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IMapSequenceMethods

Trait IMapSequenceMethods 

Source
pub trait IMapSequenceMethods: IMapSequence {
Show 118 methods // Provided methods fn get_loading_mode(self) -> LoadingManager_Modes { ... } fn on_create(self) { ... } fn on_dispose(self) { ... } fn on_shutdown(self) { ... } fn can_auto_save(self) -> bool { ... } fn try_restart_chapter_save(self) { ... } fn try_restart_sortie_save(self) { ... } fn init(self) { ... } fn setup_chapter(self) { ... } fn load_script(self) { ... } fn unload_script(self) { ... } fn opening_event(self) { ... } fn map_opening_event_for_replay(self) { ... } fn setup_field_a(self) { ... } fn setup_field_b(self) { ... } fn post_setup_field(self) { ... } fn load_dispos(self) { ... } fn unload_dispos(self) { ... } fn dispos_event(self) { ... } fn dispos_unit(self) { ... } fn load_async_actor(self) { ... } fn add_preload_combat_assets<M0: IlType + Copy + ClassIdentity>( self, name: impl Into<Il2CppString>, ) { ... } fn add_preload_combat_assets_2(self, result: impl Into<AssetTable_Result>) { ... } fn preload_combat_assets(self) { ... } fn load_menu(self) { ... } fn is_loading_menu(self) -> bool { ... } fn unload_menu(self) { ... } fn is_loading(self) -> bool { ... } fn setup_view_mode(self) { ... } fn setup_map(self) { ... } fn commit_temporary(self) { ... } fn resume_branch(self) { ... } fn unload_actor(self) { ... } fn unload_combat_assets(self) { ... } fn cleanup_field(self) { ... } fn cleanup_units(self) { ... } fn sortie(self) { ... } fn sortie_branch(self) { ... } fn pre_sortie(self) { ... } fn post_sortie(self) { ... } fn map_begin(self) { ... } fn map_history_begin(self) { ... } fn post_map_begin(self) { ... } fn map_end(self) { ... } fn turn_begin(self) { ... } fn turn_event(self) { ... } fn turn_begin_after(self) { ... } fn turn_begin_multi_change(self) -> IEnumerator { ... } fn try_wait_time(self, time: impl Into<f32>) { ... } fn turn_after_event(self) { ... } fn turn_end_event(self) { ... } fn get_under_roof_unit_count(self, force: impl Into<Force_Type>) -> i32 { ... } fn turn_skip(self) { ... } fn get_first_unit(self) -> Unit { ... } fn turn_action(self) { ... } fn turn_effect(self) { ... } fn turn_entrust(self) { ... } fn auto_save(self) { ... } fn turn_branch(self) { ... } fn human_start(self) { ... } fn post_human_ai_branch(self) { ... } fn replay_start(self) { ... } fn turn_end(self) { ... } fn turn_next(self) { ... } fn game_end_branch(self) { ... } fn update_reliance(self) { ... } fn create_complete_telop(self) { ... } fn complete(self) { ... } fn get_encount_reward(self) { ... } fn try_ending(self) { ... } fn try_challenge_result(self) { ... } fn try_restart_map_result(self) { ... } fn game_over(self) { ... } fn try_restart(self) { ... } fn save_data_load(self) { ... } fn save_data_load_result(self) { ... } fn save_data_release(self) { ... } fn save_data_normalize(self) { ... } fn try_restart_2( self, target: impl Into<GameUserRestartData_Targtes>, ) -> bool { ... } fn save_data_after(self) { ... } fn restart_load(self) { ... } fn unit_contienud(self) { ... } fn unit_resurrect(self) { ... } fn begin_silent_env(self) { ... } fn end_silent_env(self) { ... } fn download(self) { ... } fn put_bonus(self) { ... } fn upload(self) { ... } fn ranking_register_unit(self) { ... } fn versus_register_unit(self) { ... } fn relay_load(self) { ... } fn relay_load_error(self) { ... } fn relay_show_replay_player_name(self) { ... } fn relay_hide_replay_player_name(self) { ... } fn relay_message_show(self) { ... } fn relay_show_win_rule_for_take_over(self) { ... } fn relay_skip_replay(self) { ... } fn relay_replay_to_take_over(self) { ... } fn is_relay(self) -> bool { ... } fn is_challenge(self) -> bool { ... } fn versus_load(self) { ... } fn versus_branch(self) { ... } fn start_map_edit(self) { ... } fn is_versus(self) -> bool { ... } fn try_patch(self) { ... } fn tick_patch(self) -> IEnumerator { ... } fn on_persistent(self) { ... } fn get_debug_log(self) -> Il2CppString { ... } fn get_version(self) -> i32 { ... } fn on_serialize(self, stream: impl Into<Stream_2>) { ... } fn on_deserialize( self, stream: impl Into<Stream_2>, version: impl Into<i32>, ) { ... } fn timer_start(self) { ... } fn timer_stop_actor(self) { ... } fn timer_stop_character(self) { ... } fn timer_stop(self, name: impl Into<Il2CppString>) { ... } fn try_game_over_rewind(self) { ... } fn stop_bgm(self) { ... } fn ctor(self) { ... }
}

