pub trait IUnit: IObject {
Show 152 methods
// Provided methods
fn m_status(self) -> Unit_StatusField { ... }
fn set_m_status(self, value: Unit_StatusField) { ... }
fn m_prev(self) -> Unit { ... }
fn set_m_prev(self, value: Unit) { ... }
fn m_next(self) -> Unit { ... }
fn set_m_next(self, value: Unit) { ... }
fn m_ai(self) -> UnitAI { ... }
fn set_m_ai(self, value: UnitAI) { ... }
fn m_edit(self) -> UnitEdit { ... }
fn set_m_edit(self, value: UnitEdit) { ... }
fn m_ident(self) -> i32 { ... }
fn set_m_ident(self, value: i32) { ... }
fn m_person(self) -> PersonData { ... }
fn set_m_person(self, value: PersonData) { ... }
fn m_job(self) -> JobData { ... }
fn set_m_job(self, value: JobData) { ... }
fn m_force(self) -> Force { ... }
fn set_m_force(self, value: Force) { ... }
fn m_base_capability(self) -> UnitBaseCapability { ... }
fn set_m_base_capability(self, value: UnitBaseCapability) { ... }
fn m_grow_capability(self) -> Capability { ... }
fn set_m_grow_capability(self, value: Capability) { ... }
fn m_level_capability(self) -> UnitBaseCapability { ... }
fn set_m_level_capability(self, value: UnitBaseCapability) { ... }
fn m_grow_seed(self) -> u32 { ... }
fn set_m_grow_seed(self, value: u32) { ... }
fn m_drop_seed(self) -> u32 { ... }
fn set_m_drop_seed(self, value: u32) { ... }
fn m_actor(self) -> UnitActor { ... }
fn set_m_actor(self, value: UnitActor) { ... }
fn m_info(self) -> MapInfoRoot { ... }
fn set_m_info(self, value: MapInfoRoot) { ... }
fn m_index(self) -> u8 { ... }
fn set_m_index(self, value: u8) { ... }
fn m_level(self) -> u8 { ... }
fn set_m_level(self, value: u8) { ... }
fn m_exp(self) -> u8 { ... }
fn set_m_exp(self, value: u8) { ... }
fn m_hp(self) -> Unit_ChangeValue { ... }
fn set_m_hp(self, value: Unit_ChangeValue) { ... }
fn m_hp_stock_count(self) -> u8 { ... }
fn set_m_hp_stock_count(self, value: u8) { ... }
fn m_hp_stock_count_max(self) -> u8 { ... }
fn set_m_hp_stock_count_max(self, value: u8) { ... }
fn m_extra_hp_stock_count(self) -> u8 { ... }
fn set_m_extra_hp_stock_count(self, value: u8) { ... }
fn m_extra_hp_stock_count_max(self) -> u8 { ... }
fn set_m_extra_hp_stock_count_max(self, value: u8) { ... }
fn m_engage_count(self) -> u8 { ... }
fn set_m_engage_count(self, value: u8) { ... }
fn m_engage_turn(self) -> u8 { ... }
fn set_m_engage_turn(self, value: u8) { ... }
fn m_engage_count_view(self) -> u8 { ... }
fn set_m_engage_count_view(self, value: u8) { ... }
fn m_god_states(self) -> Array<GodState> { ... }
fn set_m_god_states(self, value: Array<GodState>) { ... }
fn m_x(self) -> i8 { ... }
fn set_m_x(self, value: i8) { ... }
fn m_z(self) -> i8 { ... }
fn set_m_z(self, value: i8) { ... }
fn m_dispos_x(self) -> i8 { ... }
fn set_m_dispos_x(self, value: i8) { ... }
fn m_dispos_z(self) -> i8 { ... }
fn set_m_dispos_z(self, value: i8) { ... }
fn m_angle(self) -> f32 { ... }
fn set_m_angle(self, value: f32) { ... }
fn m_dont_attack_person(self) -> PersonData { ... }
fn set_m_dont_attack_person(self, value: PersonData) { ... }
fn m_dont_attack_force_mask(self) -> u32 { ... }
fn set_m_dont_attack_force_mask(self, value: u32) { ... }
fn m_item_list(self) -> UnitItemList { ... }
fn set_m_item_list(self, value: UnitItemList) { ... }
fn m_item_selected(self) -> UnitItem { ... }
fn set_m_item_selected(self, value: UnitItem) { ... }
fn m_accessory_list(self) -> UnitAccessoryList { ... }
