pub trait IUnitActorMethods: IUnitActor {
Show 102 methods
// Provided methods
fn get_unit(self) -> Unit { ... }
fn set_unit(self, value: impl Into<Unit>) { ... }
fn get_unit_model(self) -> UnitModel { ... }
fn get_god_model(self) -> UnitModel { ... }
fn get_is_visible(self) -> bool { ... }
fn get_sound(self) -> AssetTable_Sound { ... }
fn get_position(self) -> Vector3 { ... }
fn set_position(self, value: impl Into<Vector3>) { ... }
fn get_cell_center_position(self) -> Vector3 { ... }
fn get_target_position(self) -> Vector3 { ... }
fn get_target_x(self) -> i32 { ... }
fn get_target_z(self) -> i32 { ... }
fn get_is_moving(self) -> bool { ... }
fn move(self, pos: impl Into<Vector3>, time: impl Into<f32>) { ... }
fn get_start_pos(self) -> Vector3 { ... }
fn get_goal_pos(self) -> Vector3 { ... }
fn get_rate(self) -> f32 { ... }
fn try_create_unit_model(self) { ... }
fn try_create_god_unit_model(self, reverse: impl Into<bool>) { ... }
fn load_async(self, conditions: impl Into<Array<Il2CppString>>) -> bool { ... }
fn unload(self) { ... }
fn awake(self) { ... }
fn pre_tick(self) { ... }
fn post_tick(self) { ... }
fn update_effect(self) { ... }
fn is_loading(self) -> bool { ... }
fn update_loading(self) { ... }
fn reload(self) { ... }
fn update_status(self) { ... }
fn update_moving(self) { ... }
fn update_rotate(self) { ... }
fn update_shake(self) { ... }
fn get_anim(self) -> UnitAnim_Types { ... }
fn get_idle_anim(self) -> UnitAnim_Types { ... }
fn get_animator(self) -> Animator { ... }
fn set_idle_anim(
self,
type: impl Into<UnitAnim_Types>,
time: impl Into<UnitAnim_Times>,
) { ... }
fn set_idle_anim_2(
self,
action: impl Into<UnitSequence_Action>,
time: impl Into<UnitAnim_Times>,
) { ... }
fn play_action(self, action: impl Into<UnitSequence_Action>) { ... }
fn play_cancel(self, action: impl Into<UnitSequence_Action>) { ... }
fn try_play_action(self, action: impl Into<UnitSequence_Action>) -> bool { ... }
fn reset_idle_anim(self) { ... }
fn play_idle(self, time: impl Into<UnitAnim_Times>) { ... }
fn play_idle_2(
self,
action: impl Into<UnitSequence_Action>,
time: impl Into<UnitAnim_Times>,
) { ... }
fn play_anim(
self,
type: impl Into<UnitAnim_Types>,
time: impl Into<UnitAnim_Times>,
) { ... }
fn play_skill(
self,
skill: impl Into<SkillData>,
kind: impl Into<EffectSequence_Kind>,
) -> bool { ... }
fn play_skill_2(
self,
skill: impl Into<SkillData>,
kind: impl Into<EffectSequence_Kind>,
position: impl Into<Vector3>,
rotation: impl Into<Quaternion>,
is_caption: impl Into<bool>,
) -> bool { ... }
fn play_active_skill(self, skill: impl Into<SkillData>) -> bool { ... }
fn play_shoot_skill(self, skill: impl Into<SkillData>) -> bool { ... }
fn play_shoot_skill_2(
self,
skill: impl Into<SkillData>,
position: impl Into<Vector3>,
rotation: impl Into<Quaternion>,
) -> bool { ... }
fn play_effect(self, eid: impl Into<Il2CppString>) -> bool { ... }
fn play_effect_2(self, data: impl Into<EffectData>) -> bool { ... }
fn play_effect_3(
self,
data: impl Into<EffectData>,
position: impl Into<Vector3>,
rotation: impl Into<Quaternion>,
) -> bool { ... }
fn play_engage_count(
self,
start: impl Into<Vector3>,
goal: impl Into<Vector3>,
