pub trait IMyRoomWakeupSequence: ISingletonProcInst_1<MyRoomWakeupSequence> {
Show 72 methods
// Provided methods
fn is_recall_select(self) -> bool { ... }
fn set_is_recall_select(self, value: bool) { ... }
fn recall_pid(self) -> Il2CppString { ... }
fn set_recall_pid(self, value: Il2CppString) { ... }
fn recall_level(self) -> RelianceData_Level { ... }
fn set_recall_level(self, value: RelianceData_Level) { ... }
fn recall_pattern(self) -> GameSound_WakeupVoicePattern { ... }
fn set_recall_pattern(self, value: GameSound_WakeupVoicePattern) { ... }
fn m_wakeup_unit(self) -> Unit { ... }
fn set_m_wakeup_unit(self, value: Unit) { ... }
fn m_level(self) -> RelianceData_Level { ... }
fn set_m_level(self, value: RelianceData_Level) { ... }
fn m_pattern(self) -> GameSound_WakeupVoicePattern { ... }
fn set_m_pattern(self, value: GameSound_WakeupVoicePattern) { ... }
fn m_pid(self) -> Il2CppString { ... }
fn set_m_pid(self, value: Il2CppString) { ... }
fn m_event_root(self) -> GameObject { ... }
fn set_m_event_root(self, value: GameObject) { ... }
fn m_camera_root(self) -> GameObject { ... }
fn set_m_camera_root(self, value: GameObject) { ... }
fn m_camera_root_parent(self) -> GameObject { ... }
fn set_m_camera_root_parent(self, value: GameObject) { ... }
fn m_camera_data(self) -> GameObject { ... }
fn set_m_camera_data(self, value: GameObject) { ... }
fn m_camera_data2(self) -> GameObject { ... }
fn set_m_camera_data2(self, value: GameObject) { ... }
fn m_character(self) -> Character { ... }
fn set_m_character(self, value: Character) { ... }
fn m_look_at(self) -> HubLookAtController { ... }
fn set_m_look_at(self, value: HubLookAtController) { ... }
fn m_character_position(self) -> Vector3 { ... }
fn set_m_character_position(self, value: Vector3) { ... }
fn m_character_rotation(self) -> Quaternion { ... }
fn set_m_character_rotation(self, value: Quaternion) { ... }
fn m_timeline_object(self) -> PlayableAsset { ... }
fn set_m_timeline_object(self, value: PlayableAsset) { ... }
fn m_playable_director(self) -> PlayableDirector { ... }
fn set_m_playable_director(self, value: PlayableDirector) { ... }
fn m_playable_asset_handle(self) -> ResourceHandle_2 { ... }
fn set_m_playable_asset_handle(self, value: ResourceHandle_2) { ... }
fn m_aoc_handle(self) -> Array<ResourceHandle_2> { ... }
fn set_m_aoc_handle(self, value: Array<ResourceHandle_2>) { ... }
fn m_effect_handle(self) -> List_1<ResourceHandle_2> { ... }
fn set_m_effect_handle(self, value: List_1<ResourceHandle_2>) { ... }
fn m_aoc_list(self) -> Array<AnimatorOverrideController> { ... }
fn set_m_aoc_list(self, value: Array<AnimatorOverrideController>) { ... }
fn m_current_anim_name(self) -> Il2CppString { ... }
fn set_m_current_anim_name(self, value: Il2CppString) { ... }
fn m_event_voice_list(self) -> List_1<Il2CppString> { ... }
fn set_m_event_voice_list(self, value: List_1<Il2CppString>) { ... }
fn m_event_canvas(self) -> GameObject { ... }
fn set_m_event_canvas(self, value: GameObject) { ... }
fn m_event_canvas_foreground(self) -> GameObject { ... }
fn set_m_event_canvas_foreground(self, value: GameObject) { ... }
fn m_event_canvas_background(self) -> GameObject { ... }
fn set_m_event_canvas_background(self, value: GameObject) { ... }
fn m_caption(self) -> GameObject { ... }
fn set_m_caption(self, value: GameObject) { ... }
fn m_env(self) -> GameObject { ... }
fn set_m_env(self, value: GameObject) { ... }
fn m_is_fast_wakeup(self) -> bool { ... }
fn set_m_is_fast_wakeup(self, value: bool) { ... }
fn m_is_loading(self) -> bool { ... }
fn set_m_is_loading(self, value: bool) { ... }
fn m_caption_text(self) -> TextMeshProUGUI { ... }
fn set_m_caption_text(self, value: TextMeshProUGUI) { ... }
