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IUnitMethods

Trait IUnitMethods 

Source
pub trait IUnitMethods: IUnit {
Show 657 methods // Provided methods fn ctor(self, use_image: impl Into<bool>) { ... } fn initialize(self, index: impl Into<i32>) { ... } fn create( self, person: impl Into<PersonData>, job: impl Into<JobData>, level: impl Into<i32>, random: impl Into<Random_2>, ) { ... } fn create_from_dispos(self, data: impl Into<DisposData>) { ... } fn create_challenge_enemy( self, dispos: impl Into<DisposData>, random: impl Into<Random_2>, level: impl Into<i32>, ejid: impl Into<Il2CppString>, ) { ... } fn create_encount_enemy( self, dispos: impl Into<DisposData>, unit_rare_type: impl Into<EncountUnitData_RareType>, job: impl Into<JobData>, ) { ... } fn set_encount_hp_stock( self, dispos: impl Into<DisposData>, difficulty: impl Into<Difficulty>, ) { ... } fn set_hp_stock_count(self, count: impl Into<i32>) { ... } fn create_encount_post( self, dispos: impl Into<DisposData>, level: impl Into<i32>, offset: impl Into<bool>, rare_type: impl Into<EncountUnitData_RareType>, ) { ... } fn create_encount_mob( self, pid: impl Into<Il2CppString>, jid: impl Into<Il2CppString>, equip_weapon_iid: impl Into<Il2CppString>, ) { ... } fn create_dlc_god_enemy( self, data: impl Into<DisposData>, is_clear_all: impl Into<bool>, ) { ... } fn create_dlc_god_enemy_impl1( self, dispos: impl Into<DisposData>, level: impl Into<i32>, random: impl Into<Random_2>, ) { ... } fn create_for_vision( self, original: impl Into<Unit>, person: impl Into<PersonData>, ) { ... } fn create_for_summon( self, original: impl Into<Unit>, rank: impl Into<PersonData_Ranks>, person: impl Into<PersonData>, ) { ... } fn create_for_summon_telop( self, original: impl Into<Unit>, rank: impl Into<PersonData_Ranks>, person: impl Into<PersonData>, ) { ... } fn create_for_summon_common( self, original: impl Into<Unit>, rank: impl Into<PersonData_Ranks>, person: impl Into<PersonData>, ) { ... } fn create_for_arena( self, emblem: impl Into<GodUnit>, level: impl Into<i32>, type: impl Into<RingCleaningSequence_GodType>, ) { ... } fn create_for_versus(self, data: impl Into<DisposData>) { ... } fn auto_grow_capability( self, level: impl Into<i32>, target_level: impl Into<i32>, ) { ... } fn auto_grow_capability_2( self, level: impl Into<i32>, percents: impl Into<CapabilityInt>, ) { ... } fn clear(self) { ... } fn clear_except_map_history_index(self) { ... } fn clear_impl(self, is_clear_map_history_index: impl Into<bool>) { ... } fn clear_for_rewind_preview(self) -> Il2CppString { ... } fn copy_from(self, from: impl Into<Unit>) { ... } fn copy_from_for_level_up(self, from: impl Into<Unit>) { ... } fn copy_from_for_arena_result(self, from: impl Into<Unit>) { ... } fn copy_from_for_versus(self, from: impl Into<Unit>) { ... } fn reset_phase_begin(self, phase: impl Into<Force_Type>) { ... } fn is_engage_owner(self) -> bool { ... } fn reset_phase_begin_after(self, phase: impl Into<Force_Type>) { ... } fn reset_phase_end(self, phase: impl Into<Force_Type>) { ... } fn reset_sub_phase_charm_confusion_begin(self) { ... } fn reset_dead(self) { ... } fn reset_map_begin(self) { ... } fn reset_map_end(self, is_reset_position: impl Into<bool>) { ... } fn map_completed(self) { ... } fn fixed(self) { ... } fn transfer(self, force: impl Into<Force_Type>, is_last: impl Into<bool>) { ... } fn transfer_for_sortie( self, force: impl Into<Force_Type>, is_last: impl Into<bool>, ) { ... } fn transfer_for_rewind( self, force: impl Into<Force_Type>, prev_unit: impl Into<Unit>, ) { ... } fn transfer_for_rewind_latest(self, force: impl Into<Force_Type>) { ... } fn transfer_impl( self, force: impl Into<Force_Type>, is_last: impl Into<bool>, prev_unit: impl Into<Unit>, is_delete_actor: impl Into<bool>, ) { ... } fn update_state(self) { ... } fn update_state_with_auto_equip(self) { ... } fn update_state_with_equipped(self, equipped: impl Into<UnitItem>) { ... } fn try_update_state_with_equipped( self, equipped: impl Into<UnitItem>, ) -> bool { ... } fn add_skill(self, array: impl Into<SkillArray>) { ... } fn add_skill_2( self, array: impl Into<SkillArray>, category: impl Into<SkillData_Categorys>, ) { ... } fn add_skill_3( self, skill: impl Into<SkillData>, category: impl Into<SkillData_Categorys>, age: impl Into<i32>, ) { ... } fn add_skill_without_update( self, skill: impl Into<SkillData>, category: impl Into<SkillData_Categorys>, age: impl Into<i32>, ) -> bool { ... } fn is_engaging(self, god_unit: impl Into<GodUnit>) -> bool { ... } fn update_state_impl( self, is_auto_equip: impl Into<bool>, equipped: impl Into<UnitItem>, ) { ... } fn commit_enhance(self, equipped: impl Into<UnitItem>) { ... } fn update_place(self) { ... } fn create_actor(self) { ... } fn try_create_actor(self) -> bool { ... } fn reload_actor(self) { ... } fn delete_actor(self) { ... } fn update_actor(self) { ... } fn tick_actor(self) { ... } fn check_status(self, status: impl Into<Unit_Status>) -> bool { ... } fn not_status(self, status: impl Into<Unit_Status>) -> bool { ... } fn set_status(self, status: impl Into<Unit_Status>) { ... } fn clear_status(self, status: impl Into<Unit_Status>) { ... } fn change_status(self, status: impl Into<Unit_Status>) { ... } fn get_status(self) -> Unit_StatusField { ... } fn set_dead(self) { ... } fn get_name(self) -> Il2CppString { ... } fn get_talk_name(self) -> Il2CppString { ... } fn get_name_impl(self, is_morph: impl Into<bool>) -> Il2CppString { ... } fn get_ascii_name(self) -> Il2CppString { ... } fn get_job_name(self) -> Il2CppString { ... } fn set_position(self, pos: impl Into<Vector3>, update: impl Into<bool>) { ... } fn set_position_2( self, x: impl Into<i32>, z: impl Into<i32>, update: impl Into<bool>, ) { ... } fn set_rotation(self, angle: impl Into<f32>) { ... } fn set_force_for_stand_alone(self, force: impl Into<Force>) { ... } fn is_hero(self) -> bool { ... } fn is_dead(self) -> bool { ... } fn get_gender(self) -> Gender { ... } fn get_dress_gender(self) -> Gender { ... } fn is_female(self) -> bool { ... } fn is_leader(self) -> bool { ... } fn is_morph(self) -> bool { ... } fn has_fang_curse(self) -> bool { ... } fn is_enchantment(self) -> bool { ... } fn is_move_not_allow(self) -> bool { ... } fn is_unique(self) -> bool { ... } fn is_show(self) -> bool { ... } fn can_sortie(self) -> bool { ... } fn is_play_area(self) -> bool { ... } fn is_play_area_2(self, x: impl Into<i32>, z: impl Into<i32>) -> bool { ... } fn is_allied(self, unit: impl Into<Unit>) -> bool { ... } fn is_operate(self) -> bool { ... } fn is_efficacy(self, target: impl Into<Unit>) -> bool { ... } fn get_attrs(self) -> SkillData_Attrs { ... } fn can_transporter(self) -> bool { ... } fn can_breakable(self, target: impl Into<Unit>) -> bool { ... } fn can_sky_battle(self) -> bool { ... } fn get_force_absent_type(self) -> Force_Type { ... } fn get_force_dead_type(self) -> Force_Type { ... } fn is_same_force_type(self, force_type: impl Into<Force_Type>) -> bool { ... } fn set_engage_impl(self, enable: impl Into<bool>, link: impl Into<bool>) { ... } fn set_engage_link_simulation( self, enable: impl Into<bool>, link: impl Into<Unit>, ) { ... } fn set_engage_simulation( self, enable: impl Into<bool>, link: impl Into<Unit>, ) { ... } fn set_god_link_impl(self, god_link: impl Into<GodUnit>) { ... } fn play_engage(self, enable: impl Into<bool>) { ... } fn is_engaging_2(self) -> bool { ... } fn is_hero_engaging(self) -> bool { ... } fn can_engage_heal(self) -> bool { ... } fn set_engage_link( self, enable: impl Into<bool>, god_link: impl Into<GodUnit>, parent: impl Into<Unit>, child: impl Into<Unit>, ) { ... } fn set_engage(self, enable: impl Into<bool>, link: impl Into<Unit>) { ... } fn try_relocation(self) -> bool { ... } fn is_active_route(self) -> bool { ... } fn get_first_x(self) -> i32 { ... } fn get_first_z(self) -> i32 { ... } fn force_set_engage_link_for_rewind(self, link_unit: impl Into<Unit>) { ... } fn set_engage_attack(self, enable: impl Into<bool>) { ... } fn can_engage_impl(self, god_unit: impl Into<GodUnit>) -> bool { ... } fn can_engage_cancel(self, pickup: impl Into<bool>) -> bool { ... } fn can_engage_start(self) -> bool { ... } fn can_engage_link(self) -> bool { ... } fn get_linkable_god_unit(self) -> GodUnit { ... } fn get_engage_link_unit(self) -> Unit { ... } fn pre_start_target_select(self) { ... } fn post_start_target_select(self) { ... } fn try_add_achieve_engage(self) { ... } fn decide_target_select(self, is_redoer: impl Into<bool>) { ... } fn cancel_target_select(self) { ... } fn can_change_engage(self, target_unit: impl Into<Unit>) -> bool { ... } fn try_change_engage( self, target_unit: impl Into<Unit>, item_index: impl Into<i32>, ) -> bool { ... } fn change_engage( self, target_unit: impl Into<Unit>, item_index: impl Into<i32>, ) { ... } fn can_engage_attack(self) -> bool { ... } fn can_engage_target(self, target: impl Into<Unit>) -> bool { ... } fn engage_target_exists( self, target: impl Into<Unit>, skill: impl Into<SkillData>, ) -> bool { ... } fn can_enemy_engage_attack(self) -> bool { ... } fn can_execute_engage_attack(self) -> bool { ... } fn can_act( self, is_fixed: impl Into<bool>, is_charged: impl Into<bool>, ) -> bool { ... } fn can_act_without_engage_charge(self) -> bool { ... } fn can_be_target(self) -> bool { ... } fn can_external_move(self) -> bool { ... } fn is_sight(self, x: impl Into<i32>, z: impl Into<i32>) -> bool { ... } fn can_warp( self, rod_unit: impl Into<Unit>, x: impl Into<i32>, z: impl Into<i32>, ) -> bool { ... } fn can_skill(self, skill: impl Into<SkillData>) -> bool { ... } fn can_change_god(self) -> bool { ... } fn change_god(self) -> bool { ... } fn get_cells(self, cells: impl Into<Array<MapPos>>) -> i32 { ... } fn get_cells_2( self, cells: impl Into<Array<MapPos>>, base_x: impl Into<i32>, base_z: impl Into<i32>, ) -> i32 { ... } fn set_base_capability(self, index: impl Into<i32>, value: impl Into<i32>) { ... } fn add_base_capability(self, index: impl Into<i32>, value: impl Into<i32>) { ... } fn set_capability_just(self, index: impl Into<i32>, value: impl Into<i32>) { ... } fn get_god_enhance_rating(self, god: impl Into<GodUnit>) -> i32 { ... } fn change_hp(self, hp: impl Into<i32>) { ... } fn play_set_hp(self, hp: impl Into<i32>) { ... } fn play_set_heal(self, heal: impl Into<i32>) { ... } fn play_set_damage( self, damage: impl Into<i32>, can_die: impl Into<bool>, is_multi: impl Into<bool>, ) { ... } fn is_changing_hp(self) -> bool { ... } fn get_max_hp(self) -> i32 { ... } fn get_str(self) -> i32 { ... } fn get_tech(self) -> i32 { ... } fn get_quick(self) -> i32 { ... } fn get_luck(self) -> i32 { ... } fn get_def(self) -> i32 { ... } fn get_magic(self) -> i32 { ... } fn get_mdef(self) -> i32 { ... } fn get_phys(self) -> i32 { ... } fn get_sight(self) -> i32 { ... } fn get_move_power(self) -> i32 { ... } fn get_move_power_without_removing(self) -> i32 { ... } fn find_skill(self, flags: impl Into<SkillData_Flags>) -> SkillData { ... } fn find_skill_2(self, states: impl Into<SkillData_States>) -> SkillData { ... } fn get_removable_skill(self) -> SkillData { ... } fn get_removable_power(self) -> i32 { ... } fn get_capability( self, index: impl Into<i32>, calc_enhance: impl Into<bool>, ) -> i32 { ... } fn get_capability_2( self, type: impl Into<CapabilityDefinition_Type>, calc_enhance: impl Into<bool>, ) -> i32 { ... } fn get_capability_grow( self, index: impl Into<i32>, is_auto_grow: impl Into<bool>, ) -> i32 { ... } fn get_capability_grow_2( self, type: impl Into<CapabilityDefinition_Type>, is_auto_grow: impl Into<bool>, ) -> i32 { ... } fn get_capability_limit( self, type: impl Into<CapabilityDefinition_Type>, ) -> i32 { ... } fn get_capability_limit_2(self, index: impl Into<i32>) -> i32 { ... } fn can_capability_grow( self, type: impl Into<CapabilityDefinition_Type>, ) -> bool { ... } fn can_capability_grow_2(self, index: impl Into<i32>) -> bool { ... } fn get_strength_capability_index( self, rand: impl Into<Random_2>, ) -> CapabilityDefinition_Type { ... } fn get_no_enhance_max_hp(self) -> i32 { ... } fn get_no_enhance_str(self) -> i32 { ... } fn get_no_enhance_tech(self) -> i32 { ... } fn get_no_enhance_quick(self) -> i32 { ... } fn get_no_enhance_luck(self) -> i32 { ... } fn get_no_enhance_def(self) -> i32 { ... } fn get_no_enhance_magic(self) -> i32 { ... } fn get_no_enhance_mdef(self) -> i32 { ... } fn get_no_enhance_phys(self) -> i32 { ... } fn get_no_enhance_sight(self) -> i32 { ... } fn get_no_enhance_move_power(self) -> i32 { ... } fn get_no_enhance_capability(self, index: impl Into<i32>) -> i32 { ... } fn get_no_enhance_capability_2( self, type: impl Into<CapabilityDefinition_Type>, ) -> i32 { ... } fn get_enhanced_level(self) -> i32 { ... } fn add_hp(self, v: impl Into<i32>) { ... } fn is_dont_attack(self, unit: impl Into<Unit>) -> bool { ... } fn set_dont_attack(self, person: impl Into<PersonData>) { ... } fn set_dont_attack_force_mask(self, force_mask: impl Into<u32>) { ... } fn get_entrust_for_ai(self) -> UnitEntrust_Type { ... } fn can_talk(self) -> bool { ... } fn can_dance(self, target: impl Into<Unit>) -> bool { ... } fn can_contract(self, target: impl Into<Unit>) -> bool { ... } fn can_again(self) -> bool { ... } fn can_chain(self, parent: impl Into<Unit>) -> bool { ... } fn can_chain_attack(self) -> bool { ... } fn is_terrain_invalid(self, terrain: impl Into<TerrainData_2>) -> bool { ... } fn can_chain_guard(self) -> bool { ... } fn get_guard_type(self) -> Unit_GuardType { ... } fn can_ccogitation(self) -> bool { ... } fn can_trade(self) -> bool { ... } fn can_gain_reliance(self) -> bool { ... } fn has_skill(self, skill: impl Into<SkillData>) -> bool { ... } fn has_skill_2(self, sid: impl Into<Il2CppString>) -> bool { ... } fn has_skill_3(self, flags: impl Into<SkillData_Flags>) -> bool { ... } fn has_skill_4(self, states: impl Into<SkillData_States>) -> bool { ... } fn has_dance_skill(self) -> bool { ... } fn has_contract_skill(self) -> bool { ... } fn is_standing_die(self) -> bool { ... } fn is_immortal(self) -> bool { ... } fn is_last_boss(self) -> bool { ... } fn get_equip_skill(self, index: impl Into<i32>) -> SkillData { ... } fn has_equip_skill(self, sid: impl Into<Il2CppString>) -> bool { ... } fn has_equip_skill_2(self, skill: impl Into<SkillData>) -> bool { ... } fn add_equip_skill(self, sid: impl Into<Il2CppString>) -> bool { ... } fn add_equip_skill_2(self, skill: impl Into<SkillData>) -> bool { ... } fn remove_equip_skill(self, sid: impl Into<Il2CppString>) { ... } fn remove_equip_skill_2(self, skill: impl Into<SkillData>) { ... } fn replace_equip_skill( self, index: impl Into<i32>, sid: impl Into<Il2CppString>, ) { ... } fn replace_equip_skill_2( self, index: impl Into<i32>, skill: impl Into<SkillData>, ) { ... } fn move_equip_skill( self, old_index: impl Into<i32>, new_index: impl Into<i32>, ) { ... } fn has_private_skill(self, sid: impl Into<Il2CppString>) -> bool { ... } fn has_private_skill_2(self, skill: impl Into<SkillData>) -> bool { ... } fn add_private_skill(self, sid: impl Into<Il2CppString>) -> bool { ... } fn add_private_skill_2(self, skill: impl Into<SkillData>) -> bool { ... } fn add_private_skill_3(self, skills: impl Into<SkillArray>) -> bool { ... } fn remove_private_skill(self, sid: impl Into<Il2CppString>) -> bool { ... } fn remove_private_skill_2(self, skill: impl Into<SkillData>) -> bool { ... } fn remove_private_skill_3(self, skills: impl Into<SkillArray>) -> bool { ... } fn get_record(self, kind: impl Into<UnitRecord_Kinds>) -> i32 { ... } fn set_record( self, kind: impl Into<UnitRecord_Kinds>, value: impl Into<i32>, ) { ... } fn add_record( self, kind: impl Into<UnitRecord_Kinds>, value: impl Into<i32>, ) { ... } fn inc_record(self, kind: impl Into<UnitRecord_Kinds>) { ... } fn dec_record(self, kind: impl Into<UnitRecord_Kinds>) { ... } fn add_record_with_history( self, kind: impl Into<UnitRecord_Kinds>, value: impl Into<i32>, ) { ... } fn get_from_equip_skill_pool(self, index: impl Into<i32>) -> SkillData { ... } fn add_to_equip_skill_pool(self, sid: impl Into<Il2CppString>) { ... } fn add_to_equip_skill_pool_2(self, skill: impl Into<SkillData>) { ... } fn remove_from_equip_skill_pool(self, sid: impl Into<Il2CppString>) { ... } fn remove_from_equip_skill_pool_2(self, skill: impl Into<SkillData>) { ... } fn is_exist_in_equip_skill_pool(self, sid: impl Into<Il2CppString>) -> bool { ... } fn is_exist_in_equip_skill_pool_2(self, skill: impl Into<SkillData>) -> bool { ... } fn is_inheritance_enable(self, skill: impl Into<SkillData>) -> bool { ... } fn is_poison(self) -> bool { ... } fn is_stun(self) -> bool { ... } fn is_sleep(self) -> bool { ... } fn is_silence(self) -> bool { ... } fn is_charm(self) -> bool { ... } fn is_confusion(self) -> bool { ... } fn is_charm_or_confusion(self) -> bool { ... } fn is_freeze(self) -> bool { ... } fn is_weakness(self) -> bool { ... } fn is_not_enhance(self) -> bool { ... } fn is_disorder(self) -> bool { ... } fn clear_disorder(self, state: impl Into<SkillData_States>) -> bool { ... } fn is_vision(self) -> bool { ... } fn is_vision_2(self, owner: impl Into<Unit>) -> bool { ... } fn can_gain_item(self) -> bool { ... } fn get_vision_owner(self) -> Unit { ... } fn is_summon(self) -> bool { ... } fn is_summon_2(self, owner: impl Into<Unit>) -> bool { ... } fn is_summon_god(self) -> bool { ... } fn get_summon_owner(self) -> Unit { ... } fn is_lockon(self) -> bool { ... } fn try_get_lock_target(self) -> (bool, i32, i32) { ... } fn set_lock_target(self, x: impl Into<i32>, z: impl Into<i32>) { ... } fn reset_lock_target(self) { ... } fn is_on_map(self) -> bool { ... } fn is_decoy(self) -> bool { ... } fn add_exp(self, exp: impl Into<i32>) { ... } fn add_skill_point(self, skill_point: impl Into<i32>) { ... } fn can_grow(self) -> bool { ... } fn normalize_exp(self, exp: impl Into<i32>) -> i32 { ... } fn exp_to_skill_point(self, exp: impl Into<i32>) -> i32 { ... } fn nomralize_skill_point(self, skill_point: impl Into<i32>) -> i32 { ... } fn level_up(self, abort: impl Into<i32>) { ... } fn dbg_level_down(self) { ... } fn learn_job_skill(self) -> SkillData { ... } fn learn_job_skill_for_chart(self, level: impl Into<i32>) -> SkillData { ... } fn learn_job_skill_2( self, level: impl Into<i32>, job: impl Into<JobData>, ) -> SkillData { ... } fn learn_job_skill_3(self, job: impl Into<JobData>) -> SkillData { ... } fn cc_check_aptitude(self, job: impl Into<JobData>) -> bool { ... } fn class_change(self, job: impl Into<JobData>, item: impl Into<ItemData>) { ... } fn class_change_for_chart( self, job: impl Into<JobData>, item: impl Into<ItemData>, level: impl Into<i32>, ) { ... } fn update_difficulty(self) { ... } fn reset_weapon_mask(self) { ... } fn set_selected_weapon(self, selected_weapon_mask: impl Into<WeaponMask>) { ... } fn set_selected_weapon_from_original_aptitude( self, aptitude: impl Into<WeaponMask>, ) { ... } fn set_weapon_mask_from_parson(self) { ... } fn set_optimal_weapon_for_class_change( self, weapon_mask: impl Into<WeaponMask>, is_bullet: impl Into<bool>, ) -> UnitItem { ... } fn set_selected_weapon_from_items( self, items: impl Into<Unit_ItemsForSelectedWeapon>, ) { ... } fn set_selected_weapon_for_chart( self, chart_items: impl Into<Array<ChartData_Item>>, ) { ... } fn set_selected_weapon_from_dispos(self, data: impl Into<DisposData>) { ... } fn inherit_aptitude(self, god_unit: impl Into<GodUnit>) { ... } fn inherit_aptitude_2(self, god_bond: impl Into<GodBond>) { ... } fn add_aptitude_for_chart(self) { ... } fn set_aptitude_from_dispos(self, data: impl Into<DisposData>) { ... } fn add_aptitude_from_weapon_mask(self) { ... } fn update_weapon_mask(self) { ... } fn ai_activate(self, attacked: impl Into<bool>) { ... } fn ai_activate_cause_attacked(self, longrange: impl Into<bool>) { ... } fn ai_set_engage_attack(self) { ... } fn ai_clear_engage_attack(self) { ... } fn has_item(self, is_exclude_engage: impl Into<bool>) -> bool { ... } fn has_rod(self) -> bool { ... } fn has_heal_rod(self) -> bool { ... } fn has_heal_rod_for_oneself( self, rod_type: impl Into<ItemData_RodTypes>, ) -> bool { ... } fn has_support_rod(self) -> bool { ... } fn has_support_rod_for_oneself( self, rod_type: impl Into<ItemData_RodTypes>, ) -> bool { ... } fn has_interference_rod(self) -> bool { ... } fn has_criticale_weapon(self) -> bool { ... } fn has_efficacy_weapon(self, target: impl Into<Unit>) -> bool { ... } fn has_drop_item(self) -> bool { ... } fn has_max_item(self) -> bool { ... } fn get_item(self, index: impl Into<i32>) -> UnitItem { ... } fn get_item_index(self, iid: impl Into<Il2CppString>) -> i32 { ... } fn get_item_index_2(self, item: impl Into<ItemData>) -> i32 { ... } fn for_each_unit_item(self, func: impl Into<Unit_FuncUnitItem>) { ... } fn for_each_can_equip_item(self, func: impl Into<Unit_FuncUnitItem>) { ... } fn get_actual_item(self, unit_item: impl Into<UnitItem>) -> UnitItem { ... } fn is_item_equipped(self) -> bool { ... } fn get_item_equipped(self) -> UnitItem { ... } fn get_item_index_equipped(self) -> i32 { ... } fn get_item_hold(self) -> UnitItem { ... } fn get_item_index_hold(self) -> i32 { ... } fn item_add(self, iid: impl Into<Il2CppString>) -> i32 { ... } fn item_add_2(self, iids: impl Into<Array<Il2CppString>>) -> bool { ... } fn item_add_3(self, item: impl Into<ItemData>) -> i32 { ... } fn item_add_4(self, unit_item: impl Into<UnitItem>) -> i32 { ... } fn item_add_on_dlc_evil( self, iids: impl Into<Array<Il2CppString>>, chapter: impl Into<ChapterData>, level: impl Into<i32>, ) { ... } fn equipable_item_add(self, iids: impl Into<Array<Il2CppString>>) -> bool { ... } fn item_move(self, from: impl Into<i32>, to: impl Into<i32>) { ... } fn item_close_up(self) { ... } fn item_equip(self) -> bool { ... } fn item_equip_2( self, index: impl Into<i32>, reoder: impl Into<bool>, ) -> bool { ... } fn item_reorder(self) { ... } fn item_equip_3(self, unit_item: impl Into<UnitItem>) -> bool { ... } fn item_equip_4(self, item_data: impl Into<ItemData>) -> bool { ... } fn item_take_off(self, index: impl Into<i32>) { ... } fn item_take_off_2(self, unit_item: impl Into<UnitItem>) { ... } fn item_put_off(self, index: impl Into<i32>, closeup: impl Into<bool>) { ... } fn item_put_off_2( self, unit_item: impl Into<UnitItem>, closeup: impl Into<bool>, ) { ... } fn item_put_off_all(self) { ... } fn has_item_2(self, item: impl Into<ItemData>) -> bool { ... } fn get_item_count(self) -> i32 { ... } fn get_item_selected(self) -> UnitItem { ... } fn set_item_selected(self, unit_item: impl Into<UnitItem>) { ... } fn has_equipable_item(self) -> bool { ... } fn has_equipable_item_2(self, range: impl Into<i32>) -> bool { ... } fn has_equipable_item_3(self, kind: impl Into<ItemData_Kinds>) -> bool { ... } fn can_item_equip( self, unit_item: impl Into<UnitItem>, rod: impl Into<bool>, exp: impl Into<bool>, ) -> bool { ... } fn can_item_equip_2( self, item: impl Into<ItemData>, rod: impl Into<bool>, weapon_level: impl Into<bool>, ) -> bool { ... } fn can_item_equip_3( self, index: impl Into<i32>, rod: impl Into<bool>, exp: impl Into<bool>, ) -> bool { ... } fn can_item_kind_equip( self, kind: impl Into<ItemData_Kinds>, rod: impl Into<bool>, weapon_mask: impl Into<bool>, ) -> bool { ... } fn can_use_cannon(self, x: impl Into<i32>, z: impl Into<i32>) -> bool { ... } fn can_use_cannon_2(self, terrain: impl Into<TerrainData_2>) -> bool { ... } fn next_item_equip(self, reverse: impl Into<bool>) -> bool { ... } fn is_item_sealed(self, unit_item: impl Into<UnitItem>) -> bool { ... } fn is_item_sealed_2(self, item: impl Into<ItemData>) -> bool { ... } fn is_item_sealed_3(self, index: impl Into<i32>) -> bool { ... } fn get_item_index_key_door(self) -> i32 { ... } fn can_unlock_door(self, enable_item: impl Into<bool>) -> bool { ... } fn can_unlock_treasure_box(self, enable_item: impl Into<bool>) -> bool { ... } fn get_range_i( self, index: impl Into<i32>, skill: impl Into<SkillData>, ) -> i32 { ... } fn get_range_i_2( self, item: impl Into<ItemData>, skill: impl Into<SkillData>, ) -> i32 { ... } fn get_range_i_3( self, unit_item: impl Into<UnitItem>, skill: impl Into<SkillData>, ) -> i32 { ... } fn get_range_o( self, index: impl Into<i32>, skill: impl Into<SkillData>, ) -> i32 { ... } fn get_range_o_2( self, item: impl Into<ItemData>, skill: impl Into<SkillData>, ) -> i32 { ... } fn get_range_o_3( self, unit_item: impl Into<UnitItem>, skill: impl Into<SkillData>, ) -> i32 { ... } fn get_range_io( self, index: impl Into<i32>, skill: impl Into<SkillData>, ) -> (bool, i32, i32) { ... } fn get_range_io_2( self, item: impl Into<ItemData>, skill: impl Into<SkillData>, ) -> (bool, i32, i32) { ... } fn get_range_io_3( self, unit_item: impl Into<UnitItem>, skill: impl Into<SkillData>, ) -> (bool, i32, i32) { ... } fn get_item_distance(self, item: impl Into<ItemData>) -> i32 { ... } fn get_rod_range_extend(self, item: impl Into<ItemData>) -> i32 { ... } fn get_item_range( self, item: impl Into<ItemData>, skill: impl Into<SkillData>, ) -> (bool, i32, i32) { ... } fn get_skill_range(self, skill: impl Into<SkillData>) -> (bool, i32, i32) { ... } fn get_item_range_2( self, equip_item: impl Into<UnitItem>, skill: impl Into<SkillData>, ) -> (bool, i32, i32) { ... } fn get_item_range_3( self, item_mask: impl Into<u32>, skill: impl Into<SkillData>, ) -> (bool, i32, i32) { ... } fn get_engage_range(self) -> (bool, i32, i32) { ... } fn get_attack_range(self, skill: impl Into<SkillData>) -> (bool, i32, i32) { ... } fn get_rod_range(self, skill: impl Into<SkillData>) -> (bool, i32, i32) { ... } fn get_attack_range_2( self, equip_item: impl Into<UnitItem>, skill: impl Into<SkillData>, ) -> (bool, i32, i32) { ... } fn get_rod_range_2( self, equip_item: impl Into<UnitItem>, skill: impl Into<SkillData>, ) -> (bool, i32, i32) { ... } fn get_revenge_weapon( self, target: impl Into<Unit>, target_item: impl Into<UnitItem>, range: impl Into<i32>, ) -> UnitItem { ... } fn get_rod_heal_power(self, unit_item: impl Into<UnitItem>) -> i32 { ... } fn can_item_use(self, item: impl Into<ItemData>) -> bool { ... } fn can_item_use_2( self, item: impl Into<ItemData>, target_unit: impl Into<Unit>, ) -> bool { ... } fn item_use_impl( self, item: impl Into<ItemData>, use_type: impl Into<ItemData_UseTypes>, power: impl Into<i32>, give_skills: impl Into<SkillArray>, ) { ... } fn item_use(self, item: impl Into<ItemData>) { ... } fn item_enchant(self, unit: impl Into<Unit>, item: impl Into<ItemData>) { ... } fn is_item_enhance_having(self, item_data: impl Into<ItemData>) -> bool { ... } fn is_draw_active_color(self, unit_item: impl Into<UnitItem>) -> bool { ... } fn get_accessory_list(self) -> UnitAccessoryList { ... } fn set_ring(self, ring: impl Into<UnitRing>) { ... } fn set_ring_impl(self, ring: impl Into<UnitRing>) { ... } fn clear_ring(self) { ... } fn clear_ring_impl(self) { ... } fn get_ring(self) -> UnitRing { ... } fn get_power(self) -> i32 { ... } fn set_god_unit(self, god_unit: impl Into<GodUnit>) { ... } fn set_god_unit_to_copy(self, god_unit: impl Into<GodUnit>) { ... } fn clear_god_unit(self) { ... } fn clear_god_unit_from_copy(self) { ... } fn can_god_equip(self, god_unit: impl Into<GodUnit>) -> bool { ... } fn reset_engage_count(self) { ... } fn play_engage_cancel(self) { ... } fn reset_engaing(self) { ... } fn try_connect_god_unit(self, god_unit: impl Into<GodUnit>) -> GodUnit { ... } fn try_connect_god_unit_to_copy( self, god_unit: impl Into<GodUnit>, ) -> GodUnit { ... } fn try_disconnect_god_unit(self) -> GodUnit { ... } fn try_disconnect_ring(self) -> UnitRing { ... } fn try_disconnect_god_unit_from_copy(self) -> GodUnit { ... } fn try_disconnect_god_link_from_copy(self) -> GodUnit { ... } fn sight_up(self, unit: impl Into<Unit>, item: impl Into<ItemData>) -> bool { ... } fn can_revive(self) -> bool { ... } fn is_asphyxiation(self) -> bool { ... } fn revive(self) { ... } fn revive_for_rewind_v0(self, hp_stock_count: impl Into<u8>) { ... } fn revive_for_rewind_v1( self, plain_hp_stock_count: impl Into<u8>, extra_hp_stock_count: impl Into<u8>, extra_hp_stock_count_max: impl Into<u8>, ) { ... } fn set_god_state(self, index: impl Into<i32>, state: impl Into<GodState>) { ... } fn get_god_state(self, index: impl Into<i32>) -> GodState { ... } fn get_god_state_count(self) -> i32 { ... } fn is_default_god_states(self) -> bool { ... } fn get_current_god_state_index(self) -> i32 { ... } fn get_current_god_state(self) -> GodState { ... } fn can_set_extra_hp_stock(self) -> bool { ... } fn has_extra_hp_stock(self) -> bool { ... } fn set_extra_hp_stock(self) { ... } fn clear_extra_hp_stock(self) { ... } fn extra_hp_stock_for_rewind( self, is_set: impl Into<bool>, extra_hp_stock_count: impl Into<u8>, extra_hp_stock_count_max: impl Into<u8>, ) { ... } fn dbg_set_hp_stock_count(self, count: impl Into<i32>) { ... } fn update_god_unit_for_god_state( self, new_god_state: impl Into<GodState>, old_god_state: impl Into<GodState>, ) { ... } fn serialize(self, stream: impl Into<Stream_2>) { ... } fn deserialize(self, stream: impl Into<Stream_2>) { ... } fn get_prev(self) -> Unit { ... } fn set_prev(self, value: impl Into<Unit>) { ... } fn get_next(self) -> Unit { ... } fn set_next(self, value: impl Into<Unit>) { ... } fn get_ai(self) -> UnitAI { ... } fn get_edit(self) -> UnitEdit { ... } fn get_person(self) -> PersonData { ... } fn set_person(self, value: impl Into<PersonData>) { ... } fn get_pid(self) -> Il2CppString { ... } fn get_prefixless_pid(self) -> Il2CppString { ... } fn get_job(self) -> JobData { ... } fn set_job(self, value: impl Into<JobData>) { ... } fn get_jid(self) -> Il2CppString { ... } fn get_prefixless_jid(self) -> Il2CppString { ... } fn get_force(self) -> Force { ... } fn set_force(self, value: impl Into<Force>) { ... } fn get_force_type(self) -> Force_Type { ... } fn get_force_mask(self) -> u32 { ... } fn get_base_capability(self) -> UnitBaseCapability { ... } fn get_grow_capability(self) -> Capability { ... } fn get_level_capability(self) -> UnitBaseCapability { ... } fn get_grow_seed(self) -> u32 { ... } fn set_grow_seed(self, value: impl Into<u32>) { ... } fn get_drop_seed(self) -> u32 { ... } fn set_drop_seed(self, value: impl Into<u32>) { ... } fn get_actor(self) -> UnitActor { ... } fn set_actor(self, value: impl Into<UnitActor>) { ... } fn get_info(self) -> MapInfoRoot { ... } fn set_info(self, value: impl Into<MapInfoRoot>) { ... } fn get_unit_model(self) -> UnitModel { ... } fn get_god_model(self) -> UnitModel { ... } fn get_position(self) -> Vector3 { ... } fn get_cell_center_position(self) -> Vector3 { ... } fn get_direction(self) -> Vector3 { ... } fn get_index(self) -> i32 { ... } fn set_index(self, value: impl Into<i32>) { ... } fn get_bmap_size(self) -> i32 { ... } fn get_style(self) -> BattleStyle_Types { ... } fn get_x(self) -> i32 { ... } fn set_x(self, value: impl Into<i32>) { ... } fn get_z(self) -> i32 { ... } fn set_z(self, value: impl Into<i32>) { ... } fn get_dispos_x(self) -> i32 { ... } fn set_dispos_x(self, value: impl Into<i32>) { ... } fn get_dispos_z(self) -> i32 { ... } fn set_dispos_z(self, value: impl Into<i32>) { ... } fn get_center_x(self) -> i32 { ... } fn get_center_z(self) -> i32 { ... } fn get_angle(self) -> f32 { ... } fn set_angle(self, value: impl Into<f32>) { ... } fn get_dispos_sound(self) -> i32 { ... } fn get_move_type(self) -> JobData_MoveTypes { ... } fn get_level(self) -> i32 { ... } fn set_level(self, value: impl Into<i32>) { ... } fn get_limit_level(self) -> i32 { ... } fn get_exp(self) -> i32 { ... } fn set_exp(self, value: impl Into<i32>) { ... } fn get_skill_point(self) -> i32 { ... } fn set_skill_point(self, value: impl Into<i32>) { ... } fn get_hp(self) -> i32 { ... } fn set_hp(self, value: impl Into<i32>) { ... } fn get_display_hp(self) -> i32 { ... } fn get_hp_stock_count(self) -> i32 { ... } fn get_hp_stock_count_max(self) -> i32 { ... } fn get_plain_hp_stock_count(self) -> i32 { ... } fn set_plain_hp_stock_count(self, value: impl Into<i32>) { ... } fn get_plain_hp_stock_count_max(self) -> i32 { ... } fn get_extra_hp_stock_count(self) -> i32 { ... } fn get_extra_hp_stock_count_max(self) -> i32 { ... } fn get_base_move_power(self) -> i32 { ... } fn get_item_list(self) -> UnitItemList { ... } fn get_god_unit(self) -> GodUnit { ... } fn get_actual_god_unit(self) -> GodUnit { ... } fn get_extra_sight(self) -> i32 { ... } fn set_extra_sight(self, value: impl Into<i32>) { ... } fn get_move_distance(self) -> i32 { ... } fn get_mask_skill_lock(self) -> Object { ... } fn get_mask_skill(self) -> SkillArray { ... } fn get_equip_skill_2(self) -> SkillArray { ... } fn get_private_skill(self) -> SkillArray { ... } fn get_supported_skill(self) -> SkillArray { ... } fn get_receive_skill(self) -> SkillArray { ... } fn get_equip_skill_pool(self) -> SkillArray { ... } fn get_learned_job_skill(self) -> SkillData { ... } fn set_learned_job_skill(self, value: impl Into<SkillData>) { ... } fn get_original_aptitude(self) -> WeaponMask { ... } fn get_aptitude(self) -> WeaponMask { ... } fn get_weapon_mask(self) -> WeaponMask { ... } fn get_selected_weapon_mask(self) -> WeaponMask { ... } fn get_enhance_factors(self) -> UnitEnhanceFactors { ... } fn get_internal_level(self) -> i32 { ... } fn set_internal_level(self, value: impl Into<i32>) { ... } fn get_last_pick_voice(self) -> i8 { ... } fn set_last_pick_voice(self, value: impl Into<i8>) { ... } fn get_max_stun(self) -> i32 { ... } fn get_stun(self) -> i32 { ... } fn get_engage_count(self) -> i32 { ... } fn set_engage_count(self, value: impl Into<i32>) { ... } fn play_set_engage_count( self, engage_count: impl Into<i32>, target_unit: impl Into<Unit>, ) { ... } fn play_set_engage_count_2( self, start: impl Into<Vector3>, goal: impl Into<Vector3>, count: impl Into<i32>, ) { ... } fn get_engage_count_view(self) -> i32 { ... } fn set_engage_count_view(self, count: impl Into<i32>) { ... } fn get_engage_count_limit(self) -> i32 { ... } fn get_engage_turn(self) -> i32 { ... } fn set_engage_turn(self, value: impl Into<i32>) { ... } fn get_remaining_engage_turn(self) -> i32 { ... } fn get_engage_turn_limit(self) -> i32 { ... } fn get_alpha(self) -> f32 { ... } fn get_ident(self) -> i32 { ... } fn set_ident(self, value: impl Into<i32>) { ... } fn get_record_2(self) -> UnitRecord { ... } fn get_map_history_index(self) -> i32 { ... } fn set_map_history_index(self, value: impl Into<i32>) { ... } fn get_relay_player_index(self) -> i32 { ... } fn set_relay_player_index(self, value: impl Into<i32>) { ... } fn create_impl1( self, person: impl Into<PersonData>, job: impl Into<JobData>, level: impl Into<i32>, random: impl Into<Random_2>, ) { ... } fn try_copy_edit(self) { ... } fn create_impl2(self) { ... } fn set_dispos(self, data: impl Into<DisposData>) { ... } fn set_dispos_weapon_mask(self, data: impl Into<DisposData>) { ... } fn set_dispos_skill(self, data: impl Into<DisposData>) { ... } fn set_dispos_god(self, data: impl Into<DisposData>) { ... } fn add_person_item(self, person: impl Into<PersonData>) -> bool { ... } fn add_dispos_item(self, data: impl Into<DisposData>) -> bool { ... } fn set_dispos_belong(self, data: impl Into<DisposData>) { ... } fn set_dispos_ai(self, data: impl Into<DisposData>) { ... } fn create_god_states(self, data: impl Into<DisposData>) -> Array<GodState> { ... } fn get_god_state_2( self, data: impl Into<DisposData>, index: impl Into<i32>, prev_state: impl Into<GodState>, ) -> GodState { ... } fn dispos_state2_god_state( self, dispos_state: impl Into<DisposData_State>, ) -> GodState { ... } fn setup_for_vision(self, original: impl Into<Unit>) { ... } fn create_for_summon_impl1( self, person: impl Into<PersonData>, original: impl Into<Unit>, rank: impl Into<PersonData_Ranks>, ) { ... } fn setup_for_summon( self, owner: impl Into<Unit>, rank: impl Into<PersonData_Ranks>, ) { ... } fn create_impl2_exclude_internal_level(self) { ... } fn setup_capability_for_vision(self, original: impl Into<Unit>) { ... } fn get_safe_person(self) -> PersonData { ... } fn get_safe_job(self) -> JobData { ... } fn calculate_auto_grow_capability(self, percents: impl Into<CapabilityInt>) { ... } fn get_max_hp_impl(self, calc_enhance: impl Into<bool>) -> i32 { ... } fn get_str_impl(self, calc_enhance: impl Into<bool>) -> i32 { ... } fn get_tech_impl(self, calc_enhance: impl Into<bool>) -> i32 { ... } fn get_quick_impl(self, calc_enhance: impl Into<bool>) -> i32 { ... } fn get_luck_impl(self, calc_enhance: impl Into<bool>) -> i32 { ... } fn get_def_impl(self, calc_enhance: impl Into<bool>) -> i32 { ... } fn get_magic_impl(self, calc_enhance: impl Into<bool>) -> i32 { ... } fn get_mdef_impl(self, calc_enhance: impl Into<bool>) -> i32 { ... } fn get_phys_impl(self, calc_enhance: impl Into<bool>) -> i32 { ... } fn get_sight_impl(self, calc_enhance: impl Into<bool>) -> i32 { ... } fn get_move_power_impl(self, calc_enhance: impl Into<bool>) -> i32 { ... } fn get_capability_impl( self, type: impl Into<CapabilityDefinition_Type>, calc_enhance: impl Into<bool>, ) -> i32 { ... } fn get_total_level(self) -> i32 { ... } fn get_order(self) -> i32 { ... } fn calc_item_range( self, item: impl Into<ItemData>, skill: impl Into<SkillData>, ) -> (bool, i32, i32) { ... } fn get_item_grow_capability( self, item: impl Into<ItemData>, ) -> CapabilitySbyte { ... } fn get_attack_image(self) -> MapDeployAttackImage { ... } fn get_rod_image(self) -> MapDeployRodImage { ... } fn get_heal_image(self) -> MapDeployHealImage { ... } fn get_support_image(self) -> MapDeploySupportImage { ... } fn get_interference_image(self) -> MapDeployInterferenceImage { ... } fn get_total_order(self) -> i32 { ... } fn set_total_order(self, value: impl Into<i32>) { ... } fn get_total_action(self) -> i32 { ... } fn set_total_action(self, value: impl Into<i32>) { ... } fn get_total_attack(self) -> i32 { ... } fn set_total_attack(self, value: impl Into<i32>) { ... } fn get_total_damage(self) -> i32 { ... } fn set_total_damage(self, value: impl Into<i32>) { ... } fn get_total_result(self) -> BattleScene_Result { ... } fn set_total_result(self, value: impl Into<BattleScene_Result>) { ... } fn get_side_type(self) -> BattleSide_Type { ... } fn set_side_type(self, value: impl Into<BattleSide_Type>) { ... } fn update_image(self, deploy: impl Into<MapDnagerDeploy>) { ... } fn clear_image(self) { ... } fn try_get_engage_mind(self) -> (bool, MapMind_Type) { ... } fn get_engage_attack(self) -> SkillData { ... } fn get_engage_skills(self) -> SkillArray { ... } fn get_engage_skill(self, index: impl Into<i32>) -> SkillData { ... } fn get_support_skill(self) -> SkillData { ... } fn add_cannon_skill(self, inspector: impl Into<CannonInspector>) { ... } fn remove_cannon_skill(self, inspector: impl Into<CannonInspector>) { ... } fn add_command_skill(self, skill: impl Into<SkillData>) { ... } fn remove_command_skill(self, skill: impl Into<SkillData>) { ... } fn add_give_skill(self, give: impl Into<SkillData>) { ... } fn add_give_skill_2(self, gives: impl Into<SkillArray>) { ... } fn get_battle_temporary(self) -> i32 { ... } fn set_battle_temporary(self, value: impl Into<i32>) { ... } fn is_exist_die(self) -> bool { ... } fn update_move_distance(self) { ... } fn update_move_distance_2(self, x: impl Into<i32>, z: impl Into<i32>) { ... } fn update_move_distance_3( self, route: impl Into<MapRoute>, x: impl Into<i32>, z: impl Into<i32>, ) { ... } fn clear_move_distance(self) { ... } fn can_grow_up(self, type: impl Into<CapabilityDefinition_Type>) -> bool { ... } fn get_simple_power(self) -> i32 { ... } fn get_simple_physical_power(self) -> i32 { ... } fn get_simple_magic_power(self) -> i32 { ... } fn get_simple_physical_defense(self) -> i32 { ... } fn get_simple_magic_defense(self) -> i32 { ... } fn get_simple_hit(self) -> i32 { ... } fn get_simple_avoid(self) -> i32 { ... } fn get_simple_critical(self) -> i32 { ... } fn get_simple_secure(self) -> i32 { ... } fn get_simple_continuous(self) -> i32 { ... } fn reset_param(self) { ... } fn get_fortune_seed(self) -> u32 { ... } fn set_fortune_seed(self, value: impl Into<u32>) { ... } fn get_fortune_target(self) -> PersonData { ... } fn set_fortune_target(self, value: impl Into<PersonData>) { ... } fn get_fortune_random_value(self, update: impl Into<bool>) -> i32 { ... } fn get_weapon_level( self, kind: impl Into<ItemData_Kinds>, calc_enhance: impl Into<bool>, ) -> WeaponLevel_Kind { ... } fn get_skill_equip( self, skill: impl Into<SkillData>, index: impl Into<i32>, ) -> UnitItem { ... } fn get_engage_equip( self, skill: impl Into<SkillData>, target: impl Into<Unit>, ) -> UnitItem { ... } fn get_effect_position(self) -> Vector3 { ... } fn can_stay_without_god(self) -> bool { ... }
}

