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IMapSequenceHumanMethods

Trait IMapSequenceHumanMethods 

Source
pub trait IMapSequenceHumanMethods: IMapSequenceHuman {
Show 166 methods // Provided methods fn ctor(self) { ... } fn on_create(self) { ... } fn on_dispose(self) { ... } fn on_shutdown(self) { ... } fn get_operate_mode(self) -> MapSequenceHuman_OperateMode { ... } fn get_default_operate_mode(self) -> MapSequenceHuman_OperateMode { ... } fn set_operate_mode(self, mode: impl Into<MapSequenceHuman_OperateMode>) { ... } fn set_engage_pos(self) { ... } fn reset_engage_pos(self) { ... } fn is_engage_pos(self, unit: impl Into<Unit>) -> bool { ... } fn set_enter_pos(self, x: impl Into<i32>, z: impl Into<i32>) { ... } fn get_next_mode( self, name: impl Into<Il2CppString>, ) -> MapSequenceHuman_NextMode { ... } fn get_manual_next_unit( self, x: impl Into<i32>, z: impl Into<i32>, is_reverse: impl Into<bool>, ) -> Unit { ... } fn get_auto_next_unit(self, x: impl Into<i32>, z: impl Into<i32>) -> Unit { ... } fn start_branch(self) { ... } fn free_cursor_prepare(self) { ... } fn free_cursor_tick(self) { ... } fn free_cursor_decide(self) -> bool { ... } fn system_menu_open(self) { ... } fn sortie_cursor_decide(self) -> bool { ... } fn sortie_cursor_decide_transpose(self) { ... } fn sortie_cursor_cancel(self) -> bool { ... } fn sortie_cursor_sortie_end(self) -> bool { ... } fn sortie_position_changed(self) { ... } fn pick_cursor_prepare(self) { ... } fn pick_cursor_resume_prepare(self) { ... } fn pickup_tutorial(self) { ... } fn pickup_event_begin(self) { ... } fn pickup_event(self) { ... } fn pickup_event_end(self) { ... } fn pick_cursor_tick(self) { ... } fn commit_map_panel_target_for_indirect(self, unit: impl Into<Unit>) { ... } fn update_support_skill(self) { ... } fn update_support_skill_2(self, x: impl Into<i32>, z: impl Into<i32>) { ... } fn can_short_command(self, unit: impl Into<Unit>) -> bool { ... } fn can_short_command_for_change_weapon(self, unit: impl Into<Unit>) -> bool { ... } fn pick_unit_tick(self, label: impl Into<MapSequenceHuman_Label>) -> bool { ... } fn pick_cursor_decide(self) -> bool { ... } fn pick_cursor_cancel(self) -> bool { ... } fn pick_free_cursor_prepare(self) { ... } fn update_screen_info_for_pick_free_cursor(self) { ... } fn update_route(self, x: impl Into<i32>, z: impl Into<i32>) { ... } fn pick_free_cursor_tick(self) { ... } fn pick_free_cursor_brunch(self) { ... } fn pick_free_cursor_cancel(self) { ... } fn designate_target_unit(self) { ... } fn pick_move_resume(self) { ... } fn move_unit(self) { ... } fn wait_moving_unit(self) { ... } fn post_move_unit(self) { ... } fn warp_cursor_prepare(self) { ... } fn warp_cursor_tick(self) { ... } fn set_cursor_mind_for_warp(self) { ... } fn warp_cursor_decide(self) -> bool { ... } fn warp_cursor_cancel(self) -> bool { ... } fn