pub trait IMapSequenceBattleMethods: IMapSequenceBattle {
Show 78 methods
// Provided methods
fn ctor(self) { ... }
fn mind_start(self) { ... }
fn mind_end(self) { ... }
fn calc_battle(self) { ... }
fn engage_attack_telop(self) { ... }
fn start_branch(self) { ... }
fn calc_simple(self, is_warmup: impl Into<bool>) { ... }
fn calc_simple_2(
self,
info: impl Into<BattleInfo>,
is_warmup: impl Into<bool>,
is_simulation: impl Into<bool>,
) { ... }
fn multi_battle_warmup(self) { ... }
fn multi_battle_talk(self) -> IEnumerator { ... }
fn multi_battle_combat(self) { ... }
fn multi_battle_branch(self) { ... }
fn multi_battle_end(self) { ... }
fn multi_battle_next(self) { ... }
fn multi_battle_result(self) { ... }
fn multi_battle_grow(self) { ... }
fn try_full_bullet_expend(self) -> bool { ... }
fn mult_battle_expend(self) { ... }
fn battle_branch(self) { ... }
fn combat_rotation(self) { ... }
fn combat_battle(self) { ... }
fn combat_branch(self) { ... }
fn simple_battle(self) { ... }
fn multi_battle_once(self) { ... }
fn battle_update(self) { ... }
fn commit_battle(self) { ... }
fn get_frequency(self) -> SkillData_Frequencies { ... }
fn battle_skill_after(self) -> IEnumerator { ... }
fn battle_skill_around(self) -> IEnumerator { ... }
fn get_can_wait_skip(self) -> bool { ... }
fn get_rod_scene(self) -> BattleScene { ... }
fn get_action_proc(self) -> ProcInst { ... }
fn try_warp_impl(
self,
rod_unit: impl Into<Unit>,
target: impl Into<Unit>,
x: impl Into<i32>,
z: impl Into<i32>,
) -> bool { ... }
fn try_warp(
self,
rod_unit: impl Into<Unit>,
target: impl Into<Unit>,
x: impl Into<i32>,
z: impl Into<i32>,
) -> bool { ... }
fn range_warp(
self,
rod_unit: impl Into<Unit>,
unit: impl Into<Unit>,
range: impl Into<i32>,
warp_x: impl Into<i32>,
warp_z: impl Into<i32>,
can_self: impl Into<bool>,
) { ... }
fn range_rescue(
self,
rod_unit: impl Into<Unit>,
unit: impl Into<Unit>,
range: impl Into<i32>,
) { ... }
fn range_torch(
self,
unit: impl Into<Unit>,
range: impl Into<i32>,
item: impl Into<ItemData>,
) { ... }
fn get_action_callback(self) -> ProcVoidMethod { ... }
fn use_rod(self) { ... }
fn use_rest(self, scene: impl Into<BattleScene>) { ... }
fn use_move(self) { ... }
fn use_focus(self) { ... }
fn engage_turn_recovery(self) -> IEnumerator { ... }
fn hp_stock_create(self) -> IEnumerator { ... }
fn destroy_action(self) { ... }
fn destroy_after(self) { ... }
fn update_terrain(self) { ... }
fn try_update_info(self, side: impl Into<BattleSide_Type>) { ... }
fn try_update_info_2(self, unit: impl Into<Unit>) { ... }
fn update_map_info_unit(self) { ... }
fn terrain_set(self, side: impl Into<BattleInfoSide>) -> bool { ... }
fn can_gain_situation(self) -> bool { ... }
fn get_winner(self, dead: impl Into<Unit>) -> Unit { ... }
fn drop_item(self) -> IEnumerator { ... }
fn pickup_item(self) { ... }
fn gain_gold(self) { ... }
fn item_put_off(
self,
unit: impl Into<Unit>,
unit_item: impl Into<UnitItem>,
mid: impl Into<Il2CppString>,
) { ... }
fn item_expend(self) { ... }
fn blow(self) { ... }
fn decrease_shell(self) { ... }
fn try_add_dead(self, unit: impl Into<Unit>) { ... }
fn die(self) -> IEnumerator { ... }
fn grow(self) { ... }
fn battle_before_event(self) { ... }