Provided Methods§

Source

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

.ctor(bool) overload

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fn initialize(self, index: impl Into<i32>)

Initialize(i32) overload

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fn create( self, person: impl Into<PersonData>, job: impl Into<JobData>, level: impl Into<i32>, random: impl Into<Random_2>, )

Create(crate::app::persondata::PersonData, crate::app::jobdata::JobData, i32, crate::app::random_2::Random_2) overload

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fn create_from_dispos(self, data: impl Into<DisposData>)

CreateFromDispos(crate::app::disposdata::DisposData) overload

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fn create_challenge_enemy( self, dispos: impl Into<DisposData>, random: impl Into<Random_2>, level: impl Into<i32>, ejid: impl Into<Il2CppString>, )

CreateChallengeEnemy(crate::app::disposdata::DisposData, crate::app::random_2::Random_2, i32, ::unity::Il2CppString) overload

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fn create_encount_enemy( self, dispos: impl Into<DisposData>, unit_rare_type: impl Into<EncountUnitData_RareType>, job: impl Into<JobData>, )

CreateEncountEnemy(crate::app::disposdata::DisposData, crate::app::encountunitdata::EncountUnitData_RareType, crate::app::jobdata::JobData) overload

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fn set_encount_hp_stock( self, dispos: impl Into<DisposData>, difficulty: impl Into<Difficulty>, )

SetEncountHpStock(crate::app::disposdata::DisposData, crate::app::difficulty::Difficulty) overload

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fn set_hp_stock_count(self, count: impl Into<i32>)

SetHpStockCount(i32) overload

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fn create_encount_post( self, dispos: impl Into<DisposData>, level: impl Into<i32>, offset: impl Into<bool>, rare_type: impl Into<EncountUnitData_RareType>, )

CreateEncountPost(crate::app::disposdata::DisposData, i32, bool, crate::app::encountunitdata::EncountUnitData_RareType) overload

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fn create_encount_mob( self, pid: impl Into<Il2CppString>, jid: impl Into<Il2CppString>, equip_weapon_iid: impl Into<Il2CppString>, )

CreateEncountMob(::unity::Il2CppString, ::unity::Il2CppString, ::unity::Il2CppString) overload

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fn create_dlc_god_enemy( self, data: impl Into<DisposData>, is_clear_all: impl Into<bool>, )

CreateDlcGodEnemy(crate::app::disposdata::DisposData, bool) overload

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fn create_dlc_god_enemy_impl1( self, dispos: impl Into<DisposData>, level: impl Into<i32>, random: impl Into<Random_2>, )

CreateDlcGodEnemyImpl1(crate::app::disposdata::DisposData, i32, crate::app::random_2::Random_2) overload

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fn create_for_vision( self, original: impl Into<Unit>, person: impl Into<PersonData>, )

CreateForVision(crate::app::unit::Unit, crate::app::persondata::PersonData) overload

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fn create_for_summon( self, original: impl Into<Unit>, rank: impl Into<PersonData_Ranks>, person: impl Into<PersonData>, )

CreateForSummon(crate::app::unit::Unit, crate::app::persondata::PersonData_Ranks, crate::app::persondata::PersonData) overload

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fn create_for_summon_telop( self, original: impl Into<Unit>, rank: impl Into<PersonData_Ranks>, person: impl Into<PersonData>, )

CreateForSummonTelop(crate::app::unit::Unit, crate::app::persondata::PersonData_Ranks, crate::app::persondata::PersonData) overload

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fn create_for_summon_common( self, original: impl Into<Unit>, rank: impl Into<PersonData_Ranks>, person: impl Into<PersonData>, )

CreateForSummonCommon(crate::app::unit::Unit, crate::app::persondata::PersonData_Ranks, crate::app::persondata::PersonData) overload

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fn create_for_arena( self, emblem: impl Into<GodUnit>, level: impl Into<i32>, type: impl Into<RingCleaningSequence_GodType>, )

CreateForArena(crate::app::godunit::GodUnit, i32, crate::app::ringcleaningsequence::RingCleaningSequence_GodType) overload

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fn create_for_versus(self, data: impl Into<DisposData>)

CreateForVersus(crate::app::disposdata::DisposData) overload

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fn auto_grow_capability( self, level: impl Into<i32>, target_level: impl Into<i32>, )

AutoGrowCapability(i32, i32) overload

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fn auto_grow_capability_2( self, level: impl Into<i32>, percents: impl Into<CapabilityInt>, )

AutoGrowCapability(i32, crate::app::capabilityint::CapabilityInt) overload

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fn clear(self)

Clear() overload

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fn clear_except_map_history_index(self)

ClearExceptMapHistoryIndex() overload

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fn clear_impl(self, is_clear_map_history_index: impl Into<bool>)

ClearImpl(bool) overload

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fn clear_for_rewind_preview(self) -> Il2CppString

ClearForRewindPreview(*mut::unity::Il2CppString) overload

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fn copy_from(self, from: impl Into<Unit>)

CopyFrom(crate::app::unit::Unit) overload

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fn copy_from_for_level_up(self, from: impl Into<Unit>)

CopyFromForLevelUp(crate::app::unit::Unit) overload

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fn copy_from_for_arena_result(self, from: impl Into<Unit>)

CopyFromForArenaResult(crate::app::unit::Unit) overload

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fn copy_from_for_versus(self, from: impl Into<Unit>)

CopyFromForVersus(crate::app::unit::Unit) overload

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fn reset_phase_begin(self, phase: impl Into<Force_Type>)

ResetPhaseBegin(crate::app::force::Force_Type) overload

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fn is_engage_owner(self) -> bool

IsEngageOwner() overload

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fn reset_phase_begin_after(self, phase: impl Into<Force_Type>)

ResetPhaseBeginAfter(crate::app::force::Force_Type) overload

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fn reset_phase_end(self, phase: impl Into<Force_Type>)

ResetPhaseEnd(crate::app::force::Force_Type) overload

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fn reset_sub_phase_charm_confusion_begin(self)

ResetSubPhaseCharmConfusionBegin() overload

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fn reset_dead(self)

ResetDead() overload

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fn reset_map_begin(self)

ResetMapBegin() overload

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fn reset_map_end(self, is_reset_position: impl Into<bool>)

ResetMapEnd(bool) overload

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fn map_completed(self)

MapCompleted() overload

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fn fixed(self)

Fixed() overload

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fn transfer(self, force: impl Into<Force_Type>, is_last: impl Into<bool>)

Transfer(crate::app::force::Force_Type, bool) overload

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fn transfer_for_sortie( self, force: impl Into<Force_Type>, is_last: impl Into<bool>, )

TransferForSortie(crate::app::force::Force_Type, bool) overload

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fn transfer_for_rewind( self, force: impl Into<Force_Type>, prev_unit: impl Into<Unit>, )

TransferForRewind(crate::app::force::Force_Type, crate::app::unit::Unit) overload

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fn transfer_for_rewind_latest(self, force: impl Into<Force_Type>)

TransferForRewindLatest(crate::app::force::Force_Type) overload

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fn transfer_impl( self, force: impl Into<Force_Type>, is_last: impl Into<bool>, prev_unit: impl Into<Unit>, is_delete_actor: impl Into<bool>, )

TransferImpl(crate::app::force::Force_Type, bool, crate::app::unit::Unit, bool) overload

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fn update_state(self)

UpdateState() overload

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fn update_state_with_auto_equip(self)

UpdateStateWithAutoEquip() overload

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fn update_state_with_equipped(self, equipped: impl Into<UnitItem>)

UpdateStateWithEquipped(crate::app::unititem::UnitItem) overload

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fn try_update_state_with_equipped(self, equipped: impl Into<UnitItem>) -> bool

TryUpdateStateWithEquipped(crate::app::unititem::UnitItem) overload

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fn add_skill(self, array: impl Into<SkillArray>)

AddSkill(crate::app::skillarray::SkillArray) overload

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fn add_skill_2( self, array: impl Into<SkillArray>, category: impl Into<SkillData_Categorys>, )

AddSkill(crate::app::skillarray::SkillArray, crate::app::skilldata::SkillData_Categorys) overload

