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IUnitInfoWindowCharaModel

Trait IUnitInfoWindowCharaModel 

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pub trait IUnitInfoWindowCharaModel: IObject {
Show 48 methods // Provided methods fn m_anim_hash_fortune_telling_face(self) -> i32 { ... } fn set_m_anim_hash_fortune_telling_face(self, value: i32) { ... } fn m_reserved_chara_voice( self, ) -> UnitInfoWindowCharaModel_ReservedCharaVoice { ... } fn set_m_reserved_chara_voice( self, value: UnitInfoWindowCharaModel_ReservedCharaVoice, ) { ... } fn m_prefab_handle(self) -> TResourceHandle_1<GameObject> { ... } fn set_m_prefab_handle(self, value: TResourceHandle_1<GameObject>) { ... } fn m_game_object(self) -> GameObject { ... } fn set_m_game_object(self, value: GameObject) { ... } fn m_camera_object(self) -> GameObject { ... } fn set_m_camera_object(self, value: GameObject) { ... } fn m_render_texture(self) -> RenderTexture { ... } fn set_m_render_texture(self, value: RenderTexture) { ... } fn m_offscreen_camera(self) -> CustomOffscreenCamera { ... } fn set_m_offscreen_camera(self, value: CustomOffscreenCamera) { ... } fn m_chara_updater(self) -> UnitInfoWindowCharaUpdater { ... } fn set_m_chara_updater(self, value: UnitInfoWindowCharaUpdater) { ... } fn m_animator(self) -> Animator { ... } fn set_m_animator(self, value: Animator) { ... } fn m_is_valid(self) -> bool { ... } fn set_m_is_valid(self, value: bool) { ... } fn m_is_chara_stand_by(self) -> bool { ... } fn set_m_is_chara_stand_by(self, value: bool) { ... } fn m_is_reverse(self) -> bool { ... } fn set_m_is_reverse(self, value: bool) { ... } fn m_is_reverse_rotation(self) -> bool { ... } fn set_m_is_reverse_rotation(self, value: bool) { ... } fn m_unit(self) -> Unit { ... } fn set_m_unit(self, value: Unit) { ... } fn m_god(self) -> GodUnit { ... } fn set_m_god(self, value: GodUnit) { ... } fn m_next_load_unit(self) -> Unit { ... } fn set_m_next_load_unit(self, value: Unit) { ... } fn m_next_load_god(self) -> GodUnit { ... } fn set_m_next_load_god(self, value: GodUnit) { ... } fn m_next_callback(self) -> CharacterFactoryAsync_onLoad { ... } fn set_m_next_callback(self, value: CharacterFactoryAsync_onLoad) { ... } fn m_chara(self) -> Character { ... } fn set_m_chara(self, value: Character) { ... } fn m_create_reserve_unit_item(self) -> UnitItem { ... } fn set_m_create_reserve_unit_item(self, value: UnitItem) { ... } fn m_is_efficacy(self) -> bool { ... } fn set_m_is_efficacy(self, value: bool) { ... } fn m_look_at_transform(self) -> Transform { ... } fn set_m_look_at_transform(self, value: Transform) { ... } fn m_on_setup_done_callback(self) -> Action { ... } fn set_m_on_setup_done_callback(self, value: Action) { ... } fn m_delay_frame_count(self) -> GameParam_Holder { ... } fn set_m_delay_frame_count(self, value: GameParam_Holder) { ... }
}

Provided Methods§

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fn m_anim_hash_fortune_telling_face(self) -> i32

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fn set_m_anim_hash_fortune_telling_face(self, value: i32)

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fn m_reserved_chara_voice(self) -> UnitInfoWindowCharaModel_ReservedCharaVoice

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fn set_m_reserved_chara_voice( self, value: UnitInfoWindowCharaModel_ReservedCharaVoice, )

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fn m_prefab_handle(self) -> TResourceHandle_1<GameObject>

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fn set_m_prefab_handle(self, value: TResourceHandle_1<GameObject>)

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fn m_game_object(self) -> GameObject

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fn set_m_game_object(self, value: GameObject)

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fn m_camera_object(self) -> GameObject

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fn set_m_camera_object(self, value: GameObject)

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fn m_render_texture(self) -> RenderTexture

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fn set_m_render_texture(self, value: RenderTexture)

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fn m_offscreen_camera(self) -> CustomOffscreenCamera

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fn set_m_offscreen_camera(self, value: CustomOffscreenCamera)

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fn m_chara_updater(self) -> UnitInfoWindowCharaUpdater

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fn set_m_chara_updater(self, value: UnitInfoWindowCharaUpdater)

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fn m_animator(self) -> Animator

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fn set_m_animator(self, value: Animator)

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fn m_is_valid(self) -> bool

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fn set_m_is_valid(self, value: bool)

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fn m_is_chara_stand_by(self) -> bool

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fn set_m_is_chara_stand_by(self, value: bool)

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fn m_is_reverse(self) -> bool

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fn set_m_is_reverse(self, value: bool)

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fn m_is_reverse_rotation(self) -> bool

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fn set_m_is_reverse_rotation(self, value: bool)

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fn m_unit(self) -> Unit

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fn set_m_unit(self, value: Unit)

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fn m_god(self) -> GodUnit

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fn set_m_god(self, value: GodUnit)

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fn m_next_load_unit(self) -> Unit

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fn set_m_next_load_unit(self, value: Unit)

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fn m_next_load_god(self) -> GodUnit

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fn set_m_next_load_god(self, value: GodUnit)

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fn m_next_callback(self) -> CharacterFactoryAsync_onLoad

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fn set_m_next_callback(self, value: CharacterFactoryAsync_onLoad)

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fn m_chara(self) -> Character

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fn set_m_chara(self, value: Character)

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fn m_create_reserve_unit_item(self) -> UnitItem

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fn set_m_create_reserve_unit_item(self, value: UnitItem)

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fn m_is_efficacy(self) -> bool

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fn set_m_is_efficacy(self, value: bool)

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fn m_look_at_transform(self) -> Transform

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fn set_m_look_at_transform(self, value: Transform)

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fn m_on_setup_done_callback(self) -> Action

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fn set_m_on_setup_done_callback(self, value: Action)

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fn m_delay_frame_count(self) -> GameParam_Holder

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fn set_m_delay_frame_count(self, value: GameParam_Holder)

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§