pub trait IUnitInfoWindowCharaModelMethods: IUnitInfoWindowCharaModel {
Show 65 methods
// Provided methods
fn set_on_setup_done_callback(self, callback: impl Into<Action>) { ... }
fn ctor(
self,
is_duplicate_render_texture: impl Into<bool>,
is_reverse: impl Into<bool>,
) { ... }
fn create_async(
self,
is_duplicate_render_texture: impl Into<bool>,
is_reverse: impl Into<bool>,
) { ... }
fn is_creating(self) -> bool { ... }
fn destroy(self) { ... }
fn is_loading_model(self) -> bool { ... }
fn set_unit(
self,
unit: impl Into<Unit>,
x: impl Into<i32>,
z: impl Into<i32>,
b_relax: impl Into<bool>,
b_reverse_rotation: impl Into<bool>,
is_delay_load: impl Into<bool>,
) { ... }
fn forced_set_unit(
self,
unit: impl Into<Unit>,
b_relax: impl Into<bool>,
b_reverse_rotation: impl Into<bool>,
is_delay_load: impl Into<bool>,
) { ... }
fn set_unit_hub(
self,
unit: impl Into<Unit>,
b_relax: impl Into<bool>,
b_reverse_rotation: impl Into<bool>,
is_delay_load: impl Into<bool>,
) { ... }
fn set_unit_relay(
self,
person: impl Into<PersonData>,
job: impl Into<JobData>,
edit: impl Into<UnitEdit>,
) { ... }
fn set_unit_impl(
self,
unit: impl Into<Unit>,
b_relax: impl Into<bool>,
b_reverse_rotation: impl Into<bool>,
is_delay_load: impl Into<bool>,
is_changed: impl Into<bool>,
is_hub: impl Into<bool>,
) { ... }
fn tick(self) { ... }
fn update_motion(self) { ... }
fn update_visible(self) { ... }
fn create_impl(
self,
is_duplicate_render_texture: impl Into<bool>,
is_reverse: impl Into<bool>,
) { ... }
fn delete_chara_model(self) { ... }
fn delete_chara_model_2(self, chara: impl Into<Character>) { ... }
fn create_chara_model(
self,
b_relax: impl Into<bool>,
is_hub: impl Into<bool>,
) { ... }
fn update_character_animation(
self,
chara: impl Into<Character>,
b_relax: impl Into<bool>,
is_hub: impl Into<bool>,
unit_item: impl Into<UnitItem>,
) { ... }
fn set_god(
self,
god: impl Into<GodUnit>,
b_relax: impl Into<bool>,
b_reverse_rotation: impl Into<bool>,
is_delay_load: impl Into<bool>,
) { ... }
fn chara_only_on(self) { ... }
fn chara_only_off(self) { ... }
fn is_chara_only_transition(self) -> bool { ... }
fn set_create_reserve_unit_item(
self,
unit_item: impl Into<UnitItem>,
is_override: impl Into<bool>,
) { ... }
fn update_stand_by_anime(
self,
unit_item: impl Into<UnitItem>,
is_weapon_shop: impl Into<bool>,
) { ... }
fn set_efficacy_attack(self, is_efficacy: impl Into<bool>) { ... }
fn set_relax_anime(self, transition_duration: impl Into<f32>) { ... }
fn set_status_anime(self, transition_duration: impl Into<f32>) { ... }
fn set_fortune_telling_good_anime(self, is_allow_unit_null: impl Into<bool>) { ... }
fn set_fortune_telling_bad_anime(self, is_allow_unit_null: impl Into<bool>) { ... }
fn set_weapon_shop_chara(self) { ... }
fn set_summon_chara(self) { ... }
fn update_god_select_normal_face_anime(self) { ... }
fn show_weapon(self, item: impl Into<ItemData>) { ... }
fn hide_weapon(self) { ... }
fn transparent_on(self) { ... }
fn transparent_off(self) { ... }
fn activate(self) { ... }
fn deactivate(self, b_clear_stand_by: impl Into<bool>) { ... }
fn set_chara_image(self, image_simple: impl Into<Image>) { ... }
fn get_render_texture(self) -> RenderTexture { ... }
fn get_face_camera_component(self) -> Camera { ... }
fn get_head_locator(self) -> Transform { ... }
fn set_head_locator(
self,
pos: impl Into<Vector3>,
default_weight: impl Into<f32>,
) { ... }
fn set_head_locator_2(
self,
loc: impl Into<Transform>,
default_weight: impl Into<f32>,
is_weight_interpolated: impl Into<bool>,