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fn add_skill_3( self, skill: impl Into<SkillData>, category: impl Into<SkillData_Categorys>, age: impl Into<i32>, )

AddSkill(crate::app::skilldata::SkillData, crate::app::skilldata::SkillData_Categorys, i32) overload

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fn add_skill_without_update( self, skill: impl Into<SkillData>, category: impl Into<SkillData_Categorys>, age: impl Into<i32>, ) -> bool

AddSkillWithoutUpdate(crate::app::skilldata::SkillData, crate::app::skilldata::SkillData_Categorys, i32) overload

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fn is_engaging(self, god_unit: impl Into<GodUnit>) -> bool

IsEngaging(crate::app::godunit::GodUnit) overload

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fn update_state_impl( self, is_auto_equip: impl Into<bool>, equipped: impl Into<UnitItem>, )

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

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fn commit_enhance(self, equipped: impl Into<UnitItem>)

CommitEnhance(crate::app::unititem::UnitItem) overload

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fn update_place(self)

UpdatePlace() overload

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fn create_actor(self)

CreateActor() overload

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fn try_create_actor(self) -> bool

TryCreateActor() overload

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fn reload_actor(self)

ReloadActor() overload

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fn delete_actor(self)

DeleteActor() overload

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fn update_actor(self)

UpdateActor() overload

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fn tick_actor(self)

TickActor() overload

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fn check_status(self, status: impl Into<Unit_Status>) -> bool

CheckStatus(crate::app::unit::Unit_Status) overload

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fn not_status(self, status: impl Into<Unit_Status>) -> bool

NotStatus(crate::app::unit::Unit_Status) overload

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fn set_status(self, status: impl Into<Unit_Status>)

SetStatus(crate::app::unit::Unit_Status) overload

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fn clear_status(self, status: impl Into<Unit_Status>)

ClearStatus(crate::app::unit::Unit_Status) overload

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fn change_status(self, status: impl Into<Unit_Status>)

ChangeStatus(crate::app::unit::Unit_Status) overload

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fn get_status(self) -> Unit_StatusField

GetStatus() overload

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fn set_dead(self)

SetDead() overload

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fn get_name(self) -> Il2CppString

GetName() overload

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fn get_talk_name(self) -> Il2CppString

GetTalkName() overload

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fn get_name_impl(self, is_morph: impl Into<bool>) -> Il2CppString

GetNameImpl(bool) overload

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fn get_ascii_name(self) -> Il2CppString

GetAsciiName() overload

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fn get_job_name(self) -> Il2CppString

GetJobName() overload

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fn set_position(self, pos: impl Into<Vector3>, update: impl Into<bool>)

SetPosition(crate::unity_engine::vector3::Vector3, bool) overload

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fn set_position_2( self, x: impl Into<i32>, z: impl Into<i32>, update: impl Into<bool>, )

SetPosition(i32, i32, bool) overload

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fn set_rotation(self, angle: impl Into<f32>)

SetRotation(f32) overload

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fn set_force_for_stand_alone(self, force: impl Into<Force>)

SetForceForStandAlone(crate::app::force::Force) overload

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fn is_hero(self) -> bool

IsHero() overload

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fn is_dead(self) -> bool

IsDead() overload

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fn get_gender(self) -> Gender

GetGender() overload

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fn get_dress_gender(self) -> Gender

GetDressGender() overload

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fn is_female(self) -> bool

IsFemale() overload

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fn is_leader(self) -> bool

IsLeader() overload

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fn is_morph(self) -> bool

IsMorph() overload

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fn has_fang_curse(self) -> bool

HasFangCurse() overload

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fn is_enchantment(self) -> bool

IsEnchantment() overload

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fn is_move_not_allow(self) -> bool

IsMoveNotAllow() overload

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fn is_unique(self) -> bool

IsUnique() overload

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fn is_show(self) -> bool

IsShow() overload

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fn can_sortie(self) -> bool

CanSortie() overload

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fn is_play_area(self) -> bool

IsPlayArea() overload

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fn is_play_area_2(self, x: impl Into<i32>, z: impl Into<i32>) -> bool

IsPlayArea(i32, i32) overload

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fn is_allied(self, unit: impl Into<Unit>) -> bool

IsAllied(crate::app::unit::Unit) overload

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fn is_operate(self) -> bool

IsOperate() overload

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fn is_efficacy(self, target: impl Into<Unit>) -> bool

IsEfficacy(crate::app::unit::Unit) overload

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fn get_attrs(self) -> SkillData_Attrs

GetAttrs() overload

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fn can_transporter(self) -> bool

CanTransporter() overload

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fn can_breakable(self, target: impl Into<Unit>) -> bool

CanBreakable(crate::app::unit::Unit) overload

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fn can_sky_battle(self) -> bool

CanSkyBattle() overload

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fn get_force_absent_type(self) -> Force_Type

GetForceAbsentType() overload

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fn get_force_dead_type(self) -> Force_Type

GetForceDeadType() overload

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fn is_same_force_type(self, force_type: impl Into<Force_Type>) -> bool

IsSameForceType(crate::app::force::Force_Type) overload

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fn set_engage_impl(self, enable: impl Into<bool>, link: impl Into<bool>)

SetEngageImpl(bool, bool) overload

SetEngageLinkSimulation(bool, crate::app::unit::Unit) overload

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fn set_engage_simulation(self, enable: impl Into<bool>, link: impl Into<Unit>)

SetEngageSimulation(bool, crate::app::unit::Unit) overload

SetGodLinkImpl(crate::app::godunit::GodUnit) overload

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fn play_engage(self, enable: impl Into<bool>)

PlayEngage(bool) overload

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fn is_engaging_2(self) -> bool

IsEngaging() overload

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fn is_hero_engaging(self) -> bool

IsHeroEngaging() overload

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fn can_engage_heal(self) -> bool

CanEngageHeal() overload

SetEngageLink(bool, crate::app::godunit::GodUnit, crate::app::unit::Unit, crate::app::unit::Unit) overload

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fn set_engage(self, enable: impl Into<bool>, link: impl Into<Unit>)

SetEngage(bool, crate::app::unit::Unit) overload

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fn try_relocation(self) -> bool

TryRelocation() overload

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fn is_active_route(self) -> bool

IsActiveRoute() overload

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fn get_first_x(self) -> i32

get_FirstX() overload

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fn get_first_z(self) -> i32

get_FirstZ() overload

ForceSetEngageLinkForRewind(crate::app::unit::Unit) overload

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fn set_engage_attack(self, enable: impl Into<bool>)

SetEngageAttack(bool) overload

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fn can_engage_impl(self, god_unit: impl Into<GodUnit>) -> bool

CanEngageImpl(crate::app::godunit::GodUnit) overload

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fn can_engage_cancel(self, pickup: impl Into<bool>) -> bool

CanEngageCancel(bool) overload

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fn can_engage_start(self) -> bool

CanEngageStart() overload

CanEngageLink() overload

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fn get_linkable_god_unit(self) -> GodUnit

GetLinkableGodUnit() overload

GetEngageLinkUnit() overload

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fn pre_start_target_select(self)

PreStartTargetSelect() overload

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fn post_start_target_select(self)

PostStartTargetSelect() overload

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fn try_add_achieve_engage(self)

TryAddAchieveEngage() overload

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fn decide_target_select(self, is_redoer: impl Into<bool>)

DecideTargetSelect(bool) overload

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fn cancel_target_select(self)

CancelTargetSelect() overload

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fn can_change_engage(self, target_unit: impl Into<Unit>) -> bool

CanChangeEngage(crate::app::unit::Unit) overload

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fn try_change_engage( self, target_unit: impl Into<Unit>, item_index: impl Into<i32>, ) -> bool

TryChangeEngage(crate::app::unit::Unit, i32) overload

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fn change_engage(self, target_unit: impl Into<Unit>, item_index: impl Into<i32>)

ChangeEngage(crate::app::unit::Unit, i32) overload

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fn can_engage_attack(self) -> bool

CanEngageAttack() overload

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fn can_engage_target(self, target: impl Into<Unit>) -> bool

CanEngageTarget(crate::app::unit::Unit) overload

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fn engage_target_exists( self, target: impl Into<Unit>, skill: impl Into<SkillData>, ) -> bool

EngageTargetExists(crate::app::unit::Unit, crate::app::skilldata::SkillData) overload

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fn can_enemy_engage_attack(self) -> bool

CanEnemyEngageAttack() overload

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fn can_execute_engage_attack(self) -> bool

CanExecuteEngageAttack() overload

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fn can_act(self, is_fixed: impl Into<bool>, is_charged: impl Into<bool>) -> bool

CanAct(bool, bool) overload

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fn can_act_without_engage_charge(self) -> bool

CanActWithoutEngageCharge() overload

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fn can_be_target(self) -> bool

CanBeTarget() overload

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fn can_external_move(self) -> bool

CanExternalMove() overload

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fn is_sight(self, x: impl Into<i32>, z: impl Into<i32>) -> bool

IsSight(i32, i32) overload

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fn can_warp( self, rod_unit: impl Into<Unit>, x: impl Into<i32>, z: impl Into<i32>, ) -> bool

CanWarp(crate::app::unit::Unit, i32, i32) overload

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fn can_skill(self, skill: impl Into<SkillData>) -> bool

CanSkill(crate::app::skilldata::SkillData) overload

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fn can_change_god(self) -> bool

CanChangeGod() overload

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fn change_god(self) -> bool

ChangeGod() overload

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fn get_cells(self, cells: impl Into<Array<MapPos>>) -> i32

GetCells(::unity::Array<crate::app::mappos::MapPos>) overload

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fn get_cells_2( self, cells: impl Into<Array<MapPos>>, base_x: impl Into<i32>, base_z: impl Into<i32>, ) -> i32

GetCells(::unity::Array<crate::app::mappos::MapPos>, i32, i32) overload

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fn set_base_capability(self, index: impl Into<i32>, value: impl Into<i32>)

SetBaseCapability(i32, i32) overload

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fn add_base_capability(self, index: impl Into<i32>, value: impl Into<i32>)

AddBaseCapability(i32, i32) overload

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fn set_capability_just(self, index: impl Into<i32>, value: impl Into<i32>)

SetCapabilityJust(i32, i32) overload

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fn get_god_enhance_rating(self, god: impl Into<GodUnit>) -> i32

GetGodEnhanceRating(crate::app::godunit::GodUnit) overload

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fn change_hp(self, hp: impl Into<i32>)

ChangeHp(i32) overload

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fn play_set_hp(self, hp: impl Into<i32>)

PlaySetHp(i32) overload

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fn play_set_heal(self, heal: impl Into<i32>)

PlaySetHeal(i32) overload

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fn play_set_damage( self, damage: impl Into<i32>, can_die: impl Into<bool>, is_multi: impl Into<bool>, )

PlaySetDamage(i32, bool, bool) overload

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fn is_changing_hp(self) -> bool

IsChangingHp() overload

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fn get_max_hp(self) -> i32

GetMaxHp() overload

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fn get_str(self) -> i32

GetStr() overload

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fn get_tech(self) -> i32

GetTech() overload

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fn get_quick(self) -> i32

GetQuick() overload

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fn get_luck(self) -> i32

GetLuck() overload

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fn get_def(self) -> i32

GetDef() overload

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fn get_magic(self) -> i32

GetMagic() overload

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fn get_mdef(self) -> i32

GetMdef() overload

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fn get_phys(self) -> i32

GetPhys() overload

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fn get_sight(self) -> i32

GetSight() overload

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fn get_move_power(self) -> i32

