pub trait IUnitInfoParamSetter: IMonoBehaviour {
Show 98 methods
// Provided methods
fn m_sub_info(self) -> GameObject { ... }
fn set_m_sub_info(self, value: GameObject) { ... }
fn m_is_simple_ui(self) -> bool { ... }
fn set_m_is_simple_ui(self, value: bool) { ... }
fn m_frame_image(self) -> Image { ... }
fn set_m_frame_image(self, value: Image) { ... }
fn m_wdw_image(self) -> Image { ... }
fn set_m_wdw_image(self, value: Image) { ... }
fn m_force_sprites(self) -> Array<Sprite> { ... }
fn set_m_force_sprites(self, value: Array<Sprite>) { ... }
fn m_wdw_sprites(self) -> Array<Sprite> { ... }
fn set_m_wdw_sprites(self, value: Array<Sprite>) { ... }
fn m_god_buff_sprites(self) -> Array<Sprite> { ... }
fn set_m_god_buff_sprites(self, value: Array<Sprite>) { ... }
fn m_hp_stock_sprites(self) -> Array<Sprite> { ... }
fn set_m_hp_stock_sprites(self, value: Array<Sprite>) { ... }
fn m_unit_icon(self) -> GameObject { ... }
fn set_m_unit_icon(self, value: GameObject) { ... }
fn m_god_icon(self) -> GameObject { ... }
fn set_m_god_icon(self, value: GameObject) { ... }
fn m_chara_name(self) -> TextMeshProUGUI { ... }
fn set_m_chara_name(self, value: TextMeshProUGUI) { ... }
fn m_job_name(self) -> TextMeshProUGUI { ... }
fn set_m_job_name(self, value: TextMeshProUGUI) { ... }
fn m_battle_style_name(self) -> TextMeshProUGUI { ... }
fn set_m_battle_style_name(self, value: TextMeshProUGUI) { ... }
fn m_god_name_root(self) -> GameObject { ... }
fn set_m_god_name_root(self, value: GameObject) { ... }
fn m_god_name(self) -> TextMeshProUGUI { ... }
fn set_m_god_name(self, value: TextMeshProUGUI) { ... }
fn m_bond_info_root(self) -> GameObject { ... }
fn set_m_bond_info_root(self, value: GameObject) { ... }
fn m_bond_level_value(self) -> TextMeshProUGUI { ... }
fn set_m_bond_level_value(self, value: TextMeshProUGUI) { ... }
fn m_bond_level_gauge(self) -> GameObject { ... }
fn set_m_bond_level_gauge(self, value: GameObject) { ... }
fn m_enchant(self) -> GameObject { ... }
fn set_m_enchant(self, value: GameObject) { ... }
fn m_level(self) -> TextMeshProUGUI { ... }
fn set_m_level(self, value: TextMeshProUGUI) { ... }
fn m_god_buff_level(self) -> Image { ... }
fn set_m_god_buff_level(self, value: Image) { ... }
fn m_gauge_exp(self) -> GameObject { ... }
fn set_m_gauge_exp(self, value: GameObject) { ... }
fn m_max_hp(self) -> TextMeshProUGUI { ... }
fn set_m_max_hp(self, value: TextMeshProUGUI) { ... }
fn m_hp(self) -> TextMeshProUGUI { ... }
fn set_m_hp(self, value: TextMeshProUGUI) { ... }
fn m_god_buff_hp(self) -> Image { ... }
fn set_m_god_buff_hp(self, value: Image) { ... }
fn m_hp_stock_root(self) -> GameObject { ... }
fn set_m_hp_stock_root(self, value: GameObject) { ... }
fn m_hp_stock(self) -> Array<Image> { ... }
fn set_m_hp_stock(self, value: Array<Image>) { ... }
fn m_move(self) -> TextMeshProUGUI { ... }
fn set_m_move(self, value: TextMeshProUGUI) { ... }
fn m_god_buff_move(self) -> Image { ... }
fn set_m_god_buff_move(self, value: Image) { ... }
fn m_title_btl_atk(self) -> TextMeshProUGUI { ... }
