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IRingGachaSequence

Trait IRingGachaSequence 

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pub trait IRingGachaSequence: ISingletonProcInst_1<RingGachaSequence> {
Show 50 methods // Provided methods fn m_scene_resource_handle(self) -> ResourceHandle_2 { ... } fn set_m_scene_resource_handle(self, value: ResourceHandle_2) { ... } fn m_disable_list(self) -> List_1<GameObject> { ... } fn set_m_disable_list(self, value: List_1<GameObject>) { ... } fn scene_name(self) -> Il2CppString { ... } fn set_scene_name(self, value: Il2CppString) { ... } fn m_ring_gacha_scene(self) -> Scene { ... } fn set_m_ring_gacha_scene(self, value: Scene) { ... } fn m_effect_object(self) -> GameObject { ... } fn set_m_effect_object(self, value: GameObject) { ... } fn m_bg_effect_root_object(self) -> GameObject { ... } fn set_m_bg_effect_root_object(self, value: GameObject) { ... } fn m_title_bar(self) -> TitleBar { ... } fn set_m_title_bar(self, value: TitleBar) { ... } fn m_engage_zone_prefab_path(self) -> Il2CppString { ... } fn set_m_engage_zone_prefab_path(self, value: Il2CppString) { ... } fn m_common_ring_handle(self) -> TResourceHandle_1<GameObject> { ... } fn set_m_common_ring_handle(self, value: TResourceHandle_1<GameObject>) { ... } fn m_common_ring_controller(self) -> CommonRingController { ... } fn set_m_common_ring_controller(self, value: CommonRingController) { ... } fn m_ring_model_root(self) -> GameObject { ... } fn set_m_ring_model_root(self, value: GameObject) { ... } fn start_effect_path(self) -> Il2CppString { ... } fn set_start_effect_path(self, value: Il2CppString) { ... } fn create_effect_paths(self) -> Array<Il2CppString> { ... } fn set_create_effect_paths(self, value: Array<Il2CppString>) { ... } fn loop_effect_paths(self) -> Array<Il2CppString> { ... } fn set_loop_effect_paths(self, value: Array<Il2CppString>) { ... } fn m_god_unit(self) -> GodUnit { ... } fn set_m_god_unit(self, value: GodUnit) { ... } fn m_ring_list(self) -> List_1<UnitRing> { ... } fn set_m_ring_list(self, value: List_1<UnitRing>) { ... } fn m_ring_index(self) -> i32 { ... } fn set_m_ring_index(self, value: i32) { ... } fn m_new_list(self) -> List_1<bool> { ... } fn set_m_new_list(self, value: List_1<bool>) { ... } fn m_end_callback(self) -> Action { ... } fn set_m_end_callback(self, value: Action) { ... } fn m_skip_listener_proc(self) -> RingGachaSequence_SkipListenerProc { ... } fn set_m_skip_listener_proc(self, value: RingGachaSequence_SkipListenerProc) { ... } fn m_result_proc(self) -> ProcInst { ... } fn set_m_result_proc(self, value: ProcInst) { ... } fn m_start_effect(self) -> GameObject { ... } fn set_m_start_effect(self, value: GameObject) { ... } fn m_create_effect(self) -> GameObject { ... } fn set_m_create_effect(self, value: GameObject) { ... } fn m_loop_effect(self) -> GameObject { ... } fn set_m_loop_effect(self, value: GameObject) { ... } fn m_ring_object(self) -> GameObject { ... } fn set_m_ring_object(self, value: GameObject) { ... }
}

Provided Methods§

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fn m_scene_resource_handle(self) -> ResourceHandle_2

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fn set_m_scene_resource_handle(self, value: ResourceHandle_2)

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fn m_disable_list(self) -> List_1<GameObject>

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fn set_m_disable_list(self, value: List_1<GameObject>)

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fn scene_name(self) -> Il2CppString

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fn set_scene_name(self, value: Il2CppString)

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fn m_ring_gacha_scene(self) -> Scene

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fn set_m_ring_gacha_scene(self, value: Scene)

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fn m_effect_object(self) -> GameObject

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fn set_m_effect_object(self, value: GameObject)

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fn m_bg_effect_root_object(self) -> GameObject

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fn set_m_bg_effect_root_object(self, value: GameObject)

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fn m_title_bar(self) -> TitleBar

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fn set_m_title_bar(self, value: TitleBar)

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fn m_engage_zone_prefab_path(self) -> Il2CppString

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fn set_m_engage_zone_prefab_path(self, value: Il2CppString)

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fn m_common_ring_handle(self) -> TResourceHandle_1<GameObject>

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fn set_m_common_ring_handle(self, value: TResourceHandle_1<GameObject>)

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fn m_common_ring_controller(self) -> CommonRingController

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fn set_m_common_ring_controller(self, value: CommonRingController)

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fn m_ring_model_root(self) -> GameObject

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fn set_m_ring_model_root(self, value: GameObject)

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fn start_effect_path(self) -> Il2CppString

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fn set_start_effect_path(self, value: Il2CppString)

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fn create_effect_paths(self) -> Array<Il2CppString>

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

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fn loop_effect_paths(self) -> Array<Il2CppString>

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

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fn m_god_unit(self) -> GodUnit

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fn set_m_god_unit(self, value: GodUnit)

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fn m_ring_list(self) -> List_1<UnitRing>

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fn set_m_ring_list(self, value: List_1<UnitRing>)

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fn m_ring_index(self) -> i32

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fn set_m_ring_index(self, value: i32)

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fn m_new_list(self) -> List_1<bool>

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fn set_m_new_list(self, value: List_1<bool>)

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fn m_end_callback(self) -> Action

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fn set_m_end_callback(self, value: Action)

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fn m_skip_listener_proc(self) -> RingGachaSequence_SkipListenerProc

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fn set_m_skip_listener_proc(self, value: RingGachaSequence_SkipListenerProc)

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fn m_result_proc(self) -> ProcInst

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fn set_m_result_proc(self, value: ProcInst)

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fn m_start_effect(self) -> GameObject

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fn set_m_start_effect(self, value: GameObject)

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fn m_create_effect(self) -> GameObject

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fn set_m_create_effect(self, value: GameObject)

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fn m_loop_effect(self) -> GameObject

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fn set_m_loop_effect(self, value: GameObject)

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fn m_ring_object(self) -> GameObject

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fn set_m_ring_object(self, value: GameObject)

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§