GetMovePower() overload

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fn get_move_power_without_removing(self) -> i32

GetMovePowerWithoutRemoving() overload

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fn find_skill(self, flags: impl Into<SkillData_Flags>) -> SkillData

FindSkill(crate::app::skilldata::SkillData_Flags) overload

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fn find_skill_2(self, states: impl Into<SkillData_States>) -> SkillData

FindSkill(crate::app::skilldata::SkillData_States) overload

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fn get_removable_skill(self) -> SkillData

GetRemovableSkill() overload

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fn get_removable_power(self) -> i32

GetRemovablePower() overload

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fn get_capability( self, index: impl Into<i32>, calc_enhance: impl Into<bool>, ) -> i32

GetCapability(i32, bool) overload

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fn get_capability_2( self, type: impl Into<CapabilityDefinition_Type>, calc_enhance: impl Into<bool>, ) -> i32

GetCapability(crate::app::capabilitydefinition::CapabilityDefinition_Type, bool) overload

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fn get_capability_grow( self, index: impl Into<i32>, is_auto_grow: impl Into<bool>, ) -> i32

GetCapabilityGrow(i32, bool) overload

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fn get_capability_grow_2( self, type: impl Into<CapabilityDefinition_Type>, is_auto_grow: impl Into<bool>, ) -> i32

GetCapabilityGrow(crate::app::capabilitydefinition::CapabilityDefinition_Type, bool) overload

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fn get_capability_limit(self, type: impl Into<CapabilityDefinition_Type>) -> i32

GetCapabilityLimit(crate::app::capabilitydefinition::CapabilityDefinition_Type) overload

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fn get_capability_limit_2(self, index: impl Into<i32>) -> i32

GetCapabilityLimit(i32) overload

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fn can_capability_grow(self, type: impl Into<CapabilityDefinition_Type>) -> bool

CanCapabilityGrow(crate::app::capabilitydefinition::CapabilityDefinition_Type) overload

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fn can_capability_grow_2(self, index: impl Into<i32>) -> bool

CanCapabilityGrow(i32) overload

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fn get_strength_capability_index( self, rand: impl Into<Random_2>, ) -> CapabilityDefinition_Type

GetStrengthCapabilityIndex(crate::app::random_2::Random_2) overload

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fn get_no_enhance_max_hp(self) -> i32

GetNoEnhanceMaxHp() overload

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fn get_no_enhance_str(self) -> i32

GetNoEnhanceStr() overload

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fn get_no_enhance_tech(self) -> i32

GetNoEnhanceTech() overload

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fn get_no_enhance_quick(self) -> i32

GetNoEnhanceQuick() overload

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fn get_no_enhance_luck(self) -> i32

GetNoEnhanceLuck() overload

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fn get_no_enhance_def(self) -> i32

GetNoEnhanceDef() overload

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fn get_no_enhance_magic(self) -> i32

GetNoEnhanceMagic() overload

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fn get_no_enhance_mdef(self) -> i32

GetNoEnhanceMdef() overload

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fn get_no_enhance_phys(self) -> i32

GetNoEnhancePhys() overload

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fn get_no_enhance_sight(self) -> i32

GetNoEnhanceSight() overload

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fn get_no_enhance_move_power(self) -> i32

GetNoEnhanceMovePower() overload

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fn get_no_enhance_capability(self, index: impl Into<i32>) -> i32

GetNoEnhanceCapability(i32) overload

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fn get_no_enhance_capability_2( self, type: impl Into<CapabilityDefinition_Type>, ) -> i32

GetNoEnhanceCapability(crate::app::capabilitydefinition::CapabilityDefinition_Type) overload

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fn get_enhanced_level(self) -> i32

GetEnhancedLevel() overload

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fn add_hp(self, v: impl Into<i32>)

AddHp(i32) overload

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fn is_dont_attack(self, unit: impl Into<Unit>) -> bool

IsDontAttack(crate::app::unit::Unit) overload

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fn set_dont_attack(self, person: impl Into<PersonData>)

SetDontAttack(crate::app::persondata::PersonData) overload

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fn set_dont_attack_force_mask(self, force_mask: impl Into<u32>)

SetDontAttackForceMask(u32) overload

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fn get_entrust_for_ai(self) -> UnitEntrust_Type

GetEntrustForAI() overload

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fn can_talk(self) -> bool

CanTalk() overload

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fn can_dance(self, target: impl Into<Unit>) -> bool

CanDance(crate::app::unit::Unit) overload

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fn can_contract(self, target: impl Into<Unit>) -> bool

CanContract(crate::app::unit::Unit) overload

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fn can_again(self) -> bool

CanAgain() overload

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fn can_chain(self, parent: impl Into<Unit>) -> bool

CanChain(crate::app::unit::Unit) overload

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fn can_chain_attack(self) -> bool

CanChainAttack() overload

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fn is_terrain_invalid(self, terrain: impl Into<TerrainData_2>) -> bool

IsTerrainInvalid(crate::app::terraindata_2::TerrainData_2) overload

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fn can_chain_guard(self) -> bool

CanChainGuard() overload

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fn get_guard_type(self) -> Unit_GuardType

GetGuardType() overload

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fn can_ccogitation(self) -> bool

CanCcogitation() overload

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fn can_trade(self) -> bool

CanTrade() overload

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fn can_gain_reliance(self) -> bool

CanGainReliance() overload

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fn has_skill(self, skill: impl Into<SkillData>) -> bool

HasSkill(crate::app::skilldata::SkillData) overload

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fn has_skill_2(self, sid: impl Into<Il2CppString>) -> bool

HasSkill(::unity::Il2CppString) overload

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fn has_skill_3(self, flags: impl Into<SkillData_Flags>) -> bool

HasSkill(crate::app::skilldata::SkillData_Flags) overload

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fn has_skill_4(self, states: impl Into<SkillData_States>) -> bool

HasSkill(crate::app::skilldata::SkillData_States) overload

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fn has_dance_skill(self) -> bool

HasDanceSkill() overload

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fn has_contract_skill(self) -> bool

HasContractSkill() overload

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fn is_standing_die(self) -> bool

IsStandingDie() overload

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fn is_immortal(self) -> bool

IsImmortal() overload

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fn is_last_boss(self) -> bool

IsLastBoss() overload

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fn get_equip_skill(self, index: impl Into<i32>) -> SkillData

GetEquipSkill(i32) overload

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fn has_equip_skill(self, sid: impl Into<Il2CppString>) -> bool

HasEquipSkill(::unity::Il2CppString) overload

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fn has_equip_skill_2(self, skill: impl Into<SkillData>) -> bool

HasEquipSkill(crate::app::skilldata::SkillData) overload

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fn add_equip_skill(self, sid: impl Into<Il2CppString>) -> bool

AddEquipSkill(::unity::Il2CppString) overload

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fn add_equip_skill_2(self, skill: impl Into<SkillData>) -> bool

AddEquipSkill(crate::app::skilldata::SkillData) overload

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fn remove_equip_skill(self, sid: impl Into<Il2CppString>)

RemoveEquipSkill(::unity::Il2CppString) overload

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fn remove_equip_skill_2(self, skill: impl Into<SkillData>)

RemoveEquipSkill(crate::app::skilldata::SkillData) overload

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fn replace_equip_skill( self, index: impl Into<i32>, sid: impl Into<Il2CppString>, )

ReplaceEquipSkill(i32, ::unity::Il2CppString) overload

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fn replace_equip_skill_2( self, index: impl Into<i32>, skill: impl Into<SkillData>, )

ReplaceEquipSkill(i32, crate::app::skilldata::SkillData) overload

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fn move_equip_skill(self, old_index: impl Into<i32>, new_index: impl Into<i32>)

MoveEquipSkill(i32, i32) overload

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fn has_private_skill(self, sid: impl Into<Il2CppString>) -> bool

HasPrivateSkill(::unity::Il2CppString) overload

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fn has_private_skill_2(self, skill: impl Into<SkillData>) -> bool

HasPrivateSkill(crate::app::skilldata::SkillData) overload

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fn add_private_skill(self, sid: impl Into<Il2CppString>) -> bool

AddPrivateSkill(::unity::Il2CppString) overload

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fn add_private_skill_2(self, skill: impl Into<SkillData>) -> bool

AddPrivateSkill(crate::app::skilldata::SkillData) overload

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fn add_private_skill_3(self, skills: impl Into<SkillArray>) -> bool

AddPrivateSkill(crate::app::skillarray::SkillArray) overload

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fn remove_private_skill(self, sid: impl Into<Il2CppString>) -> bool

RemovePrivateSkill(::unity::Il2CppString) overload

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fn remove_private_skill_2(self, skill: impl Into<SkillData>) -> bool

RemovePrivateSkill(crate::app::skilldata::SkillData) overload

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fn remove_private_skill_3(self, skills: impl Into<SkillArray>) -> bool

RemovePrivateSkill(crate::app::skillarray::SkillArray) overload

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fn get_record(self, kind: impl Into<UnitRecord_Kinds>) -> i32

GetRecord(crate::app::unitrecord::UnitRecord_Kinds) overload

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fn set_record(self, kind: impl Into<UnitRecord_Kinds>, value: impl Into<i32>)

SetRecord(crate::app::unitrecord::UnitRecord_Kinds, i32) overload

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fn add_record(self, kind: impl Into<UnitRecord_Kinds>, value: impl Into<i32>)

AddRecord(crate::app::unitrecord::UnitRecord_Kinds, i32) overload

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fn inc_record(self, kind: impl Into<UnitRecord_Kinds>)

IncRecord(crate::app::unitrecord::UnitRecord_Kinds) overload

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fn dec_record(self, kind: impl Into<UnitRecord_Kinds>)

DecRecord(crate::app::unitrecord::UnitRecord_Kinds) overload

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fn add_record_with_history( self, kind: impl Into<UnitRecord_Kinds>, value: impl Into<i32>, )

AddRecordWithHistory(crate::app::unitrecord::UnitRecord_Kinds, i32) overload

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fn get_from_equip_skill_pool(self, index: impl Into<i32>) -> SkillData

GetFromEquipSkillPool(i32) overload

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fn add_to_equip_skill_pool(self, sid: impl Into<Il2CppString>)

AddToEquipSkillPool(::unity::Il2CppString) overload

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fn add_to_equip_skill_pool_2(self, skill: impl Into<SkillData>)

AddToEquipSkillPool(crate::app::skilldata::SkillData) overload

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fn remove_from_equip_skill_pool(self, sid: impl Into<Il2CppString>)

RemoveFromEquipSkillPool(::unity::Il2CppString) overload

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fn remove_from_equip_skill_pool_2(self, skill: impl Into<SkillData>)

RemoveFromEquipSkillPool(crate::app::skilldata::SkillData) overload

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fn is_exist_in_equip_skill_pool(self, sid: impl Into<Il2CppString>) -> bool

IsExistInEquipSkillPool(::unity::Il2CppString) overload

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fn is_exist_in_equip_skill_pool_2(self, skill: impl Into<SkillData>) -> bool

IsExistInEquipSkillPool(crate::app::skilldata::SkillData) overload

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fn is_inheritance_enable(self, skill: impl Into<SkillData>) -> bool