fn set_m_accessory_list(self, value: UnitAccessoryList) { ... }
fn m_god_unit(self) -> GodUnit { ... }
fn set_m_god_unit(self, value: GodUnit) { ... }
fn m_god_link(self) -> GodUnit { ... }
fn set_m_god_link(self, value: GodUnit) { ... }
fn m_ring(self) -> UnitRing { ... }
fn set_m_ring(self, value: UnitRing) { ... }
fn m_extra_sight(self) -> i32 { ... }
fn set_m_extra_sight(self, value: i32) { ... }
fn m_move_distance(self) -> i32 { ... }
fn set_m_move_distance(self, value: i32) { ... }
fn m_mask_skill(self) -> SkillArray { ... }
fn set_m_mask_skill(self, value: SkillArray) { ... }
fn m_equip_skill(self) -> SkillArray { ... }
fn set_m_equip_skill(self, value: SkillArray) { ... }
fn m_private_skill(self) -> SkillArray { ... }
fn set_m_private_skill(self, value: SkillArray) { ... }
fn m_receive_skill(self) -> SkillArray { ... }
fn set_m_receive_skill(self, value: SkillArray) { ... }
fn m_supported_skill(self) -> SkillArray { ... }
fn set_m_supported_skill(self, value: SkillArray) { ... }
fn m_equip_skill_pool(self) -> SkillArray { ... }
fn set_m_equip_skill_pool(self, value: SkillArray) { ... }
fn m_learned_job_skill(self) -> SkillData { ... }
fn set_m_learned_job_skill(self, value: SkillData) { ... }
fn m_original_aptitude(self) -> WeaponMask { ... }
fn set_m_original_aptitude(self, value: WeaponMask) { ... }
fn m_aptitude(self) -> WeaponMask { ... }
fn set_m_aptitude(self, value: WeaponMask) { ... }
fn m_weapon_mask(self) -> WeaponMask { ... }
fn set_m_weapon_mask(self, value: WeaponMask) { ... }
fn m_selected_weapon_mask(self) -> WeaponMask { ... }
fn set_m_selected_weapon_mask(self, value: WeaponMask) { ... }
fn m_enhance_factors(self) -> UnitEnhanceFactors { ... }
fn set_m_enhance_factors(self, value: UnitEnhanceFactors) { ... }
fn m_enhance_calculator(self) -> UnitEnhanceCalculator { ... }
fn set_m_enhance_calculator(self, value: UnitEnhanceCalculator) { ... }
fn m_internal_level(self) -> i8 { ... }
fn set_m_internal_level(self, value: i8) { ... }
fn m_last_pick_voice(self) -> i8 { ... }
fn set_m_last_pick_voice(self, value: i8) { ... }
fn m_attack_image(self) -> MapDeployAttackImage { ... }
fn set_m_attack_image(self, value: MapDeployAttackImage) { ... }
fn m_rod_image(self) -> MapDeployRodImage { ... }
fn set_m_rod_image(self, value: MapDeployRodImage) { ... }
fn m_heal_image(self) -> MapDeployHealImage { ... }
fn set_m_heal_image(self, value: MapDeployHealImage) { ... }
fn m_support_image(self) -> MapDeploySupportImage { ... }
fn set_m_support_image(self, value: MapDeploySupportImage) { ... }
fn m_interference_image(self) -> MapDeployInterferenceImage { ... }
fn set_m_interference_image(self, value: MapDeployInterferenceImage) { ... }
fn m_engage_image(self) -> MapDeployEngageImage { ... }
fn set_m_engage_image(self, value: MapDeployEngageImage) { ... }
fn m_move_image(self) -> MapDeployMoveImage { ... }
fn set_m_move_image(self, value: MapDeployMoveImage) { ... }
fn m_record(self) -> UnitRecord { ... }
fn set_m_record(self, value: UnitRecord) { ... }
fn m_map_history_index(self) -> u8 { ... }
fn set_m_map_history_index(self, value: u8) { ... }
fn m_mask_skill_lock(self) -> IlInstance { ... }
fn set_m_mask_skill_lock(self, value: IlInstance) { ... }
fn m_fortune_target(self) -> PersonData { ... }
fn set_m_fortune_target(self, value: PersonData) { ... }
fn m_fortune_seed(self) -> u32 { ... }