fn battle_after_event(self) { ... }
fn is_command_skill(
self,
skill: impl Into<SkillData>,
before: impl Into<bool>,
) -> bool { ... }
fn command_skill_commit(
self,
side: impl Into<BattleInfoSide>,
result: impl Into<MapSkill_Result>,
) { ... }
fn command_skill_before(self) { ... }
fn command_skill_after(self) { ... }
fn gain_gurad_unit(self) { ... }
fn to_pre_bgm(self) { ... }
fn to_main_bgm(self) { ... }
fn return_bgm(self) { ... }
fn sound_after_battle(self) { ... }
fn try_combat_after_die(self) { ... }
fn try_combat_after_grow(self) { ... }
fn process_dead_unit(self) { ... }
fn focus_mind(self) { ... }
}Provided Methods§
Sourcefn mind_start(self)
fn mind_start(self)
MindStart() overload
Sourcefn calc_battle(self)
fn calc_battle(self)
CalcBattle() overload
Sourcefn engage_attack_telop(self)
fn engage_attack_telop(self)
EngageAttackTelop() overload
Sourcefn start_branch(self)
fn start_branch(self)
StartBranch() overload
Sourcefn calc_simple(self, is_warmup: impl Into<bool>)
fn calc_simple(self, is_warmup: impl Into<bool>)
CalcSimple(bool) overload
Sourcefn calc_simple_2(
self,
info: impl Into<BattleInfo>,
is_warmup: impl Into<bool>,
is_simulation: impl Into<bool>,
)
fn calc_simple_2( self, info: impl Into<BattleInfo>, is_warmup: impl Into<bool>, is_simulation: impl Into<bool>, )
CalcSimple(crate::app::battleinfo::BattleInfo, bool, bool) overload
Sourcefn multi_battle_warmup(self)
fn multi_battle_warmup(self)
MultiBattleWarmup() overload
Sourcefn multi_battle_talk(self) -> IEnumerator
fn multi_battle_talk(self) -> IEnumerator
MultiBattleTalk() overload
Sourcefn multi_battle_combat(self)
fn multi_battle_combat(self)
MultiBattleCombat() overload
Sourcefn multi_battle_branch(self)
fn multi_battle_branch(self)
MultiBattleBranch() overload
Sourcefn multi_battle_end(self)
fn multi_battle_end(self)
MultiBattleEnd() overload
Sourcefn multi_battle_next(self)
fn multi_battle_next(self)
MultiBattleNext() overload
Sourcefn multi_battle_result(self)
fn multi_battle_result(self)
MultiBattleResult() overload
Sourcefn multi_battle_grow(self)
fn multi_battle_grow(self)
MultiBattleGrow() overload
Sourcefn try_full_bullet_expend(self) -> bool
fn try_full_bullet_expend(self) -> bool
TryFullBulletExpend() overload
Sourcefn mult_battle_expend(self)
fn mult_battle_expend(self)
MultBattleExpend() overload
Sourcefn battle_branch(self)
fn battle_branch(self)
BattleBranch() overload
Sourcefn combat_rotation(self)
fn combat_rotation(self)
CombatRotation() overload
Sourcefn combat_battle(self)
fn combat_battle(self)
CombatBattle() overload
Sourcefn combat_branch(self)
fn combat_branch(self)
CombatBranch() overload
Sourcefn simple_battle(self)
fn simple_battle(self)
SimpleBattle() overload
Sourcefn multi_battle_once(self)
fn multi_battle_once(self)
MultiBattleOnce() overload
Sourcefn battle_update(self)
fn battle_update(self)
BattleUpdate() overload
Sourcefn commit_battle(self)
fn commit_battle(self)
CommitBattle() overload
Sourcefn get_frequency(self) -> SkillData_Frequencies
fn get_frequency(self) -> SkillData_Frequencies
GetFrequency() overload
Sourcefn battle_skill_after(self) -> IEnumerator
fn battle_skill_after(self) -> IEnumerator
BattleSkillAfter() overload