) { ... }
fn set_look_at(self, transform: impl Into<Transform>) { ... }
fn set_look_at_camera(self) { ... }
fn set_eyes_weight(self, default_eyes_weight: impl Into<f32>) { ... }
fn is_chara_visible(self) -> bool { ... }
fn play_chara_voice(
self,
person_switch_name: impl Into<Il2CppString>,
engage_switch_name: impl Into<Il2CppString>,
event_name: impl Into<Il2CppString>,
) { ... }
fn reserve_chara_voice(
self,
person_switch_name: impl Into<Il2CppString>,
engage_switch_name: impl Into<Il2CppString>,
event_name: impl Into<Il2CppString>,
) { ... }
fn play_reserved_chara_voice(self) { ... }
fn add_chara_rot(self, quaternion: impl Into<Quaternion>) { ... }
fn set_camera_adjust_y(self) { ... }
fn setup(
self,
is_duplicate_render_texture: impl Into<bool>,
is_reverse: impl Into<bool>,
) -> bool { ... }
fn get_game_object(self, obj_name: impl Into<Il2CppString>) -> GameObject { ... }
fn create_unit_model(
self,
unit: impl Into<Unit>,
callback: impl Into<CharacterFactoryAsync_onLoad>,
is_hub: impl Into<bool>,
) { ... }
fn create_god_model(
self,
god: impl Into<GodUnit>,
callback: impl Into<CharacterFactoryAsync_onLoad>,
) { ... }
fn create_unit_model_relay(
self,
person: impl Into<PersonData>,
job: impl Into<JobData>,
edit: impl Into<UnitEdit>,
callback: impl Into<CharacterFactoryAsync_onLoad>,
) { ... }
fn wait_loading(self) -> IEnumerator { ... }
fn hide_chara_image(self) { ... }
fn on_setup_done(self) { ... }
fn create_chara_model_2(self, chara: impl Into<Character>) -> Character { ... }
fn is_pain(self) -> bool { ... }
fn get_game_object_2(self) -> GameObject { ... }
}Provided Methods§
Sourcefn set_on_setup_done_callback(self, callback: impl Into<Action>)
fn set_on_setup_done_callback(self, callback: impl Into<Action>)
SetOnSetupDoneCallback(crate::system::action::Action) overload
Sourcefn ctor(
self,
is_duplicate_render_texture: impl Into<bool>,
is_reverse: impl Into<bool>,
)
fn ctor( self, is_duplicate_render_texture: impl Into<bool>, is_reverse: impl Into<bool>, )
.ctor(bool, bool) overload
Sourcefn create_async(
self,
is_duplicate_render_texture: impl Into<bool>,
is_reverse: impl Into<bool>,
)
fn create_async( self, is_duplicate_render_texture: impl Into<bool>, is_reverse: impl Into<bool>, )
CreateAsync(bool, bool) overload
Sourcefn is_creating(self) -> bool
fn is_creating(self) -> bool
IsCreating() overload
Sourcefn is_loading_model(self) -> bool
fn is_loading_model(self) -> bool
IsLoadingModel() overload
Sourcefn set_unit(
self,
unit: impl Into<Unit>,
x: impl Into<i32>,
z: impl Into<i32>,
b_relax: impl Into<bool>,
b_reverse_rotation: impl Into<bool>,
is_delay_load: impl Into<bool>,
)
fn set_unit( self, unit: impl Into<Unit>, x: impl Into<i32>, z: impl Into<i32>, b_relax: impl Into<bool>, b_reverse_rotation: impl Into<bool>, is_delay_load: impl Into<bool>, )
SetUnit(crate::app::unit::Unit, i32, i32, bool, bool, bool) overload
Sourcefn forced_set_unit(
self,
unit: impl Into<Unit>,
b_relax: impl Into<bool>,
b_reverse_rotation: impl Into<bool>,
is_delay_load: impl Into<bool>,
)
fn forced_set_unit( self, unit: impl Into<Unit>, b_relax: impl Into<bool>, b_reverse_rotation: impl Into<bool>, is_delay_load: impl Into<bool>, )
ForcedSetUnit(crate::app::unit::Unit, bool, bool, bool) overload
Sourcefn set_unit_hub(
self,
unit: impl Into<Unit>,
b_relax: impl Into<bool>,
b_reverse_rotation: impl Into<bool>,
is_delay_load: impl Into<bool>,
)
fn set_unit_hub( self, unit: impl Into<Unit>, b_relax: impl Into<bool>, b_reverse_rotation: impl Into<bool>, is_delay_load: impl Into<bool>, )