count: impl Into<i32>,
delay_time: impl Into<f32>,
) { ... }
fn get_effect_position(self) -> Vector3 { ... }
fn get_effect_rotation(self) -> Quaternion { ... }
fn play_hit_skill(self, skill: impl Into<SkillData>) { ... }
fn set_speed(self, speed: impl Into<f32>) { ... }
fn get_speed(self) -> f32 { ... }
fn action_bind(self) { ... }
fn action_unbind(self) { ... }
fn is_action_bind(self) -> bool { ... }
fn set_status(self, status: impl Into<UnitActor_Status>) { ... }
fn clear_status(self, status: impl Into<UnitActor_Status>) { ... }
fn check_status(self, status: impl Into<UnitActor_Status>) -> bool { ... }
fn commit_position(self) { ... }
fn commit_rotation(self) { ... }
fn update_position(self) { ... }
fn get_cell_x(self) -> i32 { ... }
fn get_cell_z(self) -> i32 { ... }
fn get_size_offset(self) -> Vector3 { ... }
fn get_bmap_size(self) -> i32 { ... }
fn rotation(self, angle: impl Into<f32>) { ... }
fn rotation_2(self, dir: impl Into<Dir_Type>) { ... }
fn rotation_3(self, dir: impl Into<Vector3>) { ... }
fn rotation_4(self, x: impl Into<i32>, z: impl Into<i32>) { ... }
fn rotation_5(self, target: impl Into<Unit>) { ... }
fn set_slope(
self,
rotation: impl Into<Quaternion>,
offset: impl Into<Vector3>,
) { ... }
fn is_rider(self) -> bool { ... }
fn get_front_angle(self) -> f32 { ... }
fn get_front_range(self) -> f32 { ... }
fn get_front_delta(
self,
angle: impl Into<f32>,
range: impl Into<f32>,
) -> f32 { ... }
fn rotation_fixed(self) { ... }
fn get_direction_2(self) -> Vector3 { ... }
fn instant_rotation(self) { ... }
fn shake(self, scale: impl Into<f32>) { ... }
fn get_alpha(self) -> f32 { ... }
fn impact_shine(self) { ... }
fn heal_shine(self) { ... }
fn skill_shine(self) { ... }
fn shine(self, time: impl Into<f32>) { ... }
fn bright_on(self) { ... }
fn bright_off(self) { ... }
fn fade_in(self, time: impl Into<f32>) { ... }
fn fade_out(self, time: impl Into<f32>) { ... }
fn god_in(self) { ... }
fn god_out(self) { ... }
fn move_route(
self,
super_: impl Into<ProcInst>,
routes: impl Into<Array<Dir_Type>>,
flag: impl Into<MapMoveFlag>,
) { ... }
fn move_route_2(
self,
super_: impl Into<ProcInst>,
routes: impl Into<Array<Dir_Type>>,
from_x: impl Into<i32>,
from_z: impl Into<i32>,
flag: impl Into<MapMoveFlag>,
) { ... }
fn move_route_instant(
self,
routes: impl Into<Array<Dir_Type>>,
flag: impl Into<MapMoveFlag>,
) { ... }
fn move_route_instant_2(
self,
routes: impl Into<Array<Dir_Type>>,
from_x: impl Into<i32>,
from_z: impl Into<i32>,
flag: impl Into<MapMoveFlag>,
) { ... }
fn update_moved(self, flag: impl Into<MapMoveFlag>) { ... }
fn ctor(self) { ... }
}Provided Methods§
Sourcefn get_unit_model(self) -> UnitModel
fn get_unit_model(self) -> UnitModel
get_UnitModel() overload
Sourcefn get_god_model(self) -> UnitModel
fn get_god_model(self) -> UnitModel
get_GodModel() overload
Sourcefn get_is_visible(self) -> bool
fn get_is_visible(self) -> bool
get_IsVisible() overload
Sourcefn get_sound(self) -> AssetTable_Sound
fn get_sound(self) -> AssetTable_Sound
get_Sound() overload
Sourcefn get_position(self) -> Vector3
fn get_position(self) -> Vector3
get_Position() overload
Sourcefn set_position(self, value: impl Into<Vector3>)
