pub trait IRingSynthesisSequence: ISingletonProcInst_1<RingSynthesisSequence> {
Show 44 methods
// Provided methods
fn m_menu_result(self) -> SynthesisRingMenuTop_Result { ... }
fn set_m_menu_result(self, value: SynthesisRingMenuTop_Result) { ... }
fn m_material_ring(self) -> RingData { ... }
fn set_m_material_ring(self, value: RingData) { ... }
fn m_next_ring(self) -> RingData { ... }
fn set_m_next_ring(self, value: RingData) { ... }
fn m_engage_zone_prefab_path(self) -> Il2CppString { ... }
fn set_m_engage_zone_prefab_path(self, value: Il2CppString) { ... }
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_merge_scene(self) -> Scene { ... }
fn set_m_ring_merge_scene(self, value: Scene) { ... }
fn m_effect_object(self) -> GameObject { ... }
fn set_m_effect_object(self, value: GameObject) { ... }
fn m_material_ring_handle(self) -> TResourceHandle_1<GameObject> { ... }
fn set_m_material_ring_handle(self, value: TResourceHandle_1<GameObject>) { ... }
fn m_next_ring_handle(self) -> TResourceHandle_1<GameObject> { ... }
fn set_m_next_ring_handle(self, value: TResourceHandle_1<GameObject>) { ... }
fn m_next_ring_controller(self) -> CommonRingController { ... }
fn set_m_next_ring_controller(self, value: CommonRingController) { ... }
fn m_next_ring_object(self) -> GameObject { ... }
fn set_m_next_ring_object(self, value: GameObject) { ... }
fn m_ring_root(self) -> GameObject { ... }
fn set_m_ring_root(self, value: GameObject) { ... }
fn m_ring_rotate_root(self) -> GameObject { ... }
fn set_m_ring_rotate_root(self, value: GameObject) { ... }
fn m_end_event_handler(self) -> Action { ... }
fn set_m_end_event_handler(self, value: Action) { ... }
fn m_skip_listener_proc(self) -> RingSynthesisSequence_SkipListenerProc { ... }
fn set_m_skip_listener_proc(
self,
value: RingSynthesisSequence_SkipListenerProc,
) { ... }
fn m_is_skipped(self) -> bool { ... }
fn set_m_is_skipped(self, value: bool) { ... }
fn init_rotate(self) -> Vector3 { ... }
fn set_init_rotate(self, value: Vector3) { ... }
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 emit_effect(self) -> Il2CppString { ... }
fn set_emit_effect(self, value: Il2CppString) { ... }
}Provided Methods§
fn m_material_ring(self) -> RingData
fn set_m_material_ring(self, value: RingData)
fn m_next_ring(self) -> RingData
fn set_m_next_ring(self, value: RingData)
fn m_engage_zone_prefab_path(self) -> Il2CppString
fn set_m_engage_zone_prefab_path(self, value: Il2CppString)
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_merge_scene(self) -> Scene
fn set_m_ring_merge_scene(self, value: Scene)
fn m_effect_object(self) -> GameObject
fn set_m_effect_object(self, value: GameObject)
fn m_material_ring_handle(self) -> TResourceHandle_1<GameObject>
fn set_m_material_ring_handle(self, value: TResourceHandle_1<GameObject>)
fn m_next_ring_handle(self) -> TResourceHandle_1<GameObject>
fn set_m_next_ring_handle(self, value: TResourceHandle_1<GameObject>)
fn m_next_ring_controller(self) -> CommonRingController
fn set_m_next_ring_controller(self, value: CommonRingController)
fn m_next_ring_object(self) -> GameObject
fn set_m_next_ring_object(self, value: GameObject)
fn m_ring_root(self) -> GameObject
fn set_m_ring_root(self, value: GameObject)
fn m_ring_rotate_root(self) -> GameObject
fn set_m_ring_rotate_root(self, value: GameObject)
fn m_end_event_handler(self) -> Action
fn set_m_end_event_handler(self, value: Action)
fn m_skip_listener_proc(self) -> RingSynthesisSequence_SkipListenerProc
fn set_m_skip_listener_proc(self, value: RingSynthesisSequence_SkipListenerProc)
fn m_is_skipped(self) -> bool
fn set_m_is_skipped(self, value: bool)
fn init_rotate(self) -> Vector3
fn set_init_rotate(self, value: Vector3)
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 emit_effect(self) -> Il2CppString
fn set_emit_effect(self, value: Il2CppString)
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.