_skip(self) -> bool { ... }
fn play_action(self, action: impl Into<MapObject_Actions>) { ... }
fn play_endurance(self, ratio: impl Into<f32>) { ... }
fn get_state_count(self) -> i32 { ... }
fn get_state_2(self, index: impl Into<i32>) -> MapObject_State { ... }
fn set_state(self, index: impl Into<i32>, enable: impl Into<bool>) { ... }
fn change_state(self, index: impl Into<i32>) { ... }
fn play_state(self, index: impl Into<i32>) { ... }
fn set_render_alpha(
self,
render: impl Into<Renderer>,
alpha: impl Into<f32>,
) { ... }
fn set_renders_alpha(
self,
renders: impl Into<Array<Renderer>>,
alpha: impl Into<f32>,
) { ... }
fn commit_alpha(self) { ... }
fn get_effect_root(self) -> Transform { ... }
fn update_action(self) { ... }
fn apply_lightmap(self) { ... }
fn apply_preview(self) { ... }
fn can_breakable(self) -> bool { ... }
fn is_broken(self) -> bool { ... }
fn set_game_objects_active(
self,
objects: impl Into<Array<GameObject>>,
enabled: impl Into<bool>,
) { ... }
fn set_break(self, enabled: impl Into<bool>) { ... }
fn play_break(self, hit: impl Into<Vector3>, pow: impl Into<f32>) { ... }
fn get_destructoni_alpha(self) -> f32 { ... }
fn set_destructoni_alpha(self, alpha: impl Into<f32>) { ... }
fn break_coroutine(self) -> IEnumerator { ... }
fn resume_break(self) { ... }
fn update_view(self, camera: impl Into<Camera>, speed: impl Into<f32>) { ... }
fn try_get_transform(
self,
name: impl Into<Il2CppString>,
) -> (bool, Transform) { ... }
fn get_transform(self, name: impl Into<Il2CppString>) -> Transform { ... }
fn get_rotate_transform(self) -> Transform { ... }
fn rotation(self) -> Quaternion { ... }
fn rotation_2(self, rotation: impl Into<Quaternion>) { ... }
fn rotation_coroutine(
self,
rotation: impl Into<Quaternion>,
time: impl Into<f32>,
) -> IEnumerator { ... }
fn rotation_3(self, rotation: impl Into<Quaternion>, time: impl Into<f32>) { ... }
fn get_launch_point(self) -> Vector3 { ... }
fn get_launch_transform(self) -> Transform { ... }
fn get_shoot_transform(self) -> Transform { ... }
fn play_shoot_impl(self, effect: impl Into<EffectSequence>) { ... }
fn play_shoot(self, item: impl Into<UnitItem>) { ... }
fn play_shoot_2(self, effect: impl Into<Il2CppString>) { ... }
fn stop_shoot(self) { ... }
fn get_serialize_key(self) -> Il2CppString { ... }
fn set_serialize_key(self, value: impl Into<Il2CppString>) { ... }
fn has_collider(self, layer: impl Into<i32>) -> bool { ... }
fn calc_serialize_key(self) -> Il2CppString { ... }
fn find_material(
self,
material: impl Into<Il2CppString>,
property: impl Into<Il2CppString>,
) -> Material { ... }
fn try_add_material_node(
self,
kind: impl Into<MapMaterial_Kinds>,
material: impl Into<Il2CppString>,
property: impl Into<Il2CppString>,
) -> MapMaterial_Node { ... }
fn set_material_float(
self,
material: impl Into<Il2CppString>,
property: impl Into<Il2CppString>,
value: impl Into<f32>,
) -> f32 { ... }
fn set_material_color(
self,
material: impl Into<Il2CppString>,
property: impl Into<Il2CppString>,
color: impl Into<Color>,
) -> Color { ... }
fn serialize(self, stream: impl Into<Stream_2>) { ... }
fn deserialize(self, stream: impl Into<Stream_2>) { ... }
fn ctor(self) { ... }
}Provided Methods§
Sourcefn get_map_material(self) -> MapMaterial
fn get_map_material(self) -> MapMaterial
get_MapMaterial() overload
Sourcefn get_start_action(self) -> MapObject_Actions
fn get_start_action(self) -> MapObject_Actions