fn set_position(self, value: impl Into<Vector3>)
set_Position(crate::unity_engine::vector3::Vector3) overload
Sourcefn get_cell_center_position(self) -> Vector3
fn get_cell_center_position(self) -> Vector3
GetCellCenterPosition() overload
Sourcefn get_target_position(self) -> Vector3
fn get_target_position(self) -> Vector3
GetTargetPosition() overload
Sourcefn get_target_x(self) -> i32
fn get_target_x(self) -> i32
GetTargetX() overload
Sourcefn get_target_z(self) -> i32
fn get_target_z(self) -> i32
GetTargetZ() overload
Sourcefn get_is_moving(self) -> bool
fn get_is_moving(self) -> bool
get_IsMoving() overload
Sourcefn move(self, pos: impl Into<Vector3>, time: impl Into<f32>)
fn move(self, pos: impl Into<Vector3>, time: impl Into<f32>)
Move(crate::unity_engine::vector3::Vector3, f32) overload
Sourcefn get_start_pos(self) -> Vector3
fn get_start_pos(self) -> Vector3
GetStartPos() overload
Sourcefn get_goal_pos(self) -> Vector3
fn get_goal_pos(self) -> Vector3
GetGoalPos() overload
Sourcefn try_create_unit_model(self)
fn try_create_unit_model(self)
TryCreateUnitModel() overload
Sourcefn try_create_god_unit_model(self, reverse: impl Into<bool>)
fn try_create_god_unit_model(self, reverse: impl Into<bool>)
TryCreateGodUnitModel(bool) overload
Sourcefn load_async(self, conditions: impl Into<Array<Il2CppString>>) -> bool
fn load_async(self, conditions: impl Into<Array<Il2CppString>>) -> bool
LoadAsync(::unity::Array<::unity::Il2CppString>) overload
Sourcefn update_effect(self)
fn update_effect(self)
UpdateEffect() overload
Sourcefn is_loading(self) -> bool
fn is_loading(self) -> bool
IsLoading() overload
Sourcefn update_loading(self)
fn update_loading(self)
UpdateLoading() overload
Sourcefn update_status(self)
fn update_status(self)
UpdateStatus() overload
Sourcefn update_moving(self)
fn update_moving(self)
UpdateMoving() overload
Sourcefn update_rotate(self)
fn update_rotate(self)
UpdateRotate() overload
Sourcefn update_shake(self)
fn update_shake(self)
UpdateShake() overload
Sourcefn get_anim(self) -> UnitAnim_Types
fn get_anim(self) -> UnitAnim_Types
GetAnim() overload
Sourcefn get_idle_anim(self) -> UnitAnim_Types
fn get_idle_anim(self) -> UnitAnim_Types
GetIdleAnim() overload
Sourcefn get_animator(self) -> Animator
fn get_animator(self) -> Animator
GetAnimator() overload
Sourcefn set_idle_anim(
self,
type: impl Into<UnitAnim_Types>,
time: impl Into<UnitAnim_Times>,
)
fn set_idle_anim( self, type: impl Into<UnitAnim_Types>, time: impl Into<UnitAnim_Times>, )
SetIdleAnim(crate::app::unitanim::UnitAnim_Types, crate::app::unitanim::UnitAnim_Times) overload
Sourcefn set_idle_anim_2(
self,
action: impl Into<UnitSequence_Action>,
time: impl Into<UnitAnim_Times>,
)
fn set_idle_anim_2( self, action: impl Into<UnitSequence_Action>, time: impl Into<UnitAnim_Times>, )
SetIdleAnim(crate::app::unitsequence::UnitSequence_Action, crate::app::unitanim::UnitAnim_Times) overload
Sourcefn play_action(self, action: impl Into<UnitSequence_Action>)
fn play_action(self, action: impl Into<UnitSequence_Action>)
PlayAction(crate::app::unitsequence::UnitSequence_Action) overload
