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ISkillEditEquipSkillMenuMethods

Trait ISkillEditEquipSkillMenuMethods 

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pub trait ISkillEditEquipSkillMenuMethods: ISkillEditEquipSkillMenu {
    // Provided methods
    fn ctor(
        self,
        menu_item_list: impl Into<List_1<BasicMenuItem>>,
        menu_content: impl Into<SkillEditEquipSkillMenuContent>,
    ) { ... }
    fn get_select_skill(self) -> SkillData { ... }
    fn show_cursor(self, is_show: impl Into<bool>) { ... }
    fn is_show_cursor(self) -> bool { ... }
    fn enable_input(self, is_enable: impl Into<bool>) { ... }
    fn set_first_selection(self, b_update_info: impl Into<bool>) { ... }
    fn hold_selection(self) { ... }
    fn key_right(self, is_trigger: impl Into<bool>) { ... }
    fn key_left(self, is_trigger: impl Into<bool>) { ... }
    fn change_menu(self) { ... }
    fn set_unit_name(self, unit: impl Into<Unit>) { ... }
    fn set_skill_ng_active(self, is_active: impl Into<bool>) { ... }
}

Provided Methods§

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fn ctor( self, menu_item_list: impl Into<List_1<BasicMenuItem>>, menu_content: impl Into<SkillEditEquipSkillMenuContent>, )

.ctor(crate::system::collections::generic::list_1::List_1<crate::app::basicmenuitem::BasicMenuItem>, crate::app::skilleditequipskillmenucontent::SkillEditEquipSkillMenuContent) overload

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fn get_select_skill(self) -> SkillData

GetSelectSkill() overload

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fn show_cursor(self, is_show: impl Into<bool>)

ShowCursor(bool) overload

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fn is_show_cursor(self) -> bool

IsShowCursor() overload

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fn enable_input(self, is_enable: impl Into<bool>)

EnableInput(bool) overload

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fn set_first_selection(self, b_update_info: impl Into<bool>)

SetFirstSelection(bool) overload

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fn hold_selection(self)

HoldSelection() overload

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fn key_right(self, is_trigger: impl Into<bool>)

KeyRight(bool) overload

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fn key_left(self, is_trigger: impl Into<bool>)

KeyLeft(bool) overload

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fn change_menu(self)

ChangeMenu() overload

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fn set_unit_name(self, unit: impl Into<Unit>)

SetUnitName(crate::app::unit::Unit) overload

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fn set_skill_ng_active(self, is_active: impl Into<bool>)

SetSkillNgActive(bool) 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§

Source§

impl<__T: ISkillEditEquipSkillMenu> ISkillEditEquipSkillMenuMethods for __T

Available on crate feature app-skilleditequipskillmenu only.