GetStartAction() overload
Sourcefn get_start_state(self) -> i32
fn get_start_state(self) -> i32
GetStartState() overload
Sourcefn get_start_break(self) -> bool
fn get_start_break(self) -> bool
GetStartBreak() overload
Sourcefn can_dither_alpha(self) -> bool
fn can_dither_alpha(self) -> bool
CanDitherAlpha() overload
Sourcefn get_terrain(self) -> TerrainData_2
fn get_terrain(self) -> TerrainData_2
GetTerrain() overload
Sourcefn play_sound(self, label: impl Into<Il2CppString>)
fn play_sound(self, label: impl Into<Il2CppString>)
PlaySound(::unity::Il2CppString) overload
Sourcefn get_action(self) -> MapObject_Actions
fn get_action(self) -> MapObject_Actions
GetAction() overload
Sourcefn play_effect(self, original: impl Into<GameObject>)
fn play_effect(self, original: impl Into<GameObject>)
PlayEffect(crate::unity_engine::gameobject::GameObject) overload
Sourcefn set_action(
self,
action: impl Into<MapObject_Actions>,
update: impl Into<bool>,
)
fn set_action( self, action: impl Into<MapObject_Actions>, update: impl Into<bool>, )
SetAction(crate::app::mapobject::MapObject_Actions, bool) overload
Sourcefn play_action_alpha(self, alpha: impl Into<f32>)
fn play_action_alpha(self, alpha: impl Into<f32>)
PlayActionAlpha(f32) overload
Sourcefn set_action_alpha(self, alpha: impl Into<f32>)
fn set_action_alpha(self, alpha: impl Into<f32>)
SetActionAlpha(f32) overload
Sourcefn add_elapsed(self, time: impl Into<f32>) -> (bool, f32)
fn add_elapsed(self, time: impl Into<f32>) -> (bool, f32)
AddElapsed(*mutf32, f32) overload
Sourcefn action_alpha_coroutine(self, alpha: impl Into<f32>) -> IEnumerator
fn action_alpha_coroutine(self, alpha: impl Into<f32>) -> IEnumerator
ActionAlphaCoroutine(f32) overload
Sourcefn change_action(
self,
action: impl Into<MapObject_Actions>,
update: impl Into<bool>,
)
fn change_action( self, action: impl Into<MapObject_Actions>, update: impl Into<bool>, )
ChangeAction(crate::app::mapobject::MapObject_Actions, bool) overload
Sourcefn is_playing(self) -> bool
fn is_playing(self) -> bool
IsPlaying() overload
Sourcefn get_action_alpha(self, action: impl Into<MapObject_Actions>) -> f32
fn get_action_alpha(self, action: impl Into<MapObject_Actions>) -> f32
GetActionAlpha(crate::app::mapobject::MapObject_Actions) overload
Sourcefn is_action_skip(self) -> bool
fn is_action_skip(self) -> bool
IsActionSkip() overload
Sourcefn play_action(self, action: impl Into<MapObject_Actions>)
fn play_action(self, action: impl Into<MapObject_Actions>)
PlayAction(crate::app::mapobject::MapObject_Actions) overload
Sourcefn play_endurance(self, ratio: impl Into<f32>)
fn play_endurance(self, ratio: impl Into<f32>)
PlayEndurance(f32) overload
Sourcefn get_state_count(self) -> i32
fn get_state_count(self) -> i32
GetStateCount() overload
Sourcefn get_state_2(self, index: impl Into<i32>) -> MapObject_State
fn get_state_2(self, index: impl Into<i32>) -> MapObject_State
GetState(i32) overload
Sourcefn set_state(self, index: impl Into<i32>, enable: impl Into<bool>)
fn set_state(self, index: impl Into<i32>, enable: impl Into<bool>)
SetState(i32, bool) overload
Sourcefn change_state(self, index: impl Into<i32>)
fn change_state(self, index: impl Into<i32>)
ChangeState(i32) overload
Sourcefn play_state(self, index: impl Into<i32>)
fn play_state(self, index: impl Into<i32>)
PlayState(i32) overload
Sourcefn set_render_alpha(self, render: impl Into<Renderer>, alpha: impl Into<f32>)