rewarp_cursor_prepare(self) { ... } fn update_unit_rewarp(self) { ... } fn rewarp_cursor_tick(self) { ... } fn set_cursor_mind_for_rewarp(self) { ... } fn rewarp_cursor_decide(self) -> bool { ... } fn rewarp_cursor_cancel(self) -> bool { ... } fn creation_cursor_prepare(self) { ... } fn creation_cursor_tick(self) { ... } fn set_cursor_mind_for_creation(self) { ... } fn creation_cursor_decide(self) -> bool { ... } fn creation_cursor_cancel(self) -> bool { ... } fn fire_cannon_cursor_prepare(self) { ... } fn fire_cannon_cursor_tick(self) { ... } fn set_cursor_mind_for_fire_cannon(self) { ... } fn fire_cannon_cursor_decide(self) -> bool { ... } fn is_use_fire_cannon(self, x: impl Into<i32>, z: impl Into<i32>) -> bool { ... } fn fire_cannon_cursor_cancel(self) -> bool { ... } fn talk_prepare(self) { ... } fn talked(self) { ... } fn create_system_menu(self) { ... } fn target_event(self) { ... } fn unit_command_prepare(self) { ... } fn unit_command_prepare_event(self) { ... } fn unit_command_cancel(self) { ... } fn attack_menu_prepare(self) { ... } fn rod_menu_prepare(self) { ... } fn unit_menu_prepare(self) { ... } fn item_menu_prepare(self) { ... } fn enchant_menu_prepare(self) { ... } fn create_bind_attack(self) { ... } fn create_bind_engage_attack(self) { ... } fn create_bind_engage_charge(self) { ... } fn create_bind_engage_wait(self) { ... } fn create_bind_engage_rewarp(self) { ... } fn create_bind_engage_rod(self) { ... } fn pre_item_menu_trade(self) { ... } fn post_item_menu_trade(self) { ... } fn transporter_menu_initialize(self) { ... } fn transporter_menu(self) { ... } fn transporter_menu_finalize(self) { ... } fn reset_target(self) { ... } fn post_engage(self) { ... } fn update_position(self) { ... } fn game_end_branch(self) { ... } fn mind_enc_branch(self) { ... } fn auto_turn_end(self) { ... } fn god_out_all(self) { ... } fn human_turn_end(self) { ... } fn job_intro_decide( self, x: impl Into<i32>, z: impl Into<i32>, label: impl Into<MapSequenceHuman_Label>, ) -> bool { ... } fn job_intro_decide_2( self, label: impl Into<MapSequenceHuman_Label>, ) -> bool { ... } fn create_job_intro(self) { ... } fn job_intro_branch(self) { ... } fn job_intro_key_help_request(self) { ... } fn job_intro_key_help_back(self) { ... } fn can_focus_unit( self, unit: impl Into<Unit>, force_type: impl Into<Force_Type>, skip_unit: impl Into<Unit>, ) -> bool { ... } fn get_pick_unit(self, unit: impl Into<Unit>) -> Unit { ... } fn get_first_unit(self, force_type: impl Into<Force_Type>) -> Unit { ... } fn get_patrol_unit( self, cx: impl Into<i32>, cz: impl Into<i32>, force_type: impl Into<Force_Type>, is_reverse: impl Into<bool>, skip_unit: impl Into<Unit>, ) -> Unit { ... } fn is_get_patrol_unit( self, x: impl Into<i32>, z: impl Into<i32>, unit: impl Into<Unit>, force_type: impl Into<Force_Type>, skip_unit: impl Into<Unit>, ) -> bool { ... } fn