fn set_m_fortune_seed(self, value: u32) { ... }
fn m_relay_player_index(self) -> u8 { ... }
fn set_m_relay_player_index(self, value: u8) { ... }
fn m_skill_point(self) -> i16 { ... }
fn set_m_skill_point(self, value: i16) { ... }
fn m_owner_unit(self) -> i32 { ... }
fn set_m_owner_unit(self, value: i32) { ... }
fn m_lock_target_x(self) -> i8 { ... }
fn set_m_lock_target_x(self, value: i8) { ... }
fn m_lock_target_z(self) -> i8 { ... }
fn set_m_lock_target_z(self, value: i8) { ... }
fn m_calc_info(self) -> Unit_CalcInfo { ... }
fn set_m_calc_info(self, value: Unit_CalcInfo) { ... }
}Provided Methods§
fn m_status(self) -> Unit_StatusField
fn set_m_status(self, value: Unit_StatusField)
fn m_prev(self) -> Unit
fn set_m_prev(self, value: Unit)
fn m_next(self) -> Unit
fn set_m_next(self, value: Unit)
fn m_ai(self) -> UnitAI
fn set_m_ai(self, value: UnitAI)
fn m_edit(self) -> UnitEdit
fn set_m_edit(self, value: UnitEdit)
fn m_ident(self) -> i32
fn set_m_ident(self, value: i32)
fn m_person(self) -> PersonData
fn set_m_person(self, value: PersonData)
fn m_job(self) -> JobData
fn set_m_job(self, value: JobData)
fn m_force(self) -> Force
fn set_m_force(self, value: Force)
fn m_base_capability(self) -> UnitBaseCapability
fn set_m_base_capability(self, value: UnitBaseCapability)
fn m_grow_capability(self) -> Capability
fn set_m_grow_capability(self, value: Capability)
fn m_level_capability(self) -> UnitBaseCapability
fn set_m_level_capability(self, value: UnitBaseCapability)
fn m_grow_seed(self) -> u32
fn set_m_grow_seed(self, value: u32)
fn m_drop_seed(self) -> u32
fn set_m_drop_seed(self, value: u32)
fn m_actor(self) -> UnitActor
fn set_m_actor(self, value: UnitActor)
fn m_info(self) -> MapInfoRoot
fn set_m_info(self, value: MapInfoRoot)
fn m_index(self) -> u8
fn set_m_index(self, value: u8)
fn m_level(self) -> u8
fn set_m_level(self, value: u8)
fn m_exp(self) -> u8
fn set_m_exp(self, value: u8)
fn m_hp(self) -> Unit_ChangeValue
fn set_m_hp(self, value: Unit_ChangeValue)
fn m_hp_stock_count(self) -> u8
fn set_m_hp_stock_count(self, value: u8)
fn m_hp_stock_count_max(self) -> u8
fn set_m_hp_stock_count_max(self, value: u8)
fn m_extra_hp_stock_count(self) -> u8
fn set_m_extra_hp_stock_count(self, value: u8)
fn m_extra_hp_stock_count_max(self) -> u8
fn set_m_extra_hp_stock_count_max(self, value: u8)
fn m_engage_count(self) -> u8
fn set_m_engage_count(self, value: u8)
fn m_engage_turn(self) -> u8
fn set_m_engage_turn(self, value: u8)
fn m_engage_count_view(self) -> u8
fn set_m_engage_count_view(self, value: u8)
fn m_god_states(self) -> Array<GodState>
fn set_m_god_states(self, value: Array<GodState>)
fn m_x(self) -> i8
fn set_m_x(self, value: i8)
fn m_z(self) -> i8
fn set_m_z(self, value: i8)
fn m_dispos_x(self) -> i8
fn set_m_dispos_x(self, value: i8)
fn m_dispos_z(self) -> i8
fn set_m_dispos_z(self, value: i8)
fn m_angle(self) -> f32
fn set_m_angle(self, value: f32)
fn m_dont_attack_person(self) -> PersonData
fn set_m_dont_attack_person(self, value: PersonData)
fn m_dont_attack_force_mask(self) -> u32
fn set_m_dont_attack_force_mask(self, value: u32)
fn m_item_list(self) -> UnitItemList
fn set_m_item_list(self, value: UnitItemList)
fn m_item_selected(self) -> UnitItem
fn set_m_item_selected(self, value: UnitItem)
fn m_accessory_list(self) -> UnitAccessoryList
fn set_m_accessory_list(self, value: UnitAccessoryList)