Provided Methods§

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fn get_loading_mode(self) -> LoadingManager_Modes

get_LoadingMode() 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 can_auto_save(self) -> bool

CanAutoSave() overload

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fn try_restart_chapter_save(self)

TryRestartChapterSave() overload

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fn try_restart_sortie_save(self)

TryRestartSortieSave() overload

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fn init(self)

Init() overload

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fn setup_chapter(self)

SetupChapter() overload

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fn load_script(self)

LoadScript() overload

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fn unload_script(self)

UnloadScript() overload

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fn opening_event(self)

OpeningEvent() overload

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fn map_opening_event_for_replay(self)

MapOpeningEventForReplay() overload

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fn setup_field_a(self)

SetupFieldA() overload

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fn setup_field_b(self)

SetupFieldB() overload

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fn post_setup_field(self)

PostSetupField() overload

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fn load_dispos(self)

LoadDispos() overload

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fn unload_dispos(self)

UnloadDispos() overload

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fn dispos_event(self)

DisposEvent() overload

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fn dispos_unit(self)

DisposUnit() overload

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fn load_async_actor(self)

LoadAsyncActor() overload

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fn add_preload_combat_assets<M0: IlType + Copy + ClassIdentity>( self, name: impl Into<Il2CppString>, )

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fn add_preload_combat_assets_2(self, result: impl Into<AssetTable_Result>)

AddPreloadCombatAssets(crate::app::assettable::AssetTable_Result) overload

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fn preload_combat_assets(self)

PreloadCombatAssets() overload

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fn load_menu(self)

LoadMenu() overload

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fn is_loading_menu(self) -> bool

IsLoadingMenu() overload

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fn unload_menu(self)

UnloadMenu() overload

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fn is_loading(self) -> bool

IsLoading() overload

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fn setup_view_mode(self)

SetupViewMode() overload

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fn setup_map(self)

SetupMap() overload

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fn commit_temporary(self)

CommitTemporary() overload

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fn resume_branch(self)

ResumeBranch() overload

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fn unload_actor(self)

UnloadActor() overload

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fn unload_combat_assets(self)

UnloadCombatAssets() overload

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fn cleanup_field(self)

CleanupField() overload

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fn cleanup_units(self)

CleanupUnits() overload

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fn sortie(self)

Sortie() overload

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fn sortie_branch(self)

SortieBranch() overload

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fn pre_sortie(self)

PreSortie() overload

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fn post_sortie(self)

PostSortie() overload

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fn map_begin(self)

MapBegin() overload

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fn map_history_begin(self)

MapHistoryBegin() overload

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fn post_map_begin(self)

PostMapBegin() overload

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fn map_end(self)

MapEnd() overload

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fn turn_begin(self)

TurnBegin() overload

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fn turn_event(self)

TurnEvent() overload

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fn turn_begin_after(self)

TurnBeginAfter() overload

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fn turn_begin_multi_change(self) -> IEnumerator

TurnBeginMultiChange() overload

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fn try_wait_time(self, time: impl Into<f32>)

TryWaitTime(f32) overload

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fn turn_after_event(self)

TurnAfterEvent() overload

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fn turn_end_event(self)

TurnEndEvent() overload

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fn get_under_roof_unit_count(self, force: impl Into<Force_Type>) -> i32

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

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fn turn_skip(self)

TurnSkip() overload

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fn get_first_unit(self) -> Unit

GetFirstUnit() overload

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fn turn_action(self)

