pub trait IRingCleaningClothMethods: IRingCleaningCloth {
Show 28 methods
// Provided methods
fn get_rect(self) -> RectTransform { ... }
fn get_is_hit_ring(self) -> bool { ... }
fn set_is_hit_ring(self, value: impl Into<bool>) { ... }
fn get_hit_collider(self) -> Collider { ... }
fn set_hit_collider(self, value: impl Into<Collider>) { ... }
fn get_hit_vector(self) -> Vector3 { ... }
fn set_hit_vector(self, value: impl Into<Vector3>) { ... }
fn get_is_possible_cleaning(self) -> bool { ... }
fn set_is_possible_cleaning(self, value: impl Into<bool>) { ... }
fn start(self) { ... }
fn update(self) { ... }
fn update_move(
self,
lsx: impl Into<f32>,
lsy: impl Into<f32>,
is_speed_up: impl Into<bool>,
camera: impl Into<Camera>,
) { ... }
fn update_move_with_gap(self) { ... }
fn commit(self) { ... }
fn show_help(self) { ... }
fn hide_help(self) { ... }
fn is_hit_ray(self, camera: impl Into<Camera>) -> bool { ... }
fn is_hit_ray_impl(
self,
camera: impl Into<Camera>,
) -> (bool, Vector3, Collider) { ... }
fn play_cleaning_anim(
self,
strength: impl Into<RingCleaningSequence_Strength>,
) { ... }
fn start_cleaning_anim(self, anim_name: impl Into<Il2CppString>) { ... }
fn stop_cleaning_anim(self) { ... }
fn is_play_cleaning_anim(self) -> bool { ... }
fn is_playing_cleaning_anim(self, use_correct: impl Into<bool>) -> bool { ... }
fn get_animator_normalize_time(self) -> f32 { ... }
fn get_hit_part(self) -> RingColliderPart { ... }
fn pause_anim(self) { ... }
fn set_gap(self, x: impl Into<f32>, y: impl Into<f32>) { ... }
fn ctor(self) { ... }
}Provided Methods§
Sourcefn get_rect(self) -> RectTransform
fn get_rect(self) -> RectTransform
get_Rect() overload
Sourcefn get_is_hit_ring(self) -> bool
fn get_is_hit_ring(self) -> bool
get_IsHitRing() overload
Sourcefn set_is_hit_ring(self, value: impl Into<bool>)
fn set_is_hit_ring(self, value: impl Into<bool>)
set_IsHitRing(bool) overload
Sourcefn get_hit_collider(self) -> Collider
fn get_hit_collider(self) -> Collider
get_HitCollider() overload
Sourcefn set_hit_collider(self, value: impl Into<Collider>)
fn set_hit_collider(self, value: impl Into<Collider>)
set_HitCollider(crate::unity_engine::collider::Collider) overload
Sourcefn get_hit_vector(self) -> Vector3
fn get_hit_vector(self) -> Vector3
get_HitVector() overload
Sourcefn set_hit_vector(self, value: impl Into<Vector3>)
fn set_hit_vector(self, value: impl Into<Vector3>)
set_HitVector(crate::unity_engine::vector3::Vector3) overload
Sourcefn get_is_possible_cleaning(self) -> bool
fn get_is_possible_cleaning(self) -> bool
get_IsPossibleCleaning() overload
Sourcefn set_is_possible_cleaning(self, value: impl Into<bool>)
fn set_is_possible_cleaning(self, value: impl Into<bool>)
set_IsPossibleCleaning(bool) overload
Sourcefn update_move(
self,
lsx: impl Into<f32>,
lsy: impl Into<f32>,
is_speed_up: impl Into<bool>,
camera: impl Into<Camera>,
)
fn update_move( self, lsx: impl Into<f32>, lsy: impl Into<f32>, is_speed_up: impl Into<bool>, camera: impl Into<Camera>, )
UpdateMove(f32, f32, bool, crate::unity_engine::camera::Camera) overload
Sourcefn update_move_with_gap(self)
fn update_move_with_gap(self)
UpdateMoveWithGap() overload
Sourcefn is_hit_ray(self, camera: impl Into<Camera>) -> bool
fn is_hit_ray(self, camera: impl Into<Camera>) -> bool
IsHitRay(crate::unity_engine::camera::Camera) overload
Sourcefn is_hit_ray_impl(self, camera: impl Into<Camera>) -> (bool, Vector3, Collider)
fn is_hit_ray_impl(self, camera: impl Into<Camera>) -> (bool, Vector3, Collider)
IsHitRayImpl(crate::unity_engine::camera::Camera, *mutcrate::unity_engine::vector3::Vector3, *mutcrate::unity_engine::collider::Collider) overload
Sourcefn play_cleaning_anim(self, strength: impl Into<RingCleaningSequence_Strength>)
fn play_cleaning_anim(self, strength: impl Into<RingCleaningSequence_Strength>)
PlayCleaningAnim(crate::app::ringcleaningsequence::RingCleaningSequence_Strength) overload
Sourcefn start_cleaning_anim(self, anim_name: impl Into<Il2CppString>)
fn start_cleaning_anim(self, anim_name: impl Into<Il2CppString>)
StartCleaningAnim(::unity::Il2CppString) overload
Sourcefn stop_cleaning_anim(self)
fn stop_cleaning_anim(self)
StopCleaningAnim() overload
Sourcefn is_play_cleaning_anim(self) -> bool
fn is_play_cleaning_anim(self) -> bool
IsPlayCleaningAnim() overload
Sourcefn is_playing_cleaning_anim(self, use_correct: impl Into<bool>) -> bool
fn is_playing_cleaning_anim(self, use_correct: impl Into<bool>) -> bool
IsPlayingCleaningAnim(bool) overload
Sourcefn get_animator_normalize_time(self) -> f32
fn get_animator_normalize_time(self) -> f32
GetAnimatorNormalizeTime() overload
Sourcefn get_hit_part(self) -> RingColliderPart
fn get_hit_part(self) -> RingColliderPart
GetHitPart() overload
Sourcefn pause_anim(self)
fn pause_anim(self)
PauseAnim() 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: IRingCleaningCloth> IRingCleaningClothMethods for __T
app-ringcleaningcloth only.