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IMapSituation

Trait IMapSituation 

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pub trait IMapSituation: ISingletonClass_1<MapSituation> {
Show 34 methods // Provided methods fn m_status(self) -> MapSituation_StatusField { ... } fn set_m_status(self, value: MapSituation_StatusField) { ... } fn m_players(self) -> Array<MapSituation_Player> { ... } fn set_m_players(self, value: Array<MapSituation_Player>) { ... } fn m_groups(self) -> Array<Force_Type> { ... } fn set_m_groups(self, value: Array<Force_Type>) { ... } fn m_current_force_type(self) -> Force_Type { ... } fn set_m_current_force_type(self, value: Force_Type) { ... } fn m_human_force_type(self) -> Force_Type { ... } fn set_m_human_force_type(self, value: Force_Type) { ... } fn m_force_cursors(self) -> Array<MapSituation_ForceCursor> { ... } fn set_m_force_cursors(self, value: Array<MapSituation_ForceCursor>) { ... } fn m_turn(self) -> i32 { ... } fn set_m_turn(self, value: i32) { ... } fn m_sub_phase(self) -> MapSituation_SubPhases { ... } fn set_m_sub_phase(self, value: MapSituation_SubPhases) { ... } fn m_win_rule_enemy_num_less_than_or_equal_to(self) -> i32 { ... } fn set_m_win_rule_enemy_num_less_than_or_equal_to(self, value: i32) { ... } fn m_win_rule_limit_turn(self) -> i32 { ... } fn set_m_win_rule_limit_turn(self, value: i32) { ... } fn m_win_lose_result(self) -> WinLoseRule { ... } fn set_m_win_lose_result(self, value: WinLoseRule) { ... } fn m_entrust(self) -> UnitEntrust_Type { ... } fn set_m_entrust(self, value: UnitEntrust_Type) { ... } fn m_win_rule_mid(self) -> Il2CppString { ... } fn set_m_win_rule_mid(self, value: Il2CppString) { ... } fn m_win_rule_mid_arg(self) -> Il2CppString { ... } fn set_m_win_rule_mid_arg(self, value: Il2CppString) { ... } fn m_lose_rule_mid(self) -> Il2CppString { ... } fn set_m_lose_rule_mid(self, value: Il2CppString) { ... } fn m_lose_rule_mid_arg(self) -> Il2CppString { ... } fn set_m_lose_rule_mid_arg(self, value: Il2CppString) { ... } fn m_average_level(self) -> i32 { ... } fn set_m_average_level(self, value: i32) { ... }
}

Provided Methods§

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fn m_status(self) -> MapSituation_StatusField

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fn set_m_status(self, value: MapSituation_StatusField)

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fn m_players(self) -> Array<MapSituation_Player>

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fn set_m_players(self, value: Array<MapSituation_Player>)

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fn m_groups(self) -> Array<Force_Type>

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fn set_m_groups(self, value: Array<Force_Type>)

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fn m_current_force_type(self) -> Force_Type

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fn set_m_current_force_type(self, value: Force_Type)

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fn m_human_force_type(self) -> Force_Type

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fn set_m_human_force_type(self, value: Force_Type)

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fn m_force_cursors(self) -> Array<MapSituation_ForceCursor>

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fn set_m_force_cursors(self, value: Array<MapSituation_ForceCursor>)

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fn m_turn(self) -> i32

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fn set_m_turn(self, value: i32)

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fn m_sub_phase(self) -> MapSituation_SubPhases

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fn set_m_sub_phase(self, value: MapSituation_SubPhases)

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fn m_win_rule_enemy_num_less_than_or_equal_to(self) -> i32

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fn set_m_win_rule_enemy_num_less_than_or_equal_to(self, value: i32)

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fn m_win_rule_limit_turn(self) -> i32

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fn set_m_win_rule_limit_turn(self, value: i32)

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fn m_win_lose_result(self) -> WinLoseRule

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fn set_m_win_lose_result(self, value: WinLoseRule)

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fn m_entrust(self) -> UnitEntrust_Type

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fn set_m_entrust(self, value: UnitEntrust_Type)

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fn m_win_rule_mid(self) -> Il2CppString

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fn set_m_win_rule_mid(self, value: Il2CppString)

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fn m_win_rule_mid_arg(self) -> Il2CppString

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fn set_m_win_rule_mid_arg(self, value: Il2CppString)

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fn m_lose_rule_mid(self) -> Il2CppString

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fn set_m_lose_rule_mid(self, value: Il2CppString)

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fn m_lose_rule_mid_arg(self) -> Il2CppString

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fn set_m_lose_rule_mid_arg(self, value: Il2CppString)

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fn m_average_level(self) -> i32

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fn set_m_average_level(self, value: i32)

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§