Sourcefn battle_skill_around(self) -> IEnumerator
fn battle_skill_around(self) -> IEnumerator
BattleSkillAround() overload
Sourcefn get_can_wait_skip(self) -> bool
fn get_can_wait_skip(self) -> bool
get_CanWaitSkip() overload
Sourcefn get_rod_scene(self) -> BattleScene
fn get_rod_scene(self) -> BattleScene
GetRodScene() overload
Sourcefn get_action_proc(self) -> ProcInst
fn get_action_proc(self) -> ProcInst
GetActionProc() overload
Sourcefn try_warp_impl(
self,
rod_unit: impl Into<Unit>,
target: impl Into<Unit>,
x: impl Into<i32>,
z: impl Into<i32>,
) -> bool
fn try_warp_impl( self, rod_unit: impl Into<Unit>, target: impl Into<Unit>, x: impl Into<i32>, z: impl Into<i32>, ) -> bool
TryWarpImpl(crate::app::unit::Unit, crate::app::unit::Unit, i32, i32) overload
Sourcefn try_warp(
self,
rod_unit: impl Into<Unit>,
target: impl Into<Unit>,
x: impl Into<i32>,
z: impl Into<i32>,
) -> bool
fn try_warp( self, rod_unit: impl Into<Unit>, target: impl Into<Unit>, x: impl Into<i32>, z: impl Into<i32>, ) -> bool
TryWarp(crate::app::unit::Unit, crate::app::unit::Unit, i32, i32) overload
Sourcefn range_warp(
self,
rod_unit: impl Into<Unit>,
unit: impl Into<Unit>,
range: impl Into<i32>,
warp_x: impl Into<i32>,
warp_z: impl Into<i32>,
can_self: impl Into<bool>,
)
fn range_warp( self, rod_unit: impl Into<Unit>, unit: impl Into<Unit>, range: impl Into<i32>, warp_x: impl Into<i32>, warp_z: impl Into<i32>, can_self: impl Into<bool>, )
RangeWarp(crate::app::unit::Unit, crate::app::unit::Unit, i32, i32, i32, bool) overload
Sourcefn range_rescue(
self,
rod_unit: impl Into<Unit>,
unit: impl Into<Unit>,
range: impl Into<i32>,
)
fn range_rescue( self, rod_unit: impl Into<Unit>, unit: impl Into<Unit>, range: impl Into<i32>, )
RangeRescue(crate::app::unit::Unit, crate::app::unit::Unit, i32) overload
Sourcefn range_torch(
self,
unit: impl Into<Unit>,
range: impl Into<i32>,
item: impl Into<ItemData>,
)
fn range_torch( self, unit: impl Into<Unit>, range: impl Into<i32>, item: impl Into<ItemData>, )
RangeTorch(crate::app::unit::Unit, i32, crate::app::itemdata::ItemData) overload
Sourcefn get_action_callback(self) -> ProcVoidMethod
fn get_action_callback(self) -> ProcVoidMethod
GetActionCallback() overload
Sourcefn use_rest(self, scene: impl Into<BattleScene>)
fn use_rest(self, scene: impl Into<BattleScene>)
UseRest(crate::app::battlescene::BattleScene) overload
Sourcefn engage_turn_recovery(self) -> IEnumerator
fn engage_turn_recovery(self) -> IEnumerator
EngageTurnRecovery() overload
Sourcefn hp_stock_create(self) -> IEnumerator
fn hp_stock_create(self) -> IEnumerator
HpStockCreate() overload
Sourcefn destroy_action(self)
fn destroy_action(self)
DestroyAction() overload
Sourcefn destroy_after(self)
fn destroy_after(self)
DestroyAfter() overload
Sourcefn update_terrain(self)
fn update_terrain(self)
UpdateTerrain() overload
Sourcefn try_update_info(self, side: impl Into<BattleSide_Type>)
fn try_update_info(self, side: impl Into<BattleSide_Type>)
TryUpdateInfo(crate::app::battleside::BattleSide_Type) overload
Sourcefn try_update_info_2(self, unit: impl Into<Unit>)
fn try_update_info_2(self, unit: impl Into<Unit>)
TryUpdateInfo(crate::app::unit::Unit) overload