get_closest_unit( self, cx: impl Into<i32>, cz: impl Into<i32>, force_type: impl Into<Force_Type>, is_reverse: impl Into<bool>, skip_unit: impl Into<Unit>, ) -> Unit { ... } fn get_order_unit( self, cx: impl Into<i32>, cz: impl Into<i32>, force_type: impl Into<Force_Type>, is_reverse: impl Into<bool>, skip_unit: impl Into<Unit>, ) -> Unit { ... } fn update_move_image( self, unit: impl Into<Unit>, weapon_flag: impl Into<MapDeployTemplate_1_Flag<MapDeploy>>, ) { ... } fn free_cursor_set_move_image(self, unit: impl Into<Unit>) { ... } fn unit_info_tick(self) -> bool { ... } fn danger_one_tick(self) -> bool { ... } fn map_navigation_tick(self) { ... } fn show_info(self) { ... } fn hide_info(self) { ... } fn hide_panel(self) { ... } fn update_info(self) { ... } fn show_minimap(self) { ... } fn hide_minimap(self) { ... } fn show_damage_info(self) { ... } fn hide_damage_info(self) { ... } fn hide_info_except_unit_info(self) { ... } fn jump_for_remove(self, unit: impl Into<Unit>) { ... } fn jump_for_remagic(self, unit: impl Into<Unit>) { ... } fn set_active_unit( self, target: impl Into<Unit>, is_pickup: impl Into<bool>, ) { ... } fn update_unit_info(self, is_update_key_help: impl Into<bool>) { ... } fn update_unit_info_2( self, x: impl Into<i32>, z: impl Into<i32>, is_update_key_help: impl Into<bool>, ) { ... } fn unit_info_in_pick_cursor(self, x: impl Into<i32>, z: impl Into<i32>) { ... } fn hide_unit_info_chara_image(self) { ... } fn show_unit_info_chara_image(self) { ... } fn unit_info_for_pick_free_cursor(self) { ... } fn key_help_in_free_cursor(self, unit: impl Into<Unit>) { ... } fn get_pick_key_help_type( self, mind_unit: impl Into<Unit>, is_detail: impl Into<bool>, is_weapon_change: impl Into<bool>, ) -> MapKeyHelp_Types { ... } fn key_help_in_pick_cursor(self) { ... } fn key_help_in_pick_cursor_2(self, x: impl Into<i32>, z: impl Into<i32>) { ... } fn pick_engage_branch(self) { ... } fn key_help_hide(self) { ... } fn update_terrain_info(self) { ... } fn update_terrain_info_2(self, x: impl Into<i32>, z: impl Into<i32>) { ... } fn update_left_terrain_info(self, x: impl Into<i32>, z: impl Into<i32>) { ... } fn direct_attack_start(self) { ... } fn direct_attack_wait(self) { ... } fn direct_attack_decide(self) { ... } fn cursor_sound(self) { ... } fn engage_rewarp_prepare(self) { ... } fn engage_rewarp_cancel(self) { ... } fn engage_before_event(self) { ... } fn engage_after_event(self) { ... } fn map_end(self) { ... } fn restart(self, target: impl Into<GameUserRestartData_Targtes>) { ... } fn save_and_suspend_menu_before(self) { ... } fn save_and_suspend_menu_after(self) { ... } fn mind_prepare(self) { ... } fn update_damage_forecast(self) { ... } fn get_old_cursor_x(self) -> i32 { ... } fn get_old_cursor_z(self) -> i32 { ... } fn set_engage_x(self, value: impl Into<i32>) { ... } fn set_engage_z(self, value: impl Into<i32>) { ... }
}