fn flag_name(self) -> Il2CppString { ... }
fn set_flag_name(self, value: Il2CppString) { ... }
fn event_walkin(self) -> Il2CppString { ... }
fn set_event_walkin(self, value: Il2CppString) { ... }
fn message(self) -> GameMessage { ... }
fn set_message(self, value: GameMessage) { ... }
}Provided Methods§
fn is_recall_select(self) -> bool
fn set_is_recall_select(self, value: bool)
fn recall_pid(self) -> Il2CppString
fn set_recall_pid(self, value: Il2CppString)
fn recall_level(self) -> RelianceData_Level
fn set_recall_level(self, value: RelianceData_Level)
fn recall_pattern(self) -> GameSound_WakeupVoicePattern
fn set_recall_pattern(self, value: GameSound_WakeupVoicePattern)
fn m_wakeup_unit(self) -> Unit
fn set_m_wakeup_unit(self, value: Unit)
fn m_level(self) -> RelianceData_Level
fn set_m_level(self, value: RelianceData_Level)
fn m_pattern(self) -> GameSound_WakeupVoicePattern
fn set_m_pattern(self, value: GameSound_WakeupVoicePattern)
fn m_pid(self) -> Il2CppString
fn set_m_pid(self, value: Il2CppString)
fn m_event_root(self) -> GameObject
fn set_m_event_root(self, value: GameObject)
fn m_camera_root(self) -> GameObject
fn set_m_camera_root(self, value: GameObject)
fn m_camera_root_parent(self) -> GameObject
fn set_m_camera_root_parent(self, value: GameObject)
fn m_camera_data(self) -> GameObject
fn set_m_camera_data(self, value: GameObject)
fn m_camera_data2(self) -> GameObject
fn set_m_camera_data2(self, value: GameObject)
fn m_character(self) -> Character
fn set_m_character(self, value: Character)
fn m_look_at(self) -> HubLookAtController
fn set_m_look_at(self, value: HubLookAtController)
fn m_character_position(self) -> Vector3
fn set_m_character_position(self, value: Vector3)
fn m_character_rotation(self) -> Quaternion
fn set_m_character_rotation(self, value: Quaternion)
fn m_timeline_object(self) -> PlayableAsset
fn set_m_timeline_object(self, value: PlayableAsset)
fn m_playable_director(self) -> PlayableDirector
fn set_m_playable_director(self, value: PlayableDirector)
fn m_playable_asset_handle(self) -> ResourceHandle_2
fn set_m_playable_asset_handle(self, value: ResourceHandle_2)
fn m_aoc_handle(self) -> Array<ResourceHandle_2>
fn set_m_aoc_handle(self, value: Array<ResourceHandle_2>)
fn m_effect_handle(self) -> List_1<ResourceHandle_2>
fn set_m_effect_handle(self, value: List_1<ResourceHandle_2>)
fn m_aoc_list(self) -> Array<AnimatorOverrideController>
fn set_m_aoc_list(self, value: Array<AnimatorOverrideController>)
fn m_current_anim_name(self) -> Il2CppString
fn set_m_current_anim_name(self, value: Il2CppString)
fn m_event_voice_list(self) -> List_1<Il2CppString>
fn set_m_event_voice_list(self, value: List_1<Il2CppString>)
fn m_event_canvas(self) -> GameObject
fn set_m_event_canvas(self, value: GameObject)
fn m_event_canvas_foreground(self) -> GameObject
fn set_m_event_canvas_foreground(self, value: GameObject)
fn m_event_canvas_background(self) -> GameObject
fn set_m_event_canvas_background(self, value: GameObject)
fn m_caption(self) -> GameObject
fn set_m_caption(self, value: GameObject)
fn m_env(self) -> GameObject
fn set_m_env(self, value: GameObject)
fn m_is_fast_wakeup(self) -> bool
fn set_m_is_fast_wakeup(self, value: bool)
fn m_is_loading(self) -> bool
fn set_m_is_loading(self, value: bool)
fn m_caption_text(self) -> TextMeshProUGUI
fn set_m_caption_text(self, value: TextMeshProUGUI)
fn flag_name(self) -> Il2CppString
fn set_flag_name(self, value: Il2CppString)
fn event_walkin(self) -> Il2CppString
fn set_event_walkin(self, value: Il2CppString)
fn message(self) -> GameMessage
fn set_message(self, value: GameMessage)
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.