Sourcefn play_cancel(self, action: impl Into<UnitSequence_Action>)
fn play_cancel(self, action: impl Into<UnitSequence_Action>)
PlayCancel(crate::app::unitsequence::UnitSequence_Action) overload
Sourcefn try_play_action(self, action: impl Into<UnitSequence_Action>) -> bool
fn try_play_action(self, action: impl Into<UnitSequence_Action>) -> bool
TryPlayAction(crate::app::unitsequence::UnitSequence_Action) overload
Sourcefn reset_idle_anim(self)
fn reset_idle_anim(self)
ResetIdleAnim() overload
Sourcefn play_idle(self, time: impl Into<UnitAnim_Times>)
fn play_idle(self, time: impl Into<UnitAnim_Times>)
PlayIdle(crate::app::unitanim::UnitAnim_Times) overload
Sourcefn play_idle_2(
self,
action: impl Into<UnitSequence_Action>,
time: impl Into<UnitAnim_Times>,
)
fn play_idle_2( self, action: impl Into<UnitSequence_Action>, time: impl Into<UnitAnim_Times>, )
PlayIdle(crate::app::unitsequence::UnitSequence_Action, crate::app::unitanim::UnitAnim_Times) overload
Sourcefn play_anim(
self,
type: impl Into<UnitAnim_Types>,
time: impl Into<UnitAnim_Times>,
)
fn play_anim( self, type: impl Into<UnitAnim_Types>, time: impl Into<UnitAnim_Times>, )
PlayAnim(crate::app::unitanim::UnitAnim_Types, crate::app::unitanim::UnitAnim_Times) overload
Sourcefn play_skill(
self,
skill: impl Into<SkillData>,
kind: impl Into<EffectSequence_Kind>,
) -> bool
fn play_skill( self, skill: impl Into<SkillData>, kind: impl Into<EffectSequence_Kind>, ) -> bool
PlaySkill(crate::app::skilldata::SkillData, crate::app::effectsequence::EffectSequence_Kind) overload
Sourcefn play_skill_2(
self,
skill: impl Into<SkillData>,
kind: impl Into<EffectSequence_Kind>,
position: impl Into<Vector3>,
rotation: impl Into<Quaternion>,
is_caption: impl Into<bool>,
) -> bool
fn play_skill_2( self, skill: impl Into<SkillData>, kind: impl Into<EffectSequence_Kind>, position: impl Into<Vector3>, rotation: impl Into<Quaternion>, is_caption: impl Into<bool>, ) -> bool
PlaySkill(crate::app::skilldata::SkillData, crate::app::effectsequence::EffectSequence_Kind, crate::unity_engine::vector3::Vector3, crate::unity_engine::quaternion::Quaternion, bool) overload
Sourcefn play_active_skill(self, skill: impl Into<SkillData>) -> bool
fn play_active_skill(self, skill: impl Into<SkillData>) -> bool
PlayActiveSkill(crate::app::skilldata::SkillData) overload
Sourcefn play_shoot_skill(self, skill: impl Into<SkillData>) -> bool
fn play_shoot_skill(self, skill: impl Into<SkillData>) -> bool
PlayShootSkill(crate::app::skilldata::SkillData) overload
Sourcefn play_shoot_skill_2(
self,
skill: impl Into<SkillData>,
position: impl Into<Vector3>,
rotation: impl Into<Quaternion>,
) -> bool
fn play_shoot_skill_2( self, skill: impl Into<SkillData>, position: impl Into<Vector3>, rotation: impl Into<Quaternion>, ) -> bool
PlayShootSkill(crate::app::skilldata::SkillData, crate::unity_engine::vector3::Vector3, crate::unity_engine::quaternion::Quaternion) overload
Sourcefn play_effect(self, eid: impl Into<Il2CppString>) -> bool
fn play_effect(self, eid: impl Into<Il2CppString>) -> bool
PlayEffect(::unity::Il2CppString) overload
Sourcefn play_effect_2(self, data: impl Into<EffectData>) -> bool
fn play_effect_2(self, data: impl Into<EffectData>) -> bool