SetUnitHub(crate::app::unit::Unit, bool, bool, bool) overload
Sourcefn set_unit_relay(
self,
person: impl Into<PersonData>,
job: impl Into<JobData>,
edit: impl Into<UnitEdit>,
)
fn set_unit_relay( self, person: impl Into<PersonData>, job: impl Into<JobData>, edit: impl Into<UnitEdit>, )
SetUnitRelay(crate::app::persondata::PersonData, crate::app::jobdata::JobData, crate::app::unitedit::UnitEdit) overload
Sourcefn set_unit_impl(
self,
unit: impl Into<Unit>,
b_relax: impl Into<bool>,
b_reverse_rotation: impl Into<bool>,
is_delay_load: impl Into<bool>,
is_changed: impl Into<bool>,
is_hub: impl Into<bool>,
)
fn set_unit_impl( self, unit: impl Into<Unit>, b_relax: impl Into<bool>, b_reverse_rotation: impl Into<bool>, is_delay_load: impl Into<bool>, is_changed: impl Into<bool>, is_hub: impl Into<bool>, )
SetUnitImpl(crate::app::unit::Unit, bool, bool, bool, bool, bool) overload
Sourcefn update_motion(self)
fn update_motion(self)
UpdateMotion() overload
Sourcefn update_visible(self)
fn update_visible(self)
UpdateVisible() overload
Sourcefn create_impl(
self,
is_duplicate_render_texture: impl Into<bool>,
is_reverse: impl Into<bool>,
)
fn create_impl( self, is_duplicate_render_texture: impl Into<bool>, is_reverse: impl Into<bool>, )
CreateImpl(bool, bool) overload
Sourcefn delete_chara_model(self)
fn delete_chara_model(self)
DeleteCharaModel() overload
Sourcefn delete_chara_model_2(self, chara: impl Into<Character>)
fn delete_chara_model_2(self, chara: impl Into<Character>)
DeleteCharaModel(crate::combat::character::Character) overload
Sourcefn create_chara_model(self, b_relax: impl Into<bool>, is_hub: impl Into<bool>)
fn create_chara_model(self, b_relax: impl Into<bool>, is_hub: impl Into<bool>)
CreateCharaModel(bool, bool) overload
Sourcefn update_character_animation(
self,
chara: impl Into<Character>,
b_relax: impl Into<bool>,
is_hub: impl Into<bool>,
unit_item: impl Into<UnitItem>,
)
fn update_character_animation( self, chara: impl Into<Character>, b_relax: impl Into<bool>, is_hub: impl Into<bool>, unit_item: impl Into<UnitItem>, )
UpdateCharacterAnimation(crate::combat::character::Character, bool, bool, crate::app::unititem::UnitItem) overload
Sourcefn set_god(
self,
god: impl Into<GodUnit>,
b_relax: impl Into<bool>,
b_reverse_rotation: impl Into<bool>,
is_delay_load: impl Into<bool>,
)
fn set_god( self, god: impl Into<GodUnit>, b_relax: impl Into<bool>, b_reverse_rotation: impl Into<bool>, is_delay_load: impl Into<bool>, )
SetGod(crate::app::godunit::GodUnit, bool, bool, bool) overload
Sourcefn chara_only_on(self)
fn chara_only_on(self)
CharaOnlyOn() overload
Sourcefn chara_only_off(self)
fn chara_only_off(self)
CharaOnlyOff() overload
Sourcefn is_chara_only_transition(self) -> bool
fn is_chara_only_transition(self) -> bool
IsCharaOnlyTransition() overload
Sourcefn set_create_reserve_unit_item(
self,
unit_item: impl Into<UnitItem>,
is_override: impl Into<bool>,
)
fn set_create_reserve_unit_item( self, unit_item: impl Into<UnitItem>, is_override: impl Into<bool>, )
SetCreateReserveUnitItem(crate::app::unititem::UnitItem, bool) overload
Sourcefn update_stand_by_anime(
self,
unit_item: impl Into<UnitItem>,
is_weapon_shop: impl Into<bool>,
)
fn update_stand_by_anime( self, unit_item: impl Into<UnitItem>, is_weapon_shop: impl Into<bool>, )
UpdateStandByAnime(crate::app::unititem::UnitItem, bool) overload
Sourcefn set_efficacy_attack(self, is_efficacy: impl Into<bool>)
