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IPhotographDisposInfo

Trait IPhotographDisposInfo 

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pub trait IPhotographDisposInfo: IObject {
Show 44 methods // Provided methods fn m_is_visible(self) -> bool { ... } fn set_m_is_visible(self, value: bool) { ... } fn m_locator(self) -> GameObject { ... } fn set_m_locator(self, value: GameObject) { ... } fn m_look_target(self) -> GameObject { ... } fn set_m_look_target(self, value: GameObject) { ... } fn m_pause_group_name_list(self) -> Array<Il2CppString> { ... } fn set_m_pause_group_name_list(self, value: Array<Il2CppString>) { ... } fn m_anime_controller_dic( self, ) -> Dictionary_2<Il2CppString, RuntimeAnimatorController> { ... } fn set_m_anime_controller_dic( self, value: Dictionary_2<Il2CppString, RuntimeAnimatorController>, ) { ... } fn m_flag(self) -> PhotographDisposInfo_FlagField { ... } fn set_m_flag(self, value: PhotographDisposInfo_FlagField) { ... } fn m_is_loading_character(self) -> bool { ... } fn set_m_is_loading_character(self, value: bool) { ... } fn m_character_id_list(self) -> List_1<Il2CppString> { ... } fn set_m_character_id_list(self, value: List_1<Il2CppString>) { ... } fn m_current_character_id(self) -> Il2CppString { ... } fn set_m_current_character_id(self, value: Il2CppString) { ... } fn m_character_type(self) -> PhotographDisposInfo_CharacterType { ... } fn set_m_character_type(self, value: PhotographDisposInfo_CharacterType) { ... } fn m_character_cmp(self) -> Character { ... } fn set_m_character_cmp(self, value: Character) { ... } fn m_is_look_at_camera(self) -> bool { ... } fn set_m_is_look_at_camera(self, value: bool) { ... } fn m_look_at_rate(self) -> f32 { ... } fn set_m_look_at_rate(self, value: f32) { ... } fn m_look_at_ik_eye(self) -> LookAtIK { ... } fn set_m_look_at_ik_eye(self, value: LookAtIK) { ... } fn m_look_at_ik_body(self) -> LookAtIK { ... } fn set_m_look_at_ik_body(self, value: LookAtIK) { ... } fn m_pause_data_list(self) -> List_1<PhotographPauseData> { ... } fn set_m_pause_data_list(self, value: List_1<PhotographPauseData>) { ... } fn m_current_pause_data(self) -> PhotographPauseData { ... } fn set_m_current_pause_data(self, value: PhotographPauseData) { ... } fn m_hold_item(self) -> GameObject { ... } fn set_m_hold_item(self, value: GameObject) { ... } fn m_hold_weapon(self) -> GameObject { ... } fn set_m_hold_weapon(self, value: GameObject) { ... } fn m_hold_weapon_data(self) -> ItemData { ... } fn set_m_hold_weapon_data(self, value: ItemData) { ... } fn m_hold_weapon_path(self) -> Il2CppString { ... } fn set_m_hold_weapon_path(self, value: Il2CppString) { ... } fn m_is_loading_weapon(self) -> bool { ... } fn set_m_is_loading_weapon(self, value: bool) { ... }
}

Provided Methods§

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fn m_is_visible(self) -> bool

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fn set_m_is_visible(self, value: bool)

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fn m_locator(self) -> GameObject

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fn set_m_locator(self, value: GameObject)

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fn m_look_target(self) -> GameObject

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fn set_m_look_target(self, value: GameObject)

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fn m_pause_group_name_list(self) -> Array<Il2CppString>

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fn set_m_pause_group_name_list(self, value: Array<Il2CppString>)

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fn m_anime_controller_dic( self, ) -> Dictionary_2<Il2CppString, RuntimeAnimatorController>

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fn set_m_anime_controller_dic( self, value: Dictionary_2<Il2CppString, RuntimeAnimatorController>, )

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fn m_flag(self) -> PhotographDisposInfo_FlagField

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fn set_m_flag(self, value: PhotographDisposInfo_FlagField)

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fn m_is_loading_character(self) -> bool

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fn set_m_is_loading_character(self, value: bool)

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fn m_character_id_list(self) -> List_1<Il2CppString>

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fn set_m_character_id_list(self, value: List_1<Il2CppString>)

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fn m_current_character_id(self) -> Il2CppString

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fn set_m_current_character_id(self, value: Il2CppString)

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fn m_character_type(self) -> PhotographDisposInfo_CharacterType

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fn set_m_character_type(self, value: PhotographDisposInfo_CharacterType)

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fn m_character_cmp(self) -> Character

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fn set_m_character_cmp(self, value: Character)

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fn m_is_look_at_camera(self) -> bool

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fn set_m_is_look_at_camera(self, value: bool)

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fn m_look_at_rate(self) -> f32

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fn set_m_look_at_rate(self, value: f32)

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fn m_look_at_ik_eye(self) -> LookAtIK

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fn set_m_look_at_ik_eye(self, value: LookAtIK)

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fn m_look_at_ik_body(self) -> LookAtIK

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fn set_m_look_at_ik_body(self, value: LookAtIK)

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fn m_pause_data_list(self) -> List_1<PhotographPauseData>

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fn set_m_pause_data_list(self, value: List_1<PhotographPauseData>)

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fn m_current_pause_data(self) -> PhotographPauseData

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fn set_m_current_pause_data(self, value: PhotographPauseData)

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fn m_hold_item(self) -> GameObject

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fn set_m_hold_item(self, value: GameObject)

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fn m_hold_weapon(self) -> GameObject

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fn set_m_hold_weapon(self, value: GameObject)

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fn m_hold_weapon_data(self) -> ItemData

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fn set_m_hold_weapon_data(self, value: ItemData)

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fn m_hold_weapon_path(self) -> Il2CppString

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fn set_m_hold_weapon_path(self, value: Il2CppString)

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fn m_is_loading_weapon(self) -> bool

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fn set_m_is_loading_weapon(self, value: bool)

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§