fn m_god_unit(self) -> GodUnit
fn set_m_god_unit(self, value: GodUnit)
fn m_god_link(self) -> GodUnit
fn set_m_god_link(self, value: GodUnit)
fn m_ring(self) -> UnitRing
fn set_m_ring(self, value: UnitRing)
fn m_extra_sight(self) -> i32
fn set_m_extra_sight(self, value: i32)
fn m_move_distance(self) -> i32
fn set_m_move_distance(self, value: i32)
fn m_mask_skill(self) -> SkillArray
fn set_m_mask_skill(self, value: SkillArray)
fn m_equip_skill(self) -> SkillArray
fn set_m_equip_skill(self, value: SkillArray)
fn m_private_skill(self) -> SkillArray
fn set_m_private_skill(self, value: SkillArray)
fn m_receive_skill(self) -> SkillArray
fn set_m_receive_skill(self, value: SkillArray)
fn m_supported_skill(self) -> SkillArray
fn set_m_supported_skill(self, value: SkillArray)
fn m_equip_skill_pool(self) -> SkillArray
fn set_m_equip_skill_pool(self, value: SkillArray)
fn m_learned_job_skill(self) -> SkillData
fn set_m_learned_job_skill(self, value: SkillData)
fn m_original_aptitude(self) -> WeaponMask
fn set_m_original_aptitude(self, value: WeaponMask)
fn m_aptitude(self) -> WeaponMask
fn set_m_aptitude(self, value: WeaponMask)
fn m_weapon_mask(self) -> WeaponMask
fn set_m_weapon_mask(self, value: WeaponMask)
fn m_selected_weapon_mask(self) -> WeaponMask
fn set_m_selected_weapon_mask(self, value: WeaponMask)
fn m_enhance_factors(self) -> UnitEnhanceFactors
fn set_m_enhance_factors(self, value: UnitEnhanceFactors)
fn m_enhance_calculator(self) -> UnitEnhanceCalculator
fn set_m_enhance_calculator(self, value: UnitEnhanceCalculator)
fn m_internal_level(self) -> i8
fn set_m_internal_level(self, value: i8)
fn m_last_pick_voice(self) -> i8
fn set_m_last_pick_voice(self, value: i8)
fn m_attack_image(self) -> MapDeployAttackImage
fn set_m_attack_image(self, value: MapDeployAttackImage)
fn m_rod_image(self) -> MapDeployRodImage
fn set_m_rod_image(self, value: MapDeployRodImage)
fn m_heal_image(self) -> MapDeployHealImage
fn set_m_heal_image(self, value: MapDeployHealImage)
fn m_support_image(self) -> MapDeploySupportImage
fn set_m_support_image(self, value: MapDeploySupportImage)
fn m_interference_image(self) -> MapDeployInterferenceImage
fn set_m_interference_image(self, value: MapDeployInterferenceImage)
fn m_engage_image(self) -> MapDeployEngageImage
fn set_m_engage_image(self, value: MapDeployEngageImage)
fn m_move_image(self) -> MapDeployMoveImage
fn set_m_move_image(self, value: MapDeployMoveImage)
fn m_record(self) -> UnitRecord
fn set_m_record(self, value: UnitRecord)
fn m_map_history_index(self) -> u8
fn set_m_map_history_index(self, value: u8)
fn m_mask_skill_lock(self) -> IlInstance
fn set_m_mask_skill_lock(self, value: IlInstance)
fn m_fortune_target(self) -> PersonData
fn set_m_fortune_target(self, value: PersonData)
fn m_fortune_seed(self) -> u32
fn set_m_fortune_seed(self, value: u32)
fn m_relay_player_index(self) -> u8
fn set_m_relay_player_index(self, value: u8)
fn m_skill_point(self) -> i16
fn set_m_skill_point(self, value: i16)
fn m_owner_unit(self) -> i32
fn set_m_owner_unit(self, value: i32)
fn m_lock_target_x(self) -> i8
fn set_m_lock_target_x(self, value: i8)
fn m_lock_target_z(self) -> i8
fn set_m_lock_target_z(self, value: i8)
fn m_calc_info(self) -> Unit_CalcInfo
fn set_m_calc_info(self, value: Unit_CalcInfo)
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.