fn set_efficacy_attack(self, is_efficacy: impl Into<bool>)
SetEfficacyAttack(bool) overload
Sourcefn set_relax_anime(self, transition_duration: impl Into<f32>)
fn set_relax_anime(self, transition_duration: impl Into<f32>)
SetRelaxAnime(f32) overload
Sourcefn set_status_anime(self, transition_duration: impl Into<f32>)
fn set_status_anime(self, transition_duration: impl Into<f32>)
SetStatusAnime(f32) overload
Sourcefn set_fortune_telling_good_anime(self, is_allow_unit_null: impl Into<bool>)
fn set_fortune_telling_good_anime(self, is_allow_unit_null: impl Into<bool>)
SetFortuneTellingGoodAnime(bool) overload
Sourcefn set_fortune_telling_bad_anime(self, is_allow_unit_null: impl Into<bool>)
fn set_fortune_telling_bad_anime(self, is_allow_unit_null: impl Into<bool>)
SetFortuneTellingBadAnime(bool) overload
Sourcefn set_weapon_shop_chara(self)
fn set_weapon_shop_chara(self)
SetWeaponShopChara() overload
Sourcefn set_summon_chara(self)
fn set_summon_chara(self)
SetSummonChara() overload
Sourcefn update_god_select_normal_face_anime(self)
fn update_god_select_normal_face_anime(self)
UpdateGodSelectNormalFaceAnime() overload
Sourcefn show_weapon(self, item: impl Into<ItemData>)
fn show_weapon(self, item: impl Into<ItemData>)
ShowWeapon(crate::app::itemdata::ItemData) overload
Sourcefn hide_weapon(self)
fn hide_weapon(self)
HideWeapon() overload
Sourcefn transparent_on(self)
fn transparent_on(self)
TransparentOn() overload
Sourcefn transparent_off(self)
fn transparent_off(self)
TransparentOff() overload
Sourcefn deactivate(self, b_clear_stand_by: impl Into<bool>)
fn deactivate(self, b_clear_stand_by: impl Into<bool>)
Deactivate(bool) overload
Sourcefn set_chara_image(self, image_simple: impl Into<Image>)
fn set_chara_image(self, image_simple: impl Into<Image>)
SetCharaImage(crate::unity_engine::ui::image::Image) overload
Sourcefn get_render_texture(self) -> RenderTexture
fn get_render_texture(self) -> RenderTexture
get_RenderTexture() overload
Sourcefn get_face_camera_component(self) -> Camera
fn get_face_camera_component(self) -> Camera
get_FaceCameraComponent() overload
Sourcefn get_head_locator(self) -> Transform
fn get_head_locator(self) -> Transform
GetHeadLocator() overload
Sourcefn set_head_locator(
self,
pos: impl Into<Vector3>,
default_weight: impl Into<f32>,
)
fn set_head_locator( self, pos: impl Into<Vector3>, default_weight: impl Into<f32>, )
SetHeadLocator(crate::unity_engine::vector3::Vector3, f32) overload
Sourcefn set_head_locator_2(
self,
loc: impl Into<Transform>,
default_weight: impl Into<f32>,
is_weight_interpolated: impl Into<bool>,
)
fn set_head_locator_2( self, loc: impl Into<Transform>, default_weight: impl Into<f32>, is_weight_interpolated: impl Into<bool>, )
SetHeadLocator(crate::unity_engine::transform::Transform, f32, bool) overload
Sourcefn set_look_at(self, transform: impl Into<Transform>)
fn set_look_at(self, transform: impl Into<Transform>)
SetLookAt(crate::unity_engine::transform::Transform) overload
Sourcefn set_look_at_camera(self)
fn set_look_at_camera(self)
SetLookAtCamera() overload
Sourcefn set_eyes_weight(self, default_eyes_weight: impl Into<f32>)
fn set_eyes_weight(self, default_eyes_weight: impl Into<f32>)
SetEyesWeight(f32) overload
Sourcefn is_chara_visible(self) -> bool
fn is_chara_visible(self) -> bool
IsCharaVisible() overload
Sourcefn play_chara_voice(
self,
person_switch_name: impl Into<Il2CppString>,
engage_switch_name: impl Into<Il2CppString>,
event_name: impl Into<Il2CppString>,
)