Sourcefn update_map_info_unit(self)
fn update_map_info_unit(self)
UpdateMapInfoUnit() overload
Sourcefn terrain_set(self, side: impl Into<BattleInfoSide>) -> bool
fn terrain_set(self, side: impl Into<BattleInfoSide>) -> bool
TerrainSet(crate::app::battleinfoside::BattleInfoSide) overload
Sourcefn can_gain_situation(self) -> bool
fn can_gain_situation(self) -> bool
CanGainSituation() overload
Sourcefn get_winner(self, dead: impl Into<Unit>) -> Unit
fn get_winner(self, dead: impl Into<Unit>) -> Unit
GetWinner(crate::app::unit::Unit) overload
Sourcefn drop_item(self) -> IEnumerator
fn drop_item(self) -> IEnumerator
DropItem() overload
Sourcefn pickup_item(self)
fn pickup_item(self)
PickupItem() overload
Sourcefn item_put_off(
self,
unit: impl Into<Unit>,
unit_item: impl Into<UnitItem>,
mid: impl Into<Il2CppString>,
)
fn item_put_off( self, unit: impl Into<Unit>, unit_item: impl Into<UnitItem>, mid: impl Into<Il2CppString>, )
ItemPutOff(crate::app::unit::Unit, crate::app::unititem::UnitItem, ::unity::Il2CppString) overload
Sourcefn item_expend(self)
fn item_expend(self)
ItemExpend() overload
Sourcefn decrease_shell(self)
fn decrease_shell(self)
DecreaseShell() overload
Sourcefn try_add_dead(self, unit: impl Into<Unit>)
fn try_add_dead(self, unit: impl Into<Unit>)
TryAddDead(crate::app::unit::Unit) overload
Sourcefn die(self) -> IEnumerator
fn die(self) -> IEnumerator
Die() overload
Sourcefn battle_before_event(self)
fn battle_before_event(self)
BattleBeforeEvent() overload
Sourcefn battle_after_event(self)
fn battle_after_event(self)
BattleAfterEvent() overload
Sourcefn is_command_skill(
self,
skill: impl Into<SkillData>,
before: impl Into<bool>,
) -> bool
fn is_command_skill( self, skill: impl Into<SkillData>, before: impl Into<bool>, ) -> bool
IsCommandSkill(crate::app::skilldata::SkillData, bool) overload
Sourcefn command_skill_commit(
self,
side: impl Into<BattleInfoSide>,
result: impl Into<MapSkill_Result>,
)
fn command_skill_commit( self, side: impl Into<BattleInfoSide>, result: impl Into<MapSkill_Result>, )
CommandSkillCommit(crate::app::battleinfoside::BattleInfoSide, crate::app::mapskill::MapSkill_Result) overload
Sourcefn command_skill_before(self)
fn command_skill_before(self)
CommandSkillBefore() overload
Sourcefn command_skill_after(self)
fn command_skill_after(self)
CommandSkillAfter() overload
Sourcefn gain_gurad_unit(self)
fn gain_gurad_unit(self)
GainGuradUnit() overload
Sourcefn to_pre_bgm(self)
fn to_pre_bgm(self)
ToPreBgm() overload
Sourcefn to_main_bgm(self)
fn to_main_bgm(self)
ToMainBgm() overload
Sourcefn return_bgm(self)
fn return_bgm(self)
ReturnBgm() overload
Sourcefn sound_after_battle(self)
fn sound_after_battle(self)
SoundAfterBattle() overload
Sourcefn try_combat_after_die(self)
fn try_combat_after_die(self)
TryCombatAfterDie() overload
Sourcefn try_combat_after_grow(self)
fn try_combat_after_grow(self)
TryCombatAfterGrow() overload
Sourcefn process_dead_unit(self)
fn process_dead_unit(self)
ProcessDeadUnit() overload
Sourcefn focus_mind(self)
fn focus_mind(self)
FocusMind() 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: IMapSequenceBattle> IMapSequenceBattleMethods for __T
app-mapsequencebattle only.