pub trait IRefineGodWeaponRoot: IMonoBehaviour {
Show 34 methods
// Provided methods
fn m_refine_god_weapon_select_menu_content(
self,
) -> RefineGodWeaponSelectMenuContent { ... }
fn set_m_refine_god_weapon_select_menu_content(
self,
value: RefineGodWeaponSelectMenuContent,
) { ... }
fn m_refine_god_weapon_param_menu_content(
self,
) -> RefineGodWeaponParamMenuContent { ... }
fn set_m_refine_god_weapon_param_menu_content(
self,
value: RefineGodWeaponParamMenuContent,
) { ... }
fn m_item_help_object(self) -> GameObject { ... }
fn set_m_item_help_object(self, value: GameObject) { ... }
fn m_item_menu_detail_setter(self) -> ItemMenuDetailSetter { ... }
fn set_m_item_menu_detail_setter(self, value: ItemMenuDetailSetter) { ... }
fn m_weapon_image(self) -> Image { ... }
fn set_m_weapon_image(self, value: Image) { ... }
fn m_weapon_info_label(self) -> RefineGodWeaponRoot_WeaponInfoLabel { ... }
fn set_m_weapon_info_label(self, value: RefineGodWeaponRoot_WeaponInfoLabel) { ... }
fn m_refine_status_title_text(self) -> TextMeshProUGUI { ... }
fn set_m_refine_status_title_text(self, value: TextMeshProUGUI) { ... }
fn m_refine_status(self) -> Array<RefineGodWeaponRoot_RefineStatus> { ... }
fn set_m_refine_status(self, value: Array<RefineGodWeaponRoot_RefineStatus>) { ... }
fn m_refine_status_efficacy_parent(self) -> GameObject { ... }
fn set_m_refine_status_efficacy_parent(self, value: GameObject) { ... }
fn m_refine_status_efficacy(
self,
) -> Array<RefineGodWeaponRoot_RefineStatusEfficacy> { ... }
fn set_m_refine_status_efficacy(
self,
value: Array<RefineGodWeaponRoot_RefineStatusEfficacy>,
) { ... }
fn m_weapon_rot_wait_time(self) -> f32 { ... }
fn set_m_weapon_rot_wait_time(self, value: f32) { ... }
fn m_weapon_rot_speed_auto(self) -> f32 { ... }
fn set_m_weapon_rot_speed_auto(self, value: f32) { ... }
fn m_weapon_rot_speed_max(self) -> f32 { ... }
fn set_m_weapon_rot_speed_max(self, value: f32) { ... }
fn m_weapon_rot_stick_sense(self) -> f32 { ... }
fn set_m_weapon_rot_stick_sense(self, value: f32) { ... }
fn m_weapon_rot_wait_time_count(self) -> f32 { ... }
fn set_m_weapon_rot_wait_time_count(self, value: f32) { ... }
fn m_weapon_model_renderer(self) -> ShopWeaponModelRenderer { ... }
fn set_m_weapon_model_renderer(self, value: ShopWeaponModelRenderer) { ... }
fn m_unit_item_base(self) -> UnitItem { ... }
fn set_m_unit_item_base(self, value: UnitItem) { ... }
}Provided Methods§
fn m_item_help_object(self) -> GameObject
fn set_m_item_help_object(self, value: GameObject)
fn m_weapon_image(self) -> Image
fn set_m_weapon_image(self, value: Image)
fn m_weapon_info_label(self) -> RefineGodWeaponRoot_WeaponInfoLabel
fn set_m_weapon_info_label(self, value: RefineGodWeaponRoot_WeaponInfoLabel)
fn m_refine_status_title_text(self) -> TextMeshProUGUI
fn set_m_refine_status_title_text(self, value: TextMeshProUGUI)
fn m_refine_status(self) -> Array<RefineGodWeaponRoot_RefineStatus>
fn set_m_refine_status(self, value: Array<RefineGodWeaponRoot_RefineStatus>)
fn m_refine_status_efficacy_parent(self) -> GameObject
fn set_m_refine_status_efficacy_parent(self, value: GameObject)
fn m_refine_status_efficacy( self, ) -> Array<RefineGodWeaponRoot_RefineStatusEfficacy>
fn set_m_refine_status_efficacy( self, value: Array<RefineGodWeaponRoot_RefineStatusEfficacy>, )
fn m_weapon_rot_wait_time(self) -> f32
fn set_m_weapon_rot_wait_time(self, value: f32)
fn m_weapon_rot_speed_auto(self) -> f32
fn set_m_weapon_rot_speed_auto(self, value: f32)
fn m_weapon_rot_speed_max(self) -> f32
fn set_m_weapon_rot_speed_max(self, value: f32)
fn m_weapon_rot_stick_sense(self) -> f32
fn set_m_weapon_rot_stick_sense(self, value: f32)
fn m_weapon_rot_wait_time_count(self) -> f32
fn set_m_weapon_rot_wait_time_count(self, value: f32)
fn m_weapon_model_renderer(self) -> ShopWeaponModelRenderer
fn set_m_weapon_model_renderer(self, value: ShopWeaponModelRenderer)
fn m_unit_item_base(self) -> UnitItem
fn set_m_unit_item_base(self, value: UnitItem)
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.