Provided Methods§

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fn ctor(self)

.ctor() overload

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fn on_create(self)

OnCreate() overload

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fn on_dispose(self)

OnDispose() overload

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fn on_shutdown(self)

OnShutdown() overload

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fn get_operate_mode(self) -> MapSequenceHuman_OperateMode

GetOperateMode() overload

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fn get_default_operate_mode(self) -> MapSequenceHuman_OperateMode

GetDefaultOperateMode() overload

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fn set_operate_mode(self, mode: impl Into<MapSequenceHuman_OperateMode>)

SetOperateMode(crate::app::mapsequencehuman::MapSequenceHuman_OperateMode) overload

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fn set_engage_pos(self)

SetEngagePos() overload

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fn reset_engage_pos(self)

ResetEngagePos() overload

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fn is_engage_pos(self, unit: impl Into<Unit>) -> bool

IsEngagePos(crate::app::unit::Unit) overload

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fn set_enter_pos(self, x: impl Into<i32>, z: impl Into<i32>)

SetEnterPos(i32, i32) overload

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fn get_next_mode( self, name: impl Into<Il2CppString>, ) -> MapSequenceHuman_NextMode

GetNextMode(::unity::Il2CppString) overload

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fn get_manual_next_unit( self, x: impl Into<i32>, z: impl Into<i32>, is_reverse: impl Into<bool>, ) -> Unit

GetManualNextUnit(i32, i32, bool) overload

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fn get_auto_next_unit(self, x: impl Into<i32>, z: impl Into<i32>) -> Unit

GetAutoNextUnit(i32, i32) overload

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fn start_branch(self)

StartBranch() overload

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fn free_cursor_prepare(self)

FreeCursorPrepare() overload

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fn free_cursor_tick(self)

FreeCursorTick() overload

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fn free_cursor_decide(self) -> bool

FreeCursorDecide() overload

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fn system_menu_open(self)

SystemMenuOpen() overload

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fn sortie_cursor_decide(self) -> bool

SortieCursorDecide() overload

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fn sortie_cursor_decide_transpose(self)

SortieCursorDecideTranspose() overload

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fn sortie_cursor_cancel(self) -> bool

SortieCursorCancel() overload

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fn sortie_cursor_sortie_end(self) -> bool

SortieCursorSortieEnd() overload

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fn sortie_position_changed(self)

SortiePositionChanged() overload

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fn pick_cursor_prepare(self)

PickCursorPrepare() overload

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fn pick_cursor_resume_prepare(self)

PickCursorResumePrepare() overload

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fn pickup_tutorial(self)

PickupTutorial() overload

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fn pickup_event_begin(self)

PickupEventBegin() overload

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fn pickup_event(self)

PickupEvent() overload

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fn pickup_event_end(self)

PickupEventEnd() overload

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fn pick_cursor_tick(self)

PickCursorTick() overload

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fn commit_map_panel_target_for_indirect(self, unit: impl Into<Unit>)

CommitMapPanelTargetForIndirect(crate::app::unit::Unit) overload

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fn update_support_skill(self)

UpdateSupportSkill() overload

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fn update_support_skill_2(self, x: impl Into<i32>, z: impl Into<i32>)

UpdateSupportSkill(i32, i32) overload

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fn can_short_command(self, unit: impl Into<Unit>) -> bool

CanShortCommand(crate::app::unit::Unit) overload

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fn can_short_command_for_change_weapon(self, unit: impl Into<Unit>) -> bool

CanShortCommandForChangeWeapon(crate::app::unit::Unit) overload

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fn pick_unit_tick(self, label: impl Into<MapSequenceHuman_Label>) -> bool

PickUnitTick(crate::app::mapsequencehuman::MapSequenceHuman_Label) overload

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fn pick_cursor_decide(self) -> bool

PickCursorDecide() overload

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fn pick_cursor_cancel(self) -> bool

PickCursorCancel() overload

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fn pick_free_cursor_prepare(self)

PickFreeCursorPrepare() overload

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fn update_screen_info_for_pick_free_cursor(self)

UpdateScreenInfoForPickFreeCursor() overload

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fn update_route(self, x: impl Into<i32>, z: impl Into<i32>)

UpdateRoute(i32, i32) overload

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fn pick_free_cursor_tick(self)

PickFreeCursorTick() overload

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fn pick_free_cursor_brunch(self)

PickFreeCursorBrunch() overload

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fn pick_free_cursor_cancel(self)

PickFreeCursorCancel() overload

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fn designate_target_unit(self)

DesignateTargetUnit() overload

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fn pick_move_resume(self)

PickMoveResume() overload

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fn move_unit(self)

MoveUnit() overload

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fn wait_moving_unit(self)

WaitMovingUnit() overload

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fn post_move_unit(self)

PostMoveUnit() overload

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fn warp_cursor_prepare(self)

WarpCursorPrepare() overload

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fn warp_cursor_tick(self)

WarpCursorTick() overload

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fn set_cursor_mind_for_warp(self)

SetCursorMindForWarp() overload

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fn warp_cursor_decide(self) -> bool

