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IMapSequenceMindMethods

Trait IMapSequenceMindMethods 

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pub trait IMapSequenceMindMethods: IMapSequenceMind {
Show 56 methods // Provided methods fn ctor(self, unit: impl Into<Unit>, target: impl Into<Unit>) { ... } fn get_unit(self) -> Unit { ... } fn get_target(self) -> Unit { ... } fn unit_move(self) { ... } fn unit_move_wait(self) { ... } fn set_move_only(self) { ... } fn is_move_only(self) -> bool { ... } fn is_skip_ai_engage_rewarp(self) -> bool { ... } fn ai_engage_rewarp(self) { ... } fn multi_target(self) { ... } fn try_add_target_of_fire_cannon(self, x: impl Into<i32>, z: impl Into<i32>) { ... } fn branch(self) { ... } fn breakdown(self) { ... } fn breakdown_enemy(self) { ... } fn destroy_village(self) { ... } fn escape_event(self) { ... } fn escape(self) { ... } fn visit(self) { ... } fn poke(self, kind: impl Into<MapInspector_Kind>) { ... } fn unlock(self) { ... } fn treasure_box(self) { ... } fn door(self) { ... } fn torch(self) { ... } fn guard(self) { ... } fn lockon(self) { ... } fn talk(self) { ... } fn done_action(self) { ... } fn overlap_skill(self) { ... } fn command_skill(self) { ... } fn engage_charge(self) { ... } fn engage_wait(self) -> IEnumerator { ... } fn update_image(self) { ... } fn try_transfer(self, unit: impl Into<Unit>) -> bool { ... } fn fixed(self) { ... } fn god_exp(self) { ... } fn get_fixed_skill_enum(self, unit: impl Into<Unit>) -> SkillEnum { ... } fn get_can_wait_skip(self) -> bool { ... } fn fixed_skill(self) -> IEnumerator { ... } fn can_fixed_bonus(self, unit: impl Into<Unit>) -> bool { ... } fn engage_heal(self) { ... } fn kill_bonus(self) { ... } fn is_move_skip(self) -> bool { ... } fn is_alive(self, unit: impl Into<Unit>) -> bool { ... } fn is_fixed_event(self, unit: impl Into<Unit>) -> bool { ... } fn is_fixed_event_2( self, unit: impl Into<Unit>, force_type: impl Into<Force_Type>, ) -> bool { ... } fn help_event(self) { ... } fn fixed_event(self) { ... } fn area_event(self) { ... } fn add_unit_image(self) { ... } fn delete_unit_image(self) { ... } fn unit_dead_event(self) { ... } fn unit_dead_fade(self) { ... } fn unit_dead(self) { ... } fn unit_dead_kill_bonus(self) { ... } fn revive(self) { ... } fn loosely_focus(self) { ... }
}

Provided Methods§

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

.ctor(crate::app::unit::Unit, crate::app::unit::Unit) overload

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fn get_unit(self) -> Unit

GetUnit() overload

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fn get_target(self) -> Unit

GetTarget() overload

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fn unit_move(self)

UnitMove() overload

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fn unit_move_wait(self)

UnitMoveWait() overload

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fn set_move_only(self)

SetMoveOnly() overload

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fn is_move_only(self) -> bool

IsMoveOnly() overload

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fn is_skip_ai_engage_rewarp(self) -> bool

IsSkipAIEngageRewarp() overload

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fn ai_engage_rewarp(self)

AIEngageRewarp() overload

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fn multi_target(self)

MultiTarget() overload

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

TryAddTargetOfFireCannon(i32, i32) overload

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fn branch(self)

Branch() overload

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fn breakdown(self)

Breakdown() overload

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fn breakdown_enemy(self)

BreakdownEnemy() overload

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fn destroy_village(self)

DestroyVillage() overload

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fn escape_event(self)

EscapeEvent() overload

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fn escape(self)

Escape() overload

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fn visit(self)

Visit() overload

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fn poke(self, kind: impl Into<MapInspector_Kind>)

Poke(crate::app::mapinspector::MapInspector_Kind) overload

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fn unlock(self)

Unlock() overload

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fn treasure_box(self)

TreasureBox() overload

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fn door(self)

Door() overload

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fn torch(self)

Torch() overload

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fn guard(self)

Guard() overload

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fn lockon(self)

Lockon() overload

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fn talk(self)

Talk() overload

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fn done_action(self)

DoneAction() overload

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fn overlap_skill(self)

OverlapSkill() overload

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fn command_skill(self)

CommandSkill() overload

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fn engage_charge(self)

EngageCharge() overload

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fn engage_wait(self) -> IEnumerator

EngageWait() overload

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fn update_image(self)

UpdateImage() overload

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

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

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fn fixed(self)

Fixed() overload

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fn god_exp(self)

GodExp() overload

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

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

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fn get_can_wait_skip(self) -> bool

get_CanWaitSkip() overload

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fn fixed_skill(self) -> IEnumerator

FixedSkill() overload

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

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

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fn engage_heal(self)

EngageHeal() overload

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fn kill_bonus(self)

KillBonus() overload

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fn is_move_skip(self) -> bool

IsMoveSkip() overload

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

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

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

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

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fn is_fixed_event_2( self, unit: impl Into<Unit>, force_type: impl Into<Force_Type>, ) -> bool

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

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fn help_event(self)

HelpEvent() overload

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fn fixed_event(self)

FixedEvent() overload

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fn area_event(self)

AreaEvent() overload

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fn add_unit_image(self)

AddUnitImage() overload

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fn delete_unit_image(self)

DeleteUnitImage() overload

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fn unit_dead_event(self)

UnitDeadEvent() overload

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fn unit_dead_fade(self)

UnitDeadFade() overload

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fn unit_dead(self)

UnitDead() overload

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fn unit_dead_kill_bonus(self)

UnitDeadKillBonus() overload

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fn revive(self)

Revive() overload

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fn loosely_focus(self)

LooselyFocus() 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: IMapSequenceMind> IMapSequenceMindMethods for __T

Available on crate feature app-mapsequencemind only.