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IUnitInfoWindowCharaModelMethods

Trait IUnitInfoWindowCharaModelMethods 

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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§

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fn set_on_setup_done_callback(self, callback: impl Into<Action>)

SetOnSetupDoneCallback(crate::system::action::Action) overload

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fn ctor( self, is_duplicate_render_texture: impl Into<bool>, is_reverse: impl Into<bool>, )

.ctor(bool, bool) overload

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fn create_async( self, is_duplicate_render_texture: impl Into<bool>, is_reverse: impl Into<bool>, )

CreateAsync(bool, bool) overload

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fn is_creating(self) -> bool

IsCreating() overload

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fn destroy(self)

Destroy() overload

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fn is_loading_model(self) -> bool

IsLoadingModel() overload

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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

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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

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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

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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

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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

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fn tick(self)

Tick() overload

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fn update_motion(self)

UpdateMotion() overload

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fn update_visible(self)

UpdateVisible() overload

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fn create_impl( self, is_duplicate_render_texture: impl Into<bool>, is_reverse: impl Into<bool>, )

CreateImpl(bool, bool) overload

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fn delete_chara_model(self)

DeleteCharaModel() overload

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fn delete_chara_model_2(self, chara: impl Into<Character>)

DeleteCharaModel(crate::combat::character::Character) overload

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fn create_chara_model(self, b_relax: impl Into<bool>, is_hub: impl Into<bool>)

CreateCharaModel(bool, bool) overload

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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

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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

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fn chara_only_on(self)

CharaOnlyOn() overload

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fn chara_only_off(self)

CharaOnlyOff() overload

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fn is_chara_only_transition(self) -> bool

IsCharaOnlyTransition() overload

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fn set_create_reserve_unit_item( self, unit_item: impl Into<UnitItem>, is_override: impl Into<bool>, )

SetCreateReserveUnitItem(crate::app::unititem::UnitItem, bool) overload

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fn update_stand_by_anime( self, unit_item: impl Into<UnitItem>, is_weapon_shop: impl Into<bool>, )

UpdateStandByAnime(crate::app::unititem::UnitItem, bool) overload

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fn set_efficacy_attack(self, is_efficacy: impl Into<bool>)

SetEfficacyAttack(bool) overload

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fn set_relax_anime(self, transition_duration: impl Into<f32>)

SetRelaxAnime(f32) overload

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fn set_status_anime(self, transition_duration: impl Into<f32>)

SetStatusAnime(f32) overload

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fn set_fortune_telling_good_anime(self, is_allow_unit_null: impl Into<bool>)

SetFortuneTellingGoodAnime(bool) overload

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fn set_fortune_telling_bad_anime(self, is_allow_unit_null: impl Into<bool>)

SetFortuneTellingBadAnime(bool) overload

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fn set_weapon_shop_chara(self)

SetWeaponShopChara() overload

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fn set_summon_chara(self)

SetSummonChara() overload

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fn update_god_select_normal_face_anime(self)

UpdateGodSelectNormalFaceAnime() overload

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fn show_weapon(self, item: impl Into<ItemData>)

ShowWeapon(crate::app::itemdata::ItemData) overload

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fn hide_weapon(self)

HideWeapon() overload

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fn transparent_on(self)

TransparentOn() overload

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fn transparent_off(self)

TransparentOff() overload

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fn activate(self)

Activate() overload

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fn deactivate(self, b_clear_stand_by: impl Into<bool>)

Deactivate(bool) overload

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fn set_chara_image(self, image_simple: impl Into<Image>)

SetCharaImage(crate::unity_engine::ui::image::Image) overload

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fn get_render_texture(self) -> RenderTexture

get_RenderTexture() overload

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fn get_face_camera_component(self) -> Camera

get_FaceCameraComponent() overload

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fn get_head_locator(self) -> Transform

GetHeadLocator() overload

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fn set_head_locator( self, pos: impl Into<Vector3>, default_weight: impl Into<f32>, )

SetHeadLocator(crate::unity_engine::vector3::Vector3, f32) overload

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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

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fn set_look_at(self, transform: impl Into<Transform>)

SetLookAt(crate::unity_engine::transform::Transform) overload

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fn set_look_at_camera(self)

SetLookAtCamera() overload

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fn set_eyes_weight(self, default_eyes_weight: impl Into<f32>)

SetEyesWeight(f32) overload

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fn is_chara_visible(self) -> bool

IsCharaVisible() overload

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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

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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

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fn play_reserved_chara_voice(self)

PlayReservedCharaVoice() overload

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fn add_chara_rot(self, quaternion: impl Into<Quaternion>)

AddCharaRot(crate::unity_engine::quaternion::Quaternion) overload

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fn set_camera_adjust_y(self)

SetCameraAdjustY() overload

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fn setup( self, is_duplicate_render_texture: impl Into<bool>, is_reverse: impl Into<bool>, ) -> bool

Setup(bool, bool) overload

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fn get_game_object(self, obj_name: impl Into<Il2CppString>) -> GameObject

GetGameObject(::unity::Il2CppString) overload

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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

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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

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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

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fn wait_loading(self) -> IEnumerator

WaitLoading() overload

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fn hide_chara_image(self)

HideCharaImage() overload

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fn on_setup_done(self)

OnSetupDone() overload

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fn create_chara_model_2(self, chara: impl Into<Character>) -> Character

CreateCharaModel(crate::combat::character::Character) overload

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fn is_pain(self) -> bool

isPain() overload

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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§

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impl<__T: IUnitInfoWindowCharaModel> IUnitInfoWindowCharaModelMethods for __T

Available on crate feature app-unitinfowindowcharamodel only.