WarpCursorDecide() overload

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fn warp_cursor_cancel(self) -> bool

WarpCursorCancel() overload

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fn rewarp_cursor_prepare(self)

RewarpCursorPrepare() overload

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fn update_unit_rewarp(self)

UpdateUnitRewarp() overload

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fn rewarp_cursor_tick(self)

RewarpCursorTick() overload

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fn set_cursor_mind_for_rewarp(self)

SetCursorMindForRewarp() overload

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fn rewarp_cursor_decide(self) -> bool

RewarpCursorDecide() overload

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fn rewarp_cursor_cancel(self) -> bool

RewarpCursorCancel() overload

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fn creation_cursor_prepare(self)

CreationCursorPrepare() overload

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fn creation_cursor_tick(self)

CreationCursorTick() overload

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fn set_cursor_mind_for_creation(self)

SetCursorMindForCreation() overload

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fn creation_cursor_decide(self) -> bool

CreationCursorDecide() overload

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fn creation_cursor_cancel(self) -> bool

CreationCursorCancel() overload

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fn fire_cannon_cursor_prepare(self)

FireCannonCursorPrepare() overload

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fn fire_cannon_cursor_tick(self)

FireCannonCursorTick() overload

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fn set_cursor_mind_for_fire_cannon(self)

SetCursorMindForFireCannon() overload

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fn fire_cannon_cursor_decide(self) -> bool

FireCannonCursorDecide() overload

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fn is_use_fire_cannon(self, x: impl Into<i32>, z: impl Into<i32>) -> bool

IsUseFireCannon(i32, i32) overload

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fn fire_cannon_cursor_cancel(self) -> bool

FireCannonCursorCancel() overload

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fn talk_prepare(self)

TalkPrepare() overload

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fn talked(self)

Talked() overload

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fn create_system_menu(self)

CreateSystemMenu() overload

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fn target_event(self)

TargetEvent() overload

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fn unit_command_prepare(self)

UnitCommandPrepare() overload

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fn unit_command_prepare_event(self)

UnitCommandPrepareEvent() overload

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fn unit_command_cancel(self)

UnitCommandCancel() overload

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fn attack_menu_prepare(self)

AttackMenuPrepare() overload

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fn rod_menu_prepare(self)

RodMenuPrepare() overload

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fn unit_menu_prepare(self)

UnitMenuPrepare() overload

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fn item_menu_prepare(self)

ItemMenuPrepare() overload

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fn enchant_menu_prepare(self)

EnchantMenuPrepare() overload

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fn create_bind_attack(self)

CreateBindAttack() overload

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fn create_bind_engage_attack(self)

CreateBindEngageAttack() overload

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fn create_bind_engage_charge(self)

CreateBindEngageCharge() overload

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fn create_bind_engage_wait(self)

CreateBindEngageWait() overload

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fn create_bind_engage_rewarp(self)

CreateBindEngageRewarp() overload

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fn create_bind_engage_rod(self)

CreateBindEngageRod() overload

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fn pre_item_menu_trade(self)

PreItemMenuTrade() overload

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fn post_item_menu_trade(self)

PostItemMenuTrade() overload

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fn transporter_menu_initialize(self)

TransporterMenuInitialize() overload

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fn transporter_menu(self)

TransporterMenu() overload

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fn transporter_menu_finalize(self)

TransporterMenuFinalize() overload

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fn reset_target(self)

ResetTarget() overload

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fn post_engage(self)

PostEngage() overload

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fn update_position(self)

UpdatePosition() overload

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fn game_end_branch(self)

GameEndBranch() overload

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fn mind_enc_branch(self)

MindEncBranch() overload

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fn auto_turn_end(self)

AutoTurnEnd() overload

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fn god_out_all(self)

GodOutAll() overload

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fn human_turn_end(self)

HumanTurnEnd() overload

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fn job_intro_decide( self, x: impl Into<i32>, z: impl Into<i32>, label: impl Into<MapSequenceHuman_Label>, ) -> bool