PlayEffect(crate::app::effectdata::EffectData) overload
Sourcefn play_effect_3(
self,
data: impl Into<EffectData>,
position: impl Into<Vector3>,
rotation: impl Into<Quaternion>,
) -> bool
fn play_effect_3( self, data: impl Into<EffectData>, position: impl Into<Vector3>, rotation: impl Into<Quaternion>, ) -> bool
PlayEffect(crate::app::effectdata::EffectData, crate::unity_engine::vector3::Vector3, crate::unity_engine::quaternion::Quaternion) overload
Sourcefn play_engage_count(
self,
start: impl Into<Vector3>,
goal: impl Into<Vector3>,
count: impl Into<i32>,
delay_time: impl Into<f32>,
)
fn play_engage_count( self, start: impl Into<Vector3>, goal: impl Into<Vector3>, count: impl Into<i32>, delay_time: impl Into<f32>, )
PlayEngageCount(crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3, i32, f32) overload
Sourcefn get_effect_position(self) -> Vector3
fn get_effect_position(self) -> Vector3
GetEffectPosition() overload
Sourcefn get_effect_rotation(self) -> Quaternion
fn get_effect_rotation(self) -> Quaternion
GetEffectRotation() overload
Sourcefn play_hit_skill(self, skill: impl Into<SkillData>)
fn play_hit_skill(self, skill: impl Into<SkillData>)
PlayHitSkill(crate::app::skilldata::SkillData) overload
Sourcefn action_bind(self)
fn action_bind(self)
ActionBind() overload
Sourcefn action_unbind(self)
fn action_unbind(self)
ActionUnbind() overload
Sourcefn is_action_bind(self) -> bool
fn is_action_bind(self) -> bool
IsActionBind() overload
Sourcefn set_status(self, status: impl Into<UnitActor_Status>)
fn set_status(self, status: impl Into<UnitActor_Status>)
SetStatus(crate::app::unitactor::UnitActor_Status) overload
Sourcefn clear_status(self, status: impl Into<UnitActor_Status>)
fn clear_status(self, status: impl Into<UnitActor_Status>)
ClearStatus(crate::app::unitactor::UnitActor_Status) overload
Sourcefn check_status(self, status: impl Into<UnitActor_Status>) -> bool
fn check_status(self, status: impl Into<UnitActor_Status>) -> bool
CheckStatus(crate::app::unitactor::UnitActor_Status) overload
Sourcefn commit_position(self)
fn commit_position(self)
CommitPosition() overload
Sourcefn commit_rotation(self)
fn commit_rotation(self)
CommitRotation() overload
Sourcefn update_position(self)
fn update_position(self)
UpdatePosition() overload
Sourcefn get_cell_x(self) -> i32
fn get_cell_x(self) -> i32
get_CellX() overload
Sourcefn get_cell_z(self) -> i32
fn get_cell_z(self) -> i32
get_CellZ() overload
Sourcefn get_size_offset(self) -> Vector3
fn get_size_offset(self) -> Vector3
get_SizeOffset() overload
Sourcefn get_bmap_size(self) -> i32
fn get_bmap_size(self) -> i32
get_BmapSize() overload
Sourcefn rotation_2(self, dir: impl Into<Dir_Type>)
fn rotation_2(self, dir: impl Into<Dir_Type>)
Rotation(crate::app::dir_2::Dir_Type) overload
Sourcefn rotation_3(self, dir: impl Into<Vector3>)
fn rotation_3(self, dir: impl Into<Vector3>)
Rotation(crate::unity_engine::vector3::Vector3) overload
Sourcefn rotation_4(self, x: impl Into<i32>, z: impl Into<i32>)
fn rotation_4(self, x: impl Into<i32>, z: impl Into<i32>)
Rotation(i32, i32) overload
Sourcefn rotation_5(self, target: impl Into<Unit>)
