pub trait IUnitAI: IObject {
Show 46 methods
// Provided methods
fn m_flag(self) -> UnitAI_FlagField { ... }
fn set_m_flag(self, value: UnitAI_FlagField) { ... }
fn m_band(self) -> u8 { ... }
fn set_m_band(self, value: u8) { ... }
fn m_active(self) -> u8 { ... }
fn set_m_active(self, value: u8) { ... }
fn m_priority(self) -> u8 { ... }
fn set_m_priority(self, value: u8) { ... }
fn m_heal_rate_a(self) -> u8 { ... }
fn set_m_heal_rate_a(self, value: u8) { ... }
fn m_heal_rate_b(self) -> u8 { ... }
fn set_m_heal_rate_b(self, value: u8) { ... }
fn m_battle_rate_type(self) -> u8 { ... }
fn set_m_battle_rate_type(self, value: u8) { ... }
fn m_prohibit_engage_attack(self) -> u8 { ... }
fn set_m_prohibit_engage_attack(self, value: u8) { ... }
fn m_prohibit_rod(self) -> u8 { ... }
fn set_m_prohibit_rod(self, value: u8) { ... }
fn m_prohibit_overlap(self) -> u8 { ... }
fn set_m_prohibit_overlap(self, value: u8) { ... }
fn m_rerewarp_count(self) -> u8 { ... }
fn set_m_rerewarp_count(self, value: u8) { ... }
fn m_rerewarp_count_max(self) -> u8 { ... }
fn set_m_rerewarp_count_max(self, value: u8) { ... }
fn m_rerewarp_last_x(self) -> u8 { ... }
fn set_m_rerewarp_last_x(self, value: u8) { ... }
fn m_rerewarp_last_z(self) -> u8 { ... }
fn set_m_rerewarp_last_z(self, value: u8) { ... }
fn m_rerewarp_event_flag(self) -> Il2CppString { ... }
fn set_m_rerewarp_event_flag(self, value: Il2CppString) { ... }
fn m_random_flag(self) -> UnitAI_RandomFlagField { ... }
fn set_m_random_flag(self, value: UnitAI_RandomFlagField) { ... }
fn m_move_limit(self) -> UnitAI_MoveLimitRange { ... }
fn set_m_move_limit(self, value: UnitAI_MoveLimitRange) { ... }
fn m_versus_type(self) -> u8 { ... }
fn set_m_versus_type(self, value: u8) { ... }
fn m_bullet_pattern(self) -> u8 { ... }
fn set_m_bullet_pattern(self, value: u8) { ... }
fn m_a_sequence(self) -> Array<Il2CppString> { ... }
fn set_m_a_sequence(self, value: Array<Il2CppString>) { ... }
fn m_a_value(self) -> Array<AIValue> { ... }
fn set_m_a_value(self, value: Array<AIValue>) { ... }
fn m_unit(self) -> Unit { ... }
fn set_m_unit(self, value: Unit) { ... }
fn m_vs_think(self) -> AIThink_Think { ... }
fn set_m_vs_think(self, value: AIThink_Think) { ... }
}Provided Methods§
fn m_flag(self) -> UnitAI_FlagField
fn set_m_flag(self, value: UnitAI_FlagField)
fn m_band(self) -> u8
fn set_m_band(self, value: u8)
fn m_active(self) -> u8
fn set_m_active(self, value: u8)
fn m_priority(self) -> u8
fn set_m_priority(self, value: u8)
fn m_heal_rate_a(self) -> u8
fn set_m_heal_rate_a(self, value: u8)
fn m_heal_rate_b(self) -> u8
fn set_m_heal_rate_b(self, value: u8)
fn m_battle_rate_type(self) -> u8
fn set_m_battle_rate_type(self, value: u8)
fn m_prohibit_engage_attack(self) -> u8
fn set_m_prohibit_engage_attack(self, value: u8)
fn m_prohibit_rod(self) -> u8
fn set_m_prohibit_rod(self, value: u8)
fn m_prohibit_overlap(self) -> u8
fn set_m_prohibit_overlap(self, value: u8)
fn m_rerewarp_count(self) -> u8
fn set_m_rerewarp_count(self, value: u8)
fn m_rerewarp_count_max(self) -> u8
fn set_m_rerewarp_count_max(self, value: u8)
fn m_rerewarp_last_x(self) -> u8
fn set_m_rerewarp_last_x(self, value: u8)
fn m_rerewarp_last_z(self) -> u8
fn set_m_rerewarp_last_z(self, value: u8)
fn m_rerewarp_event_flag(self) -> Il2CppString
fn set_m_rerewarp_event_flag(self, value: Il2CppString)
fn m_random_flag(self) -> UnitAI_RandomFlagField
fn set_m_random_flag(self, value: UnitAI_RandomFlagField)
fn m_move_limit(self) -> UnitAI_MoveLimitRange
fn set_m_move_limit(self, value: UnitAI_MoveLimitRange)
fn m_versus_type(self) -> u8
fn set_m_versus_type(self, value: u8)
fn m_bullet_pattern(self) -> u8
fn set_m_bullet_pattern(self, value: u8)
fn m_a_sequence(self) -> Array<Il2CppString>
fn set_m_a_sequence(self, value: Array<Il2CppString>)
fn m_a_value(self) -> Array<AIValue>
fn set_m_a_value(self, value: Array<AIValue>)
fn m_unit(self) -> Unit
fn set_m_unit(self, value: Unit)
fn m_vs_think(self) -> AIThink_Think
fn set_m_vs_think(self, value: AIThink_Think)
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.