JobIntroDecide(i32, i32, crate::app::mapsequencehuman::MapSequenceHuman_Label) overload

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fn job_intro_decide_2(self, label: impl Into<MapSequenceHuman_Label>) -> bool

JobIntroDecide(crate::app::mapsequencehuman::MapSequenceHuman_Label) overload

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fn create_job_intro(self)

CreateJobIntro() overload

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fn job_intro_branch(self)

JobIntroBranch() overload

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fn job_intro_key_help_request(self)

JobIntroKeyHelpRequest() overload

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fn job_intro_key_help_back(self)

JobIntroKeyHelpBack() overload

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fn can_focus_unit( self, unit: impl Into<Unit>, force_type: impl Into<Force_Type>, skip_unit: impl Into<Unit>, ) -> bool

CanFocusUnit(crate::app::unit::Unit, crate::app::force::Force_Type, crate::app::unit::Unit) overload

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fn get_pick_unit(self, unit: impl Into<Unit>) -> Unit

GetPickUnit(crate::app::unit::Unit) overload

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fn get_first_unit(self, force_type: impl Into<Force_Type>) -> Unit

GetFirstUnit(crate::app::force::Force_Type) overload

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fn get_patrol_unit( self, cx: impl Into<i32>, cz: impl Into<i32>, force_type: impl Into<Force_Type>, is_reverse: impl Into<bool>, skip_unit: impl Into<Unit>, ) -> Unit

GetPatrolUnit(i32, i32, crate::app::force::Force_Type, bool, crate::app::unit::Unit) overload

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fn is_get_patrol_unit( self, x: impl Into<i32>, z: impl Into<i32>, unit: impl Into<Unit>, force_type: impl Into<Force_Type>, skip_unit: impl Into<Unit>, ) -> bool

IsGetPatrolUnit(i32, i32, crate::app::unit::Unit, crate::app::force::Force_Type, crate::app::unit::Unit) overload

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fn get_closest_unit( self, cx: impl Into<i32>, cz: impl Into<i32>, force_type: impl Into<Force_Type>, is_reverse: impl Into<bool>, skip_unit: impl Into<Unit>, ) -> Unit

GetClosestUnit(i32, i32, crate::app::force::Force_Type, bool, crate::app::unit::Unit) overload

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fn get_order_unit( self, cx: impl Into<i32>, cz: impl Into<i32>, force_type: impl Into<Force_Type>, is_reverse: impl Into<bool>, skip_unit: impl Into<Unit>, ) -> Unit

GetOrderUnit(i32, i32, crate::app::force::Force_Type, bool, crate::app::unit::Unit) overload

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fn update_move_image( self, unit: impl Into<Unit>, weapon_flag: impl Into<MapDeployTemplate_1_Flag<MapDeploy>>, )

UpdateMoveImage(crate::app::unit::Unit, crate::app::mapdeploytemplate_1::MapDeployTemplate_1_Flag<crate::app::mapdeploy::MapDeploy>) overload

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fn free_cursor_set_move_image(self, unit: impl Into<Unit>)

FreeCursorSetMoveImage(crate::app::unit::Unit) overload

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fn unit_info_tick(self) -> bool

UnitInfoTick() overload

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fn danger_one_tick(self) -> bool

DangerOneTick() overload

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fn map_navigation_tick(self)

MapNavigationTick() overload

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fn show_info(self)

ShowInfo() overload

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fn hide_info(self)

HideInfo() overload

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fn hide_panel(self)

HidePanel() overload

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fn update_info(self)

UpdateInfo() overload

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fn show_minimap(self)

ShowMinimap() overload

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fn hide_minimap(self)

HideMinimap() overload

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fn show_damage_info(self)

ShowDamageInfo() overload

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fn hide_damage_info(self)

HideDamageInfo() overload

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fn hide_info_except_unit_info(self)

HideInfoExceptUnitInfo() overload

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fn jump_for_remove(self, unit: impl Into<Unit>)

