pub trait IMap_CellMeshMethods: IMap_CellMesh {
// Provided methods
fn ctor(
self,
go: impl Into<GameObject>,
sub_mesh_count: impl Into<i32>,
vertex_capacity: impl Into<i32>,
) { ... }
fn add_tangents5(self) -> Vector4 { ... }
fn add_cell(
self,
x: impl Into<i32>,
z: impl Into<i32>,
color: impl Into<Color>,
distance: impl Into<f32>,
) { ... }
fn add_cell_2(
self,
x: impl Into<i32>,
z: impl Into<i32>,
color: impl Into<Color>,
uv0: impl Into<Vector2>,
uv2: impl Into<Vector2>,
rotation: impl Into<i32>,
distance: impl Into<f32>,
) { ... }
fn add_cell_3(
self,
x: impl Into<i32>,
z: impl Into<i32>,
uv0: impl Into<Vector2>,
uv2: impl Into<Vector2>,
distance: impl Into<f32>,
) { ... }
fn add_cell_4(
self,
x: impl Into<i32>,
z: impl Into<i32>,
color0: impl Into<Color>,
color1: impl Into<Color>,
color2: impl Into<Color>,
color3: impl Into<Color>,
distance: impl Into<f32>,
) { ... }
fn add_cell_5(
self,
x: impl Into<i32>,
z: impl Into<i32>,
color0: impl Into<Color>,
color1: impl Into<Color>,
color2: impl Into<Color>,
color3: impl Into<Color>,
uv0: impl Into<Vector2>,
uv2: impl Into<Vector2>,
distance: impl Into<f32>,
) { ... }
fn add_cell_6(
self,
x: impl Into<i32>,
z: impl Into<i32>,
dir: impl Into<Dir_Type>,
color: impl Into<Color>,
uv0: impl Into<Vector2>,
uv2: impl Into<Vector2>,
distance: impl Into<f32>,
) { ... }
fn add_straddle_cell(
self,
unit: impl Into<Unit>,
color: impl Into<Color>,
uv_rotate: impl Into<f32>,
) { ... }
fn add_event_cell(
self,
x: impl Into<i32>,
z: impl Into<i32>,
color: impl Into<Color>,
) { ... }
}Provided Methods§
Sourcefn ctor(
self,
go: impl Into<GameObject>,
sub_mesh_count: impl Into<i32>,
vertex_capacity: impl Into<i32>,
)
fn ctor( self, go: impl Into<GameObject>, sub_mesh_count: impl Into<i32>, vertex_capacity: impl Into<i32>, )
.ctor(crate::unity_engine::gameobject::GameObject, i32, i32) overload
Sourcefn add_tangents5(self) -> Vector4
fn add_tangents5(self) -> Vector4
AddTangents5(*mutcrate::unity_engine::vector4::Vector4) overload
Sourcefn add_cell(
self,
x: impl Into<i32>,
z: impl Into<i32>,
color: impl Into<Color>,
distance: impl Into<f32>,
)
fn add_cell( self, x: impl Into<i32>, z: impl Into<i32>, color: impl Into<Color>, distance: impl Into<f32>, )
AddCell(i32, i32, crate::unity_engine::color::Color, f32) overload
Sourcefn add_cell_2(
self,
x: impl Into<i32>,
z: impl Into<i32>,
color: impl Into<Color>,
uv0: impl Into<Vector2>,
uv2: impl Into<Vector2>,
rotation: impl Into<i32>,
distance: impl Into<f32>,
)
fn add_cell_2( self, x: impl Into<i32>, z: impl Into<i32>, color: impl Into<Color>, uv0: impl Into<Vector2>, uv2: impl Into<Vector2>, rotation: impl Into<i32>, distance: impl Into<f32>, )
AddCell(i32, i32, crate::unity_engine::color::Color, crate::unity_engine::vector2::Vector2, crate::unity_engine::vector2::Vector2, i32, f32) overload
Sourcefn add_cell_3(
self,
x: impl Into<i32>,
z: impl Into<i32>,
uv0: impl Into<Vector2>,
uv2: impl Into<Vector2>,
distance: impl Into<f32>,
)
fn add_cell_3( self, x: impl Into<i32>, z: impl Into<i32>, uv0: impl Into<Vector2>, uv2: impl Into<Vector2>, distance: impl Into<f32>, )
AddCell(i32, i32, crate::unity_engine::vector2::Vector2, crate::unity_engine::vector2::Vector2, f32) overload
Sourcefn add_cell_4(
self,
x: impl Into<i32>,
z: impl Into<i32>,
color0: impl Into<Color>,
color1: impl Into<Color>,
color2: impl Into<Color>,
color3: impl Into<Color>,
distance: impl Into<f32>,
)
fn add_cell_4( self, x: impl Into<i32>, z: impl Into<i32>, color0: impl Into<Color>, color1: impl Into<Color>, color2: impl Into<Color>, color3: impl Into<Color>, distance: impl Into<f32>, )
AddCell(i32, i32, crate::unity_engine::color::Color, crate::unity_engine::color::Color, crate::unity_engine::color::Color, crate::unity_engine::color::Color, f32) overload
Sourcefn add_cell_5(
self,
x: impl Into<i32>,
z: impl Into<i32>,
color0: impl Into<Color>,
color1: impl Into<Color>,
color2: impl Into<Color>,
color3: impl Into<Color>,
uv0: impl Into<Vector2>,
uv2: impl Into<Vector2>,
distance: impl Into<f32>,
)
fn add_cell_5( self, x: impl Into<i32>, z: impl Into<i32>, color0: impl Into<Color>, color1: impl Into<Color>, color2: impl Into<Color>, color3: impl Into<Color>, uv0: impl Into<Vector2>, uv2: impl Into<Vector2>, distance: impl Into<f32>, )
AddCell(i32, i32, crate::unity_engine::color::Color, crate::unity_engine::color::Color, crate::unity_engine::color::Color, crate::unity_engine::color::Color, crate::unity_engine::vector2::Vector2, crate::unity_engine::vector2::Vector2, f32) overload
Sourcefn add_cell_6(
self,
x: impl Into<i32>,
z: impl Into<i32>,
dir: impl Into<Dir_Type>,
color: impl Into<Color>,
uv0: impl Into<Vector2>,
uv2: impl Into<Vector2>,
distance: impl Into<f32>,
)
fn add_cell_6( self, x: impl Into<i32>, z: impl Into<i32>, dir: impl Into<Dir_Type>, color: impl Into<Color>, uv0: impl Into<Vector2>, uv2: impl Into<Vector2>, distance: impl Into<f32>, )
AddCell(i32, i32, crate::app::dir_2::Dir_Type, crate::unity_engine::color::Color, crate::unity_engine::vector2::Vector2, crate::unity_engine::vector2::Vector2, f32) overload
Sourcefn add_straddle_cell(
self,
unit: impl Into<Unit>,
color: impl Into<Color>,
uv_rotate: impl Into<f32>,
)
fn add_straddle_cell( self, unit: impl Into<Unit>, color: impl Into<Color>, uv_rotate: impl Into<f32>, )
AddStraddleCell(crate::app::unit::Unit, crate::unity_engine::color::Color, f32) overload
Sourcefn add_event_cell(
self,
x: impl Into<i32>,
z: impl Into<i32>,
color: impl Into<Color>,
)
fn add_event_cell( self, x: impl Into<i32>, z: impl Into<i32>, color: impl Into<Color>, )
AddEventCell(i32, i32, crate::unity_engine::color::Color) 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: IMap_CellMesh> IMap_CellMeshMethods for __T
app-map only.