fn rotation_5(self, target: impl Into<Unit>)
Rotation(crate::app::unit::Unit) overload
Sourcefn set_slope(self, rotation: impl Into<Quaternion>, offset: impl Into<Vector3>)
fn set_slope(self, rotation: impl Into<Quaternion>, offset: impl Into<Vector3>)
SetSlope(crate::unity_engine::quaternion::Quaternion, crate::unity_engine::vector3::Vector3) overload
Sourcefn get_front_angle(self) -> f32
fn get_front_angle(self) -> f32
GetFrontAngle() overload
Sourcefn get_front_range(self) -> f32
fn get_front_range(self) -> f32
GetFrontRange() overload
Sourcefn get_front_delta(self, angle: impl Into<f32>, range: impl Into<f32>) -> f32
fn get_front_delta(self, angle: impl Into<f32>, range: impl Into<f32>) -> f32
GetFrontDelta(f32, f32) overload
Sourcefn rotation_fixed(self)
fn rotation_fixed(self)
RotationFixed() overload
Sourcefn get_direction_2(self) -> Vector3
fn get_direction_2(self) -> Vector3
get_Direction() overload
Sourcefn instant_rotation(self)
fn instant_rotation(self)
InstantRotation() overload
Sourcefn impact_shine(self)
fn impact_shine(self)
ImpactShine() overload
Sourcefn heal_shine(self)
fn heal_shine(self)
HealShine() overload
Sourcefn skill_shine(self)
fn skill_shine(self)
SkillShine() overload
Sourcefn bright_off(self)
fn bright_off(self)
BrightOff() overload
Sourcefn move_route(
self,
super_: impl Into<ProcInst>,
routes: impl Into<Array<Dir_Type>>,
flag: impl Into<MapMoveFlag>,
)
fn move_route( self, super_: impl Into<ProcInst>, routes: impl Into<Array<Dir_Type>>, flag: impl Into<MapMoveFlag>, )
MoveRoute(crate::app::procinst::ProcInst, ::unity::Array<crate::app::dir_2::Dir_Type>, crate::app::mapmoveflag::MapMoveFlag) overload
Sourcefn move_route_2(
self,
super_: impl Into<ProcInst>,
routes: impl Into<Array<Dir_Type>>,
from_x: impl Into<i32>,
from_z: impl Into<i32>,
flag: impl Into<MapMoveFlag>,
)
fn move_route_2( self, super_: impl Into<ProcInst>, routes: impl Into<Array<Dir_Type>>, from_x: impl Into<i32>, from_z: impl Into<i32>, flag: impl Into<MapMoveFlag>, )
MoveRoute(crate::app::procinst::ProcInst, ::unity::Array<crate::app::dir_2::Dir_Type>, i32, i32, crate::app::mapmoveflag::MapMoveFlag) overload
Sourcefn move_route_instant(
self,
routes: impl Into<Array<Dir_Type>>,
flag: impl Into<MapMoveFlag>,
)
fn move_route_instant( self, routes: impl Into<Array<Dir_Type>>, flag: impl Into<MapMoveFlag>, )
MoveRouteInstant(::unity::Array<crate::app::dir_2::Dir_Type>, crate::app::mapmoveflag::MapMoveFlag) overload
Sourcefn move_route_instant_2(
self,
routes: impl Into<Array<Dir_Type>>,
from_x: impl Into<i32>,
from_z: impl Into<i32>,
flag: impl Into<MapMoveFlag>,
)
fn move_route_instant_2( self, routes: impl Into<Array<Dir_Type>>, from_x: impl Into<i32>, from_z: impl Into<i32>, flag: impl Into<MapMoveFlag>, )
MoveRouteInstant(::unity::Array<crate::app::dir_2::Dir_Type>, i32, i32, crate::app::mapmoveflag::MapMoveFlag) overload
Sourcefn update_moved(self, flag: impl Into<MapMoveFlag>)
fn update_moved(self, flag: impl Into<MapMoveFlag>)
UpdateMoved(crate::app::mapmoveflag::MapMoveFlag) 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§
impl<__T: IUnitActor> IUnitActorMethods for __T
app-unitactor only.