JumpForRemove(crate::app::unit::Unit) overload

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fn jump_for_remagic(self, unit: impl Into<Unit>)

JumpForRemagic(crate::app::unit::Unit) overload

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fn set_active_unit(self, target: impl Into<Unit>, is_pickup: impl Into<bool>)

SetActiveUnit(crate::app::unit::Unit, bool) overload

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fn update_unit_info(self, is_update_key_help: impl Into<bool>)

UpdateUnitInfo(bool) overload

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fn update_unit_info_2( self, x: impl Into<i32>, z: impl Into<i32>, is_update_key_help: impl Into<bool>, )

UpdateUnitInfo(i32, i32, bool) overload

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fn unit_info_in_pick_cursor(self, x: impl Into<i32>, z: impl Into<i32>)

UnitInfoInPickCursor(i32, i32) overload

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fn hide_unit_info_chara_image(self)

HideUnitInfoCharaImage() overload

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fn show_unit_info_chara_image(self)

ShowUnitInfoCharaImage() overload

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fn unit_info_for_pick_free_cursor(self)

UnitInfoForPickFreeCursor() overload

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fn key_help_in_free_cursor(self, unit: impl Into<Unit>)

KeyHelpInFreeCursor(crate::app::unit::Unit) overload

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fn get_pick_key_help_type( self, mind_unit: impl Into<Unit>, is_detail: impl Into<bool>, is_weapon_change: impl Into<bool>, ) -> MapKeyHelp_Types

GetPickKeyHelpType(crate::app::unit::Unit, bool, bool) overload

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fn key_help_in_pick_cursor(self)

KeyHelpInPickCursor() overload

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fn key_help_in_pick_cursor_2(self, x: impl Into<i32>, z: impl Into<i32>)

KeyHelpInPickCursor(i32, i32) overload

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fn pick_engage_branch(self)

PickEngageBranch() overload

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fn key_help_hide(self)

KeyHelpHide() overload

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fn update_terrain_info(self)

UpdateTerrainInfo() overload

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fn update_terrain_info_2(self, x: impl Into<i32>, z: impl Into<i32>)

UpdateTerrainInfo(i32, i32) overload

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fn update_left_terrain_info(self, x: impl Into<i32>, z: impl Into<i32>)

UpdateLeftTerrainInfo(i32, i32) overload

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fn direct_attack_start(self)

DirectAttackStart() overload

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fn direct_attack_wait(self)

DirectAttackWait() overload

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fn direct_attack_decide(self)

DirectAttackDecide() overload

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fn cursor_sound(self)

CursorSound() overload

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fn engage_rewarp_prepare(self)

EngageRewarpPrepare() overload

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fn engage_rewarp_cancel(self)

EngageRewarpCancel() overload

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fn engage_before_event(self)

EngageBeforeEvent() overload

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fn engage_after_event(self)

EngageAfterEvent() overload

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fn map_end(self)

MapEnd() overload

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fn restart(self, target: impl Into<GameUserRestartData_Targtes>)

Restart(crate::app::gameuserrestartdata::GameUserRestartData_Targtes) overload

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fn save_and_suspend_menu_before(self)

SaveAndSuspendMenuBefore() overload

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fn save_and_suspend_menu_after(self)

SaveAndSuspendMenuAfter() overload

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fn mind_prepare(self)

MindPrepare() overload

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fn update_damage_forecast(self)

UpdateDamageForecast() overload

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fn get_old_cursor_x(self) -> i32

get_OldCursorX() overload

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fn get_old_cursor_z(self) -> i32

get_OldCursorZ() overload

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fn set_engage_x(self, value: impl Into<i32>)

set_EngageX(i32) overload

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fn set_engage_z(self, value: impl Into<i32>)

set_EngageZ(i32) 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§

Source§

impl<__T: IMapSequenceHuman> IMapSequenceHumanMethods for __T

Available on crate feature app-mapsequencehuman only.