TurnAction() overload

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fn turn_effect(self)

TurnEffect() overload

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fn turn_entrust(self)

TurnEntrust() overload

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fn auto_save(self)

AutoSave() overload

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fn turn_branch(self)

TurnBranch() overload

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fn human_start(self)

HumanStart() overload

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fn post_human_ai_branch(self)

PostHumanAIBranch() overload

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fn replay_start(self)

ReplayStart() overload

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fn turn_end(self)

TurnEnd() overload

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fn turn_next(self)

TurnNext() overload

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fn game_end_branch(self)

GameEndBranch() overload

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fn update_reliance(self)

UpdateReliance() overload

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fn create_complete_telop(self)

CreateCompleteTelop() overload

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fn complete(self)

Complete() overload

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fn get_encount_reward(self)

GetEncountReward() overload

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fn try_ending(self)

TryEnding() overload

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fn try_challenge_result(self)

TryChallengeResult() overload

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fn try_restart_map_result(self)

TryRestartMapResult() overload

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fn game_over(self)

GameOver() overload

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fn try_restart(self)

TryRestart() overload

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fn save_data_load(self)

SaveDataLoad() overload

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fn save_data_load_result(self)

SaveDataLoadResult() overload

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fn save_data_release(self)

SaveDataRelease() overload

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fn save_data_normalize(self)

SaveDataNormalize() overload

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fn try_restart_2(self, target: impl Into<GameUserRestartData_Targtes>) -> bool

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

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fn save_data_after(self)

SaveDataAfter() overload

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fn restart_load(self)

RestartLoad() overload

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fn unit_contienud(self)

UnitContienud() overload

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fn unit_resurrect(self)

UnitResurrect() overload

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fn begin_silent_env(self)

BeginSilentEnv() overload

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fn end_silent_env(self)

EndSilentEnv() overload

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fn download(self)

Download() overload

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fn put_bonus(self)

PutBonus() overload

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fn upload(self)

Upload() overload

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fn ranking_register_unit(self)

RankingRegisterUnit() overload

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fn versus_register_unit(self)

VersusRegisterUnit() overload

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fn relay_load(self)

RelayLoad() overload

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fn relay_load_error(self)

RelayLoadError() overload

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fn relay_show_replay_player_name(self)

RelayShowReplayPlayerName() overload

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fn relay_hide_replay_player_name(self)

RelayHideReplayPlayerName() overload

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fn relay_message_show(self)

RelayMessageShow() overload

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fn relay_show_win_rule_for_take_over(self)

RelayShowWinRuleForTakeOver() overload

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fn relay_skip_replay(self)

RelaySkipReplay() overload

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fn relay_replay_to_take_over(self)

RelayReplayToTakeOver() overload

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fn is_relay(self) -> bool

IsRelay() overload

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fn is_challenge(self) -> bool

IsChallenge() overload

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fn versus_load(self)

VersusLoad() overload

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fn versus_branch(self)

VersusBranch() overload

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fn start_map_edit(self)

StartMapEdit() overload

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fn is_versus(self) -> bool

IsVersus() overload

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fn try_patch(self)

TryPatch() overload

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fn tick_patch(self) -> IEnumerator

TickPatch() overload

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fn on_persistent(self)

OnPersistent() overload

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fn get_debug_log(self) -> Il2CppString

GetDebugLog() overload

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fn get_version(self) -> i32

get_Version() overload

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fn on_serialize(self, stream: impl Into<Stream_2>)

OnSerialize(crate::app::stream_2::Stream_2) overload

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fn on_deserialize(self, stream: impl Into<Stream_2>, version: impl Into<i32>)

OnDeserialize(crate::app::stream_2::Stream_2, i32) overload

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fn timer_start(self)

TimerStart() overload

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fn timer_stop_actor(self)

TimerStopActor() overload

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fn timer_stop_character(self)

TimerStopCharacter() overload

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fn timer_stop(self, name: impl Into<Il2CppString>)

TimerStop(::unity::Il2CppString) overload

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fn try_game_over_rewind(self)

TryGameOverRewind() overload

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fn stop_bgm(self)

StopBgm() overload

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fn ctor(self)

.ctor() 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§

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impl<__T: IMapSequence> IMapSequenceMethods for __T

Available on crate feature app-mapsequence only.