fn play_chara_voice( self, person_switch_name: impl Into<Il2CppString>, engage_switch_name: impl Into<Il2CppString>, event_name: impl Into<Il2CppString>, )
PlayCharaVoice(::unity::Il2CppString, ::unity::Il2CppString, ::unity::Il2CppString) overload
Sourcefn reserve_chara_voice(
self,
person_switch_name: impl Into<Il2CppString>,
engage_switch_name: impl Into<Il2CppString>,
event_name: impl Into<Il2CppString>,
)
fn reserve_chara_voice( self, person_switch_name: impl Into<Il2CppString>, engage_switch_name: impl Into<Il2CppString>, event_name: impl Into<Il2CppString>, )
ReserveCharaVoice(::unity::Il2CppString, ::unity::Il2CppString, ::unity::Il2CppString) overload
Sourcefn play_reserved_chara_voice(self)
fn play_reserved_chara_voice(self)
PlayReservedCharaVoice() overload
Sourcefn add_chara_rot(self, quaternion: impl Into<Quaternion>)
fn add_chara_rot(self, quaternion: impl Into<Quaternion>)
AddCharaRot(crate::unity_engine::quaternion::Quaternion) overload
Sourcefn set_camera_adjust_y(self)
fn set_camera_adjust_y(self)
SetCameraAdjustY() overload
Sourcefn setup(
self,
is_duplicate_render_texture: impl Into<bool>,
is_reverse: impl Into<bool>,
) -> bool
fn setup( self, is_duplicate_render_texture: impl Into<bool>, is_reverse: impl Into<bool>, ) -> bool
Setup(bool, bool) overload
Sourcefn get_game_object(self, obj_name: impl Into<Il2CppString>) -> GameObject
fn get_game_object(self, obj_name: impl Into<Il2CppString>) -> GameObject
GetGameObject(::unity::Il2CppString) overload
Sourcefn create_unit_model(
self,
unit: impl Into<Unit>,
callback: impl Into<CharacterFactoryAsync_onLoad>,
is_hub: impl Into<bool>,
)
fn create_unit_model( self, unit: impl Into<Unit>, callback: impl Into<CharacterFactoryAsync_onLoad>, is_hub: impl Into<bool>, )
CreateUnitModel(crate::app::unit::Unit, crate::app::talk3_d::characterfactoryasync_2::CharacterFactoryAsync_onLoad, bool) overload
Sourcefn create_god_model(
self,
god: impl Into<GodUnit>,
callback: impl Into<CharacterFactoryAsync_onLoad>,
)
fn create_god_model( self, god: impl Into<GodUnit>, callback: impl Into<CharacterFactoryAsync_onLoad>, )
CreateGodModel(crate::app::godunit::GodUnit, crate::app::talk3_d::characterfactoryasync_2::CharacterFactoryAsync_onLoad) overload
Sourcefn create_unit_model_relay(
self,
person: impl Into<PersonData>,
job: impl Into<JobData>,
edit: impl Into<UnitEdit>,
callback: impl Into<CharacterFactoryAsync_onLoad>,
)
fn create_unit_model_relay( self, person: impl Into<PersonData>, job: impl Into<JobData>, edit: impl Into<UnitEdit>, callback: impl Into<CharacterFactoryAsync_onLoad>, )
CreateUnitModelRelay(crate::app::persondata::PersonData, crate::app::jobdata::JobData, crate::app::unitedit::UnitEdit, crate::app::talk3_d::characterfactoryasync_2::CharacterFactoryAsync_onLoad) overload
Sourcefn wait_loading(self) -> IEnumerator
fn wait_loading(self) -> IEnumerator
WaitLoading() overload
Sourcefn hide_chara_image(self)
fn hide_chara_image(self)
HideCharaImage() overload
Sourcefn on_setup_done(self)
fn on_setup_done(self)
OnSetupDone() overload
Sourcefn create_chara_model_2(self, chara: impl Into<Character>) -> Character
fn create_chara_model_2(self, chara: impl Into<Character>) -> Character
CreateCharaModel(crate::combat::character::Character) overload
Sourcefn get_game_object_2(self) -> GameObject
fn get_game_object_2(self) -> GameObject
get_GameObject() 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: IUnitInfoWindowCharaModel> IUnitInfoWindowCharaModelMethods for __T
app-unitinfowindowcharamodel only.