fn set_m_title_btl_atk(self, value: TextMeshProUGUI) { ... }
fn m_btl_atk(self) -> TextMeshProUGUI { ... }
fn set_m_btl_atk(self, value: TextMeshProUGUI) { ... }
fn m_god_buff_atk(self) -> Image { ... }
fn set_m_god_buff_atk(self, value: Image) { ... }
fn m_btl_hit(self) -> TextMeshProUGUI { ... }
fn set_m_btl_hit(self, value: TextMeshProUGUI) { ... }
fn m_god_buff_hit(self) -> Image { ... }
fn set_m_god_buff_hit(self, value: Image) { ... }
fn m_btl_spd(self) -> TextMeshProUGUI { ... }
fn set_m_btl_spd(self, value: TextMeshProUGUI) { ... }
fn m_god_buff_spd(self) -> Image { ... }
fn set_m_god_buff_spd(self, value: Image) { ... }
fn m_btl_avo(self) -> TextMeshProUGUI { ... }
fn set_m_btl_avo(self, value: TextMeshProUGUI) { ... }
fn m_god_buff_avo(self) -> Image { ... }
fn set_m_god_buff_avo(self, value: Image) { ... }
fn m_btl_def(self) -> TextMeshProUGUI { ... }
fn set_m_btl_def(self, value: TextMeshProUGUI) { ... }
fn m_god_buff_def(self) -> Image { ... }
fn set_m_god_buff_def(self, value: Image) { ... }
fn m_btl_res(self) -> TextMeshProUGUI { ... }
fn set_m_btl_res(self, value: TextMeshProUGUI) { ... }
fn m_god_buff_res(self) -> Image { ... }
fn set_m_god_buff_res(self, value: Image) { ... }
fn m_item_name(self) -> TextMeshProUGUI { ... }
fn set_m_item_name(self, value: TextMeshProUGUI) { ... }
fn m_items(self) -> Array<GameObject> { ... }
fn set_m_items(self, value: Array<GameObject>) { ... }
fn m_frames(self) -> Array<GameObject> { ... }
fn set_m_frames(self, value: Array<GameObject>) { ... }
fn m_efficacy_icons(self) -> Array<Image> { ... }
fn set_m_efficacy_icons(self, value: Array<Image>) { ... }
fn m_skill_icons(self) -> Array<Image> { ... }
fn set_m_skill_icons(self, value: Array<Image>) { ... }
fn m_relay_name_root(self) -> GameObject { ... }
fn set_m_relay_name_root(self, value: GameObject) { ... }
fn m_relay_name(self) -> TextMeshProUGUI { ... }
fn set_m_relay_name(self, value: TextMeshProUGUI) { ... }
}Provided Methods§
fn m_sub_info(self) -> GameObject
fn set_m_sub_info(self, value: GameObject)
fn m_is_simple_ui(self) -> bool
fn set_m_is_simple_ui(self, value: bool)
fn m_frame_image(self) -> Image
fn set_m_frame_image(self, value: Image)
fn m_wdw_image(self) -> Image
fn set_m_wdw_image(self, value: Image)
fn m_force_sprites(self) -> Array<Sprite>
fn set_m_force_sprites(self, value: Array<Sprite>)
fn m_wdw_sprites(self) -> Array<Sprite>
fn set_m_wdw_sprites(self, value: Array<Sprite>)
fn m_god_buff_sprites(self) -> Array<Sprite>
fn set_m_god_buff_sprites(self, value: Array<Sprite>)
fn m_hp_stock_sprites(self) -> Array<Sprite>
fn set_m_hp_stock_sprites(self, value: Array<Sprite>)
fn m_unit_icon(self) -> GameObject
fn set_m_unit_icon(self, value: GameObject)
fn m_god_icon(self) -> GameObject
fn set_m_god_icon(self, value: GameObject)
fn m_chara_name(self) -> TextMeshProUGUI
fn set_m_chara_name(self, value: TextMeshProUGUI)
fn m_job_name(self) -> TextMeshProUGUI
fn set_m_job_name(self, value: TextMeshProUGUI)
fn m_battle_style_name(self) -> TextMeshProUGUI
fn set_m_battle_style_name(self, value: TextMeshProUGUI)
