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IUnitInfo_WindowMethods

Trait IUnitInfo_WindowMethods 

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pub trait IUnitInfo_WindowMethods: IUnitInfo_Window {
Show 56 methods // Provided methods fn ctor( self, mode_stack: impl Into<Stack_1<UnitInfo_Mode>>, unit: impl Into<Unit>, is_duplicate_render_texture: impl Into<bool>, is_reverse: impl Into<bool>, is_hide_status: impl Into<bool>, ) { ... } fn destroy(self) { ... } fn prepare_chara_model(self) { ... } fn is_preparing_chara_model(self) -> bool { ... } fn prepare_window(self) { ... } fn is_preparing_window(self) -> bool { ... } fn postprepare(self) { ... } fn tick(self) { ... } fn set_unit( self, unit: impl Into<Unit>, b_update_status: impl Into<bool>, b_relax: impl Into<bool>, b_reverse_rotation: impl Into<bool>, is_delay_load: impl Into<bool>, on_setup_done_callback: impl Into<Action>, ) { ... } fn reset_unit( self, 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 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_left_camera_adjust_y(self) { ... } fn set_weapon_shop_chara(self) { ... } fn set_summon_chara(self) { ... } fn set_god( self, god: impl Into<GodUnit>, b_relax: impl Into<bool>, b_reverse_rotation: impl Into<bool>, on_setup_done_callback: impl Into<Action>, ) { ... } 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_select_god_normal_face(self) { ... } fn update_current_unit(self) { ... } fn get_unit(self) -> Unit { ... } fn get_god(self) -> GodUnit { ... } fn get_render_texture(self) -> RenderTexture { ... } fn get_face_camera_component(self) -> Camera { ... } fn get_chara_image_mask(self) -> UnitInfoCharaImageMaskOffset { ... } fn set_visible(self, is_visible: impl Into<bool>) { ... } fn toggle_visible(self) { ... } fn is_visible(self) -> bool { ... } fn set_visible_of_status( self, mode: impl Into<UnitInfo_Mode>, is_visible: impl Into<bool>, ) { ... } fn is_visible_status(self, mode: impl Into<UnitInfo_Mode>) -> bool { ... } fn chara_only_on(self, is_change_chara_model_anim: impl Into<bool>) { ... } fn chara_only_off(self) { ... } fn is_chara_only_transition(self) -> bool { ... } fn update_stand_by_anime( self, unit_item: impl Into<UnitItem>, is_weapon_shop: impl Into<bool>, ) { ... } fn set_create_reserve_unit_item( self, unit_item: impl Into<UnitItem>, is_override: impl Into<bool>, ) { ... } fn hide_weapon(self) { ... } fn is_loading_chara_model(self) -> bool { ... } fn transparent_on(self) { ... } fn transparent_off(self) { ... } fn update_visible(self) { ... } fn get_current_window_object(self) -> GameObject { ... } fn get_head_locator(self) -> Transform { ... } fn set_head_locator( self, loc: impl Into<Transform>, weight: impl Into<f32>, is_weight_interpolated: impl Into<bool>, ) { ... } fn set_head_locator_2(self, pos: impl Into<Vector3>) { ... } fn set_look_at(self, transform: impl Into<Transform>) { ... } fn set_look_at_camera(self) { ... } fn set_eyes_weight(self, eyes_weight: impl Into<f32>) { ... } fn is_chara_visible(self) -> bool { ... } fn set_unit_status_window(self) { ... }
}

Provided Methods§

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fn ctor( self, mode_stack: impl Into<Stack_1<UnitInfo_Mode>>, unit: impl Into<Unit>, is_duplicate_render_texture: impl Into<bool>, is_reverse: impl Into<bool>, is_hide_status: impl Into<bool>, )

.ctor(crate::system::collections::generic::stack_1::Stack_1<crate::app::unitinfo::UnitInfo_Mode>, crate::app::unit::Unit, bool, bool, bool) overload

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fn destroy(self)

Destroy() overload

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fn prepare_chara_model(self)

PrepareCharaModel() overload

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fn is_preparing_chara_model(self) -> bool

IsPreparingCharaModel() overload

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fn prepare_window(self)

PrepareWindow() overload

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fn is_preparing_window(self) -> bool

IsPreparingWindow() overload

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fn postprepare(self)

Postprepare() overload

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fn tick(self)

Tick() overload

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fn set_unit( self, unit: impl Into<Unit>, b_update_status: impl Into<bool>, b_relax: impl Into<bool>, b_reverse_rotation: impl Into<bool>, is_delay_load: impl Into<bool>, on_setup_done_callback: impl Into<Action>, )

SetUnit(crate::app::unit::Unit, bool, bool, bool, bool, crate::system::action::Action) overload

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fn reset_unit( self, b_relax: impl Into<bool>, b_reverse_rotation: impl Into<bool>, is_delay_load: impl Into<bool>, )

ResetUnit(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 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_left_camera_adjust_y(self)

SetLeftCameraAdjustY() 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 set_god( self, god: impl Into<GodUnit>, b_relax: impl Into<bool>, b_reverse_rotation: impl Into<bool>, on_setup_done_callback: impl Into<Action>, )

SetGod(crate::app::godunit::GodUnit, bool, bool, crate::system::action::Action) 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_select_god_normal_face(self)

SetSelectGodNormalFace() overload

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fn update_current_unit(self)

UpdateCurrentUnit() overload

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fn get_unit(self) -> Unit

GetUnit() overload

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fn get_god(self) -> GodUnit

GetGod() overload

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fn get_render_texture(self) -> RenderTexture

GetRenderTexture() overload

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fn get_face_camera_component(self) -> Camera

GetFaceCameraComponent() overload

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fn get_chara_image_mask(self) -> UnitInfoCharaImageMaskOffset

GetCharaImageMask() overload

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fn set_visible(self, is_visible: impl Into<bool>)

SetVisible(bool) overload

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fn toggle_visible(self)

ToggleVisible() overload

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fn is_visible(self) -> bool

IsVisible() overload

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fn set_visible_of_status( self, mode: impl Into<UnitInfo_Mode>, is_visible: impl Into<bool>, )

SetVisibleOfStatus(crate::app::unitinfo::UnitInfo_Mode, bool) overload

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fn is_visible_status(self, mode: impl Into<UnitInfo_Mode>) -> bool

IsVisibleStatus(crate::app::unitinfo::UnitInfo_Mode) overload

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fn chara_only_on(self, is_change_chara_model_anim: impl Into<bool>)

CharaOnlyOn(bool) 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 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_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 hide_weapon(self)

HideWeapon() overload

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fn is_loading_chara_model(self) -> bool

IsLoadingCharaModel() 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 update_visible(self)

UpdateVisible() overload

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fn get_current_window_object(self) -> GameObject

GetCurrentWindowObject() overload

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fn get_head_locator(self) -> Transform

GetHeadLocator() overload

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fn set_head_locator( self, loc: impl Into<Transform>, 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_head_locator_2(self, pos: impl Into<Vector3>)

SetHeadLocator(crate::unity_engine::vector3::Vector3) 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, 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 set_unit_status_window(self)

SetUnitStatusWindow() 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: IUnitInfo_Window> IUnitInfo_WindowMethods for __T

Available on crate feature app-unitinfo only.