pub trait ISkillArray: IObject {
Show 22 methods
// Provided methods
fn m_mask(self) -> BitStruct { ... }
fn set_m_mask(self, value: BitStruct) { ... }
fn m_list(self) -> List_1<SkillArray_Entity> { ... }
fn set_m_list(self, value: List_1<SkillArray_Entity>) { ... }
fn m_flags(self) -> SkillData_Flags { ... }
fn set_m_flags(self, value: SkillData_Flags) { ... }
fn m_cycles(self) -> SkillData_CycleMasks { ... }
fn set_m_cycles(self, value: SkillData_CycleMasks) { ... }
fn m_timings(self) -> SkillData_TimingMasks { ... }
fn set_m_timings(self, value: SkillData_TimingMasks) { ... }
fn m_efficacys(self) -> SkillData_Attrs { ... }
fn set_m_efficacys(self, value: SkillData_Attrs) { ... }
fn m_efficacy_ignores(self) -> SkillData_Attrs { ... }
fn set_m_efficacy_ignores(self, value: SkillData_Attrs) { ... }
fn m_bad_states(self) -> SkillData_States { ... }
fn set_m_bad_states(self, value: SkillData_States) { ... }
fn m_bad_ignore(self) -> SkillData_States { ... }
fn set_m_bad_ignore(self, value: SkillData_States) { ... }
fn m_weapon_levels(self) -> WeaponLevels { ... }
fn set_m_weapon_levels(self, value: WeaponLevels) { ... }
fn m_is_equip_skill_first_null(self) -> bool { ... }
fn set_m_is_equip_skill_first_null(self, value: bool) { ... }
}Provided Methods§
fn m_mask(self) -> BitStruct
fn set_m_mask(self, value: BitStruct)
fn m_list(self) -> List_1<SkillArray_Entity>
fn set_m_list(self, value: List_1<SkillArray_Entity>)
fn m_flags(self) -> SkillData_Flags
fn set_m_flags(self, value: SkillData_Flags)
fn m_cycles(self) -> SkillData_CycleMasks
fn set_m_cycles(self, value: SkillData_CycleMasks)
fn m_timings(self) -> SkillData_TimingMasks
fn set_m_timings(self, value: SkillData_TimingMasks)
fn m_efficacys(self) -> SkillData_Attrs
fn set_m_efficacys(self, value: SkillData_Attrs)
fn m_efficacy_ignores(self) -> SkillData_Attrs
fn set_m_efficacy_ignores(self, value: SkillData_Attrs)
fn m_bad_states(self) -> SkillData_States
fn set_m_bad_states(self, value: SkillData_States)
fn m_bad_ignore(self) -> SkillData_States
fn set_m_bad_ignore(self, value: SkillData_States)
fn m_weapon_levels(self) -> WeaponLevels
fn set_m_weapon_levels(self, value: WeaponLevels)
fn m_is_equip_skill_first_null(self) -> bool
fn set_m_is_equip_skill_first_null(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.