fn m_god_name_root(self) -> GameObject
fn set_m_god_name_root(self, value: GameObject)
fn m_god_name(self) -> TextMeshProUGUI
fn set_m_god_name(self, value: TextMeshProUGUI)
fn m_bond_info_root(self) -> GameObject
fn set_m_bond_info_root(self, value: GameObject)
fn m_bond_level_value(self) -> TextMeshProUGUI
fn set_m_bond_level_value(self, value: TextMeshProUGUI)
fn m_bond_level_gauge(self) -> GameObject
fn set_m_bond_level_gauge(self, value: GameObject)
fn m_enchant(self) -> GameObject
fn set_m_enchant(self, value: GameObject)
fn m_level(self) -> TextMeshProUGUI
fn set_m_level(self, value: TextMeshProUGUI)
fn m_god_buff_level(self) -> Image
fn set_m_god_buff_level(self, value: Image)
fn m_gauge_exp(self) -> GameObject
fn set_m_gauge_exp(self, value: GameObject)
fn m_max_hp(self) -> TextMeshProUGUI
fn set_m_max_hp(self, value: TextMeshProUGUI)
fn m_hp(self) -> TextMeshProUGUI
fn set_m_hp(self, value: TextMeshProUGUI)
fn m_god_buff_hp(self) -> Image
fn set_m_god_buff_hp(self, value: Image)
fn m_hp_stock_root(self) -> GameObject
fn set_m_hp_stock_root(self, value: GameObject)
fn m_hp_stock(self) -> Array<Image>
fn set_m_hp_stock(self, value: Array<Image>)
fn m_move(self) -> TextMeshProUGUI
fn set_m_move(self, value: TextMeshProUGUI)
fn m_god_buff_move(self) -> Image
fn set_m_god_buff_move(self, value: Image)
fn m_title_btl_atk(self) -> TextMeshProUGUI
fn set_m_title_btl_atk(self, value: TextMeshProUGUI)
fn m_btl_atk(self) -> TextMeshProUGUI
fn set_m_btl_atk(self, value: TextMeshProUGUI)
fn m_god_buff_atk(self) -> Image
fn set_m_god_buff_atk(self, value: Image)
fn m_btl_hit(self) -> TextMeshProUGUI
fn set_m_btl_hit(self, value: TextMeshProUGUI)
fn m_god_buff_hit(self) -> Image
fn set_m_god_buff_hit(self, value: Image)
fn m_btl_spd(self) -> TextMeshProUGUI
fn set_m_btl_spd(self, value: TextMeshProUGUI)
fn m_god_buff_spd(self) -> Image
fn set_m_god_buff_spd(self, value: Image)
fn m_btl_avo(self) -> TextMeshProUGUI
fn set_m_btl_avo(self, value: TextMeshProUGUI)
fn m_god_buff_avo(self) -> Image
fn set_m_god_buff_avo(self, value: Image)
fn m_btl_def(self) -> TextMeshProUGUI
fn set_m_btl_def(self, value: TextMeshProUGUI)
fn m_god_buff_def(self) -> Image
fn set_m_god_buff_def(self, value: Image)
fn m_btl_res(self) -> TextMeshProUGUI
fn set_m_btl_res(self, value: TextMeshProUGUI)
fn m_god_buff_res(self) -> Image
fn set_m_god_buff_res(self, value: Image)
fn m_item_name(self) -> TextMeshProUGUI
fn set_m_item_name(self, value: TextMeshProUGUI)
fn m_items(self) -> Array<GameObject>
fn set_m_items(self, value: Array<GameObject>)
fn m_frames(self) -> Array<GameObject>
fn set_m_frames(self, value: Array<GameObject>)
fn m_efficacy_icons(self) -> Array<Image>
fn set_m_efficacy_icons(self, value: Array<Image>)
fn m_skill_icons(self) -> Array<Image>
fn set_m_skill_icons(self, value: Array<Image>)
fn m_relay_name_root(self) -> GameObject
fn set_m_relay_name_root(self, value: GameObject)
fn m_relay_name(self) -> TextMeshProUGUI
fn set_m_relay_name(self, value: TextMeshProUGUI)
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.