fn set_render_alpha(self, render: impl Into<Renderer>, alpha: impl Into<f32>)
SetRenderAlpha(crate::unity_engine::renderer::Renderer, f32) overload
Sourcefn set_renders_alpha(
self,
renders: impl Into<Array<Renderer>>,
alpha: impl Into<f32>,
)
fn set_renders_alpha( self, renders: impl Into<Array<Renderer>>, alpha: impl Into<f32>, )
SetRendersAlpha(::unity::Array<crate::unity_engine::renderer::Renderer>, f32) overload
Sourcefn commit_alpha(self)
fn commit_alpha(self)
CommitAlpha() overload
Sourcefn get_effect_root(self) -> Transform
fn get_effect_root(self) -> Transform
GetEffectRoot() overload
Sourcefn update_action(self)
fn update_action(self)
UpdateAction() overload
Sourcefn apply_lightmap(self)
fn apply_lightmap(self)
ApplyLightmap() overload
Sourcefn apply_preview(self)
fn apply_preview(self)
ApplyPreview() overload
Sourcefn can_breakable(self) -> bool
fn can_breakable(self) -> bool
CanBreakable() overload
Sourcefn set_game_objects_active(
self,
objects: impl Into<Array<GameObject>>,
enabled: impl Into<bool>,
)
fn set_game_objects_active( self, objects: impl Into<Array<GameObject>>, enabled: impl Into<bool>, )
SetGameObjectsActive(::unity::Array<crate::unity_engine::gameobject::GameObject>, bool) overload
Sourcefn play_break(self, hit: impl Into<Vector3>, pow: impl Into<f32>)
fn play_break(self, hit: impl Into<Vector3>, pow: impl Into<f32>)
PlayBreak(crate::unity_engine::vector3::Vector3, f32) overload
Sourcefn get_destructoni_alpha(self) -> f32
fn get_destructoni_alpha(self) -> f32
GetDestructoniAlpha() overload
Sourcefn set_destructoni_alpha(self, alpha: impl Into<f32>)
fn set_destructoni_alpha(self, alpha: impl Into<f32>)
SetDestructoniAlpha(f32) overload
Sourcefn break_coroutine(self) -> IEnumerator
fn break_coroutine(self) -> IEnumerator
BreakCoroutine() overload
Sourcefn resume_break(self)
fn resume_break(self)
ResumeBreak() overload
Sourcefn update_view(self, camera: impl Into<Camera>, speed: impl Into<f32>)
fn update_view(self, camera: impl Into<Camera>, speed: impl Into<f32>)
UpdateView(crate::unity_engine::camera::Camera, f32) overload
Sourcefn try_get_transform(self, name: impl Into<Il2CppString>) -> (bool, Transform)
fn try_get_transform(self, name: impl Into<Il2CppString>) -> (bool, Transform)
TryGetTransform(::unity::Il2CppString, *mutcrate::unity_engine::transform::Transform) overload
Sourcefn get_transform(self, name: impl Into<Il2CppString>) -> Transform
fn get_transform(self, name: impl Into<Il2CppString>) -> Transform
GetTransform(::unity::Il2CppString) overload
Sourcefn get_rotate_transform(self) -> Transform
fn get_rotate_transform(self) -> Transform
GetRotateTransform() overload
Sourcefn rotation(self) -> Quaternion
fn rotation(self) -> Quaternion
Rotation() overload
Sourcefn rotation_2(self, rotation: impl Into<Quaternion>)
fn rotation_2(self, rotation: impl Into<Quaternion>)
Rotation(crate::unity_engine::quaternion::Quaternion) overload
Sourcefn rotation_coroutine(
self,
rotation: impl Into<Quaternion>,
time: impl Into<f32>,
) -> IEnumerator
fn rotation_coroutine( self, rotation: impl Into<Quaternion>, time: impl Into<f32>, ) -> IEnumerator
RotationCoroutine(crate::unity_engine::quaternion::Quaternion, f32) overload
Sourcefn rotation_3(self, rotation: impl Into<Quaternion>, time: impl Into<f32>)
fn rotation_3(self, rotation: impl Into<Quaternion>, time: impl Into<f32>)
Rotation(crate::unity_engine::quaternion::Quaternion, f32) overload
Sourcefn get_launch_point(self) -> Vector3
fn get_launch_point(self) -> Vector3
GetLaunchPoint() overload
Sourcefn get_launch_transform(self) -> Transform
fn get_launch_transform(self) -> Transform
GetLaunchTransform() overload
Sourcefn get_shoot_transform(self) -> Transform
fn get_shoot_transform(self) -> Transform
GetShootTransform() overload
Sourcefn play_shoot_impl(self, effect: impl Into<EffectSequence>)
fn play_shoot_impl(self, effect: impl Into<EffectSequence>)
PlayShootImpl(crate::app::effectsequence::EffectSequence) overload
Sourcefn play_shoot(self, item: impl Into<UnitItem>)
fn play_shoot(self, item: impl Into<UnitItem>)
PlayShoot(crate::app::unititem::UnitItem) overload
Sourcefn play_shoot_2(self, effect: impl Into<Il2CppString>)
fn play_shoot_2(self, effect: impl Into<Il2CppString>)
PlayShoot(::unity::Il2CppString) overload
Sourcefn stop_shoot(self)
fn stop_shoot(self)
StopShoot() overload
Sourcefn get_serialize_key(self) -> Il2CppString
fn get_serialize_key(self) -> Il2CppString
get_SerializeKey() overload
Sourcefn set_serialize_key(self, value: impl Into<Il2CppString>)
fn set_serialize_key(self, value: impl Into<Il2CppString>)
set_SerializeKey(::unity::Il2CppString) overload
Sourcefn has_collider(self, layer: impl Into<i32>) -> bool
fn has_collider(self, layer: impl Into<i32>) -> bool
HasCollider(i32) overload
Sourcefn calc_serialize_key(self) -> Il2CppString
fn calc_serialize_key(self) -> Il2CppString
CalcSerializeKey() overload
Sourcefn find_material(
self,
material: impl Into<Il2CppString>,
property: impl Into<Il2CppString>,
) -> Material
fn find_material( self, material: impl Into<Il2CppString>, property: impl Into<Il2CppString>, ) -> Material
FindMaterial(::unity::Il2CppString, ::unity::Il2CppString) overload
Sourcefn try_add_material_node(
self,
kind: impl Into<MapMaterial_Kinds>,
material: impl Into<Il2CppString>,
property: impl Into<Il2CppString>,
) -> MapMaterial_Node
fn try_add_material_node( self, kind: impl Into<MapMaterial_Kinds>, material: impl Into<Il2CppString>, property: impl Into<Il2CppString>, ) -> MapMaterial_Node
TryAddMaterialNode(crate::app::mapmaterial::MapMaterial_Kinds, ::unity::Il2CppString, ::unity::Il2CppString) overload
Sourcefn set_material_float(
self,
material: impl Into<Il2CppString>,
property: impl Into<Il2CppString>,
value: impl Into<f32>,
) -> f32
fn set_material_float( self, material: impl Into<Il2CppString>, property: impl Into<Il2CppString>, value: impl Into<f32>, ) -> f32
SetMaterialFloat(::unity::Il2CppString, ::unity::Il2CppString, f32) overload
Sourcefn set_material_color(
self,
material: impl Into<Il2CppString>,
property: impl Into<Il2CppString>,
color: impl Into<Color>,
) -> Color
fn set_material_color( self, material: impl Into<Il2CppString>, property: impl Into<Il2CppString>, color: impl Into<Color>, ) -> Color
SetMaterialColor(::unity::Il2CppString, ::unity::Il2CppString, crate::unity_engine::color::Color) overload
Sourcefn serialize(self, stream: impl Into<Stream_2>)
fn serialize(self, stream: impl Into<Stream_2>)
Serialize(crate::app::stream_2::Stream_2) overload
Sourcefn deserialize(self, stream: impl Into<Stream_2>)
fn deserialize(self, stream: impl Into<Stream_2>)
Deserialize(crate::app::stream_2::Stream_2) 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: IMapObject> IMapObjectMethods for __T
app-mapobject only.