IsInheritanceEnable(crate::app::skilldata::SkillData) overload

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fn is_poison(self) -> bool

IsPoison() overload

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fn is_stun(self) -> bool

IsStun() overload

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fn is_sleep(self) -> bool

IsSleep() overload

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fn is_silence(self) -> bool

IsSilence() overload

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fn is_charm(self) -> bool

IsCharm() overload

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fn is_confusion(self) -> bool

IsConfusion() overload

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fn is_charm_or_confusion(self) -> bool

IsCharmOrConfusion() overload

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fn is_freeze(self) -> bool

IsFreeze() overload

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fn is_weakness(self) -> bool

IsWeakness() overload

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fn is_not_enhance(self) -> bool

IsNotEnhance() overload

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fn is_disorder(self) -> bool

IsDisorder() overload

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fn clear_disorder(self, state: impl Into<SkillData_States>) -> bool

ClearDisorder(crate::app::skilldata::SkillData_States) overload

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fn is_vision(self) -> bool

IsVision() overload

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fn is_vision_2(self, owner: impl Into<Unit>) -> bool

IsVision(crate::app::unit::Unit) overload

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fn can_gain_item(self) -> bool

CanGainItem() overload

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fn get_vision_owner(self) -> Unit

GetVisionOwner() overload

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fn is_summon(self) -> bool

IsSummon() overload

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fn is_summon_2(self, owner: impl Into<Unit>) -> bool

IsSummon(crate::app::unit::Unit) overload

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fn is_summon_god(self) -> bool

IsSummonGod() overload

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fn get_summon_owner(self) -> Unit

GetSummonOwner() overload

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fn is_lockon(self) -> bool

IsLockon() overload

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fn try_get_lock_target(self) -> (bool, i32, i32)

TryGetLockTarget(*muti32, *muti32) overload

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fn set_lock_target(self, x: impl Into<i32>, z: impl Into<i32>)

SetLockTarget(i32, i32) overload

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fn reset_lock_target(self)

ResetLockTarget() overload

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fn is_on_map(self) -> bool

IsOnMap() overload

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fn is_decoy(self) -> bool

IsDecoy() overload

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fn add_exp(self, exp: impl Into<i32>)

AddExp(i32) overload

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fn add_skill_point(self, skill_point: impl Into<i32>)

AddSkillPoint(i32) overload

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fn can_grow(self) -> bool

CanGrow() overload

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fn normalize_exp(self, exp: impl Into<i32>) -> i32

NormalizeExp(i32) overload

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fn exp_to_skill_point(self, exp: impl Into<i32>) -> i32

ExpToSkillPoint(i32) overload

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fn nomralize_skill_point(self, skill_point: impl Into<i32>) -> i32

NomralizeSkillPoint(i32) overload

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fn level_up(self, abort: impl Into<i32>)

LevelUp(i32) overload

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fn dbg_level_down(self)

DbgLevelDown() overload

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fn learn_job_skill(self) -> SkillData

LearnJobSkill() overload

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fn learn_job_skill_for_chart(self, level: impl Into<i32>) -> SkillData

LearnJobSkillForChart(i32) overload

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fn learn_job_skill_2( self, level: impl Into<i32>, job: impl Into<JobData>, ) -> SkillData

LearnJobSkill(i32, crate::app::jobdata::JobData) overload

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fn learn_job_skill_3(self, job: impl Into<JobData>) -> SkillData

LearnJobSkill(crate::app::jobdata::JobData) overload

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fn cc_check_aptitude(self, job: impl Into<JobData>) -> bool

CCCheckAptitude(crate::app::jobdata::JobData) overload

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fn class_change(self, job: impl Into<JobData>, item: impl Into<ItemData>)

ClassChange(crate::app::jobdata::JobData, crate::app::itemdata::ItemData) overload

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fn class_change_for_chart( self, job: impl Into<JobData>, item: impl Into<ItemData>, level: impl Into<i32>, )

ClassChangeForChart(crate::app::jobdata::JobData, crate::app::itemdata::ItemData, i32) overload

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fn update_difficulty(self)

UpdateDifficulty() overload

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fn reset_weapon_mask(self)

ResetWeaponMask() overload

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fn set_selected_weapon(self, selected_weapon_mask: impl Into<WeaponMask>)

SetSelectedWeapon(crate::app::weaponmask::WeaponMask) overload

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fn set_selected_weapon_from_original_aptitude( self, aptitude: impl Into<WeaponMask>, )

SetSelectedWeaponFromOriginalAptitude(crate::app::weaponmask::WeaponMask) overload

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fn set_weapon_mask_from_parson(self)

SetWeaponMaskFromParson() overload

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fn set_optimal_weapon_for_class_change( self, weapon_mask: impl Into<WeaponMask>, is_bullet: impl Into<bool>, ) -> UnitItem

SetOptimalWeaponForClassChange(crate::app::weaponmask::WeaponMask, bool) overload

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fn set_selected_weapon_from_items( self, items: impl Into<Unit_ItemsForSelectedWeapon>, )

SetSelectedWeaponFromItems(crate::app::unit::Unit_ItemsForSelectedWeapon) overload

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fn set_selected_weapon_for_chart( self, chart_items: impl Into<Array<ChartData_Item>>, )

SetSelectedWeaponForChart(::unity::Array<crate::app::chartdata::ChartData_Item>) overload

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fn set_selected_weapon_from_dispos(self, data: impl Into<DisposData>)

SetSelectedWeaponFromDispos(crate::app::disposdata::DisposData) overload

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fn inherit_aptitude(self, god_unit: impl Into<GodUnit>)

InheritAptitude(crate::app::godunit::GodUnit) overload

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fn inherit_aptitude_2(self, god_bond: impl Into<GodBond>)

InheritAptitude(crate::app::godbond::GodBond) overload

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fn add_aptitude_for_chart(self)

AddAptitudeForChart() overload

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fn set_aptitude_from_dispos(self, data: impl Into<DisposData>)

SetAptitudeFromDispos(crate::app::disposdata::DisposData) overload

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fn add_aptitude_from_weapon_mask(self)

AddAptitudeFromWeaponMask() overload

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fn update_weapon_mask(self)

UpdateWeaponMask() overload

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fn ai_activate(self, attacked: impl Into<bool>)

AIActivate(bool) overload

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fn ai_activate_cause_attacked(self, longrange: impl Into<bool>)

AIActivate_CauseAttacked(bool) overload

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fn ai_set_engage_attack(self)

AISetEngageAttack() overload

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fn ai_clear_engage_attack(self)

AIClearEngageAttack() overload

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fn has_item(self, is_exclude_engage: impl Into<bool>) -> bool

HasItem(bool) overload

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fn has_rod(self) -> bool

HasRod() overload

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fn has_heal_rod(self) -> bool

HasHealRod() overload

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fn has_heal_rod_for_oneself( self, rod_type: impl Into<ItemData_RodTypes>, ) -> bool

HasHealRodForOneself(crate::app::itemdata::ItemData_RodTypes) overload

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fn has_support_rod(self) -> bool

HasSupportRod() overload

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fn has_support_rod_for_oneself( self, rod_type: impl Into<ItemData_RodTypes>, ) -> bool

HasSupportRodForOneself(crate::app::itemdata::ItemData_RodTypes) overload

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fn has_interference_rod(self) -> bool

HasInterferenceRod() overload

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fn has_criticale_weapon(self) -> bool

HasCriticaleWeapon() overload

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fn has_efficacy_weapon(self, target: impl Into<Unit>) -> bool

HasEfficacyWeapon(crate::app::unit::Unit) overload

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fn has_drop_item(self) -> bool

HasDropItem() overload

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fn has_max_item(self) -> bool

HasMaxItem() overload

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fn get_item(self, index: impl Into<i32>) -> UnitItem

GetItem(i32) overload

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fn get_item_index(self, iid: impl Into<Il2CppString>) -> i32

GetItemIndex(::unity::Il2CppString) overload

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fn get_item_index_2(self, item: impl Into<ItemData>) -> i32

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

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fn for_each_unit_item(self, func: impl Into<Unit_FuncUnitItem>)

ForEachUnitItem(crate::app::unit::Unit_FuncUnitItem) overload

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fn for_each_can_equip_item(self, func: impl Into<Unit_FuncUnitItem>)

ForEachCanEquipItem(crate::app::unit::Unit_FuncUnitItem) overload

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fn get_actual_item(self, unit_item: impl Into<UnitItem>) -> UnitItem

GetActualItem(crate::app::unititem::UnitItem) overload

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fn is_item_equipped(self) -> bool

IsItemEquipped() overload

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fn get_item_equipped(self) -> UnitItem

GetItemEquipped() overload

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fn get_item_index_equipped(self) -> i32

GetItemIndexEquipped() overload

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fn get_item_hold(self) -> UnitItem

GetItemHold() overload

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fn get_item_index_hold(self) -> i32

GetItemIndexHold() overload

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fn item_add(self, iid: impl Into<Il2CppString>) -> i32

ItemAdd(::unity::Il2CppString) overload

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fn item_add_2(self, iids: impl Into<Array<Il2CppString>>) -> bool

ItemAdd(::unity::Array<::unity::Il2CppString>) overload

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fn item_add_3(self, item: impl Into<ItemData>) -> i32

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

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fn item_add_4(self, unit_item: impl Into<UnitItem>) -> i32

ItemAdd(crate::app::unititem::UnitItem) overload

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fn item_add_on_dlc_evil( self, iids: impl Into<Array<Il2CppString>>, chapter: impl Into<ChapterData>, level: impl Into<i32>, )

ItemAddOnDlcEvil(::unity::Array<::unity::Il2CppString>, crate::app::chapterdata::ChapterData, i32) overload

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fn equipable_item_add(self, iids: impl Into<Array<Il2CppString>>) -> bool

EquipableItemAdd(::unity::Array<::unity::Il2CppString>) overload

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fn item_move(self, from: impl Into<i32>, to: impl Into<i32>)

ItemMove(i32, i32) overload

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fn item_close_up(self)

ItemCloseUp() overload

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fn item_equip(self) -> bool

ItemEquip() overload

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fn item_equip_2(self, index: impl Into<i32>, reoder: impl Into<bool>) -> bool

ItemEquip(i32, bool) overload

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fn item_reorder(self)

ItemReorder() overload

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fn item_equip_3(self, unit_item: impl Into<UnitItem>) -> bool

ItemEquip(crate::app::unititem::UnitItem) overload

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fn item_equip_4(self, item_data: impl Into<ItemData>) -> bool

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

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fn item_take_off(self, index: impl Into<i32>)

ItemTakeOff(i32) overload

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fn item_take_off_2(self, unit_item: impl Into<UnitItem>)

ItemTakeOff(crate::app::unititem::UnitItem) overload

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fn item_put_off(self, index: impl Into<i32>, closeup: impl Into<bool>)

ItemPutOff(i32, bool) overload

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fn item_put_off_2( self, unit_item: impl Into<UnitItem>, closeup: impl Into<bool>, )

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

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fn item_put_off_all(self)

ItemPutOffAll() overload

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fn has_item_2(self, item: impl Into<ItemData>) -> bool

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

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fn get_item_count(self) -> i32

GetItemCount() overload

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fn get_item_selected(self) -> UnitItem

GetItemSelected() overload

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fn set_item_selected(self, unit_item: impl Into<UnitItem>)

SetItemSelected(crate::app::unititem::UnitItem) overload

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fn has_equipable_item(self) -> bool

HasEquipableItem() overload

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fn has_equipable_item_2(self, range: impl Into<i32>) -> bool

HasEquipableItem(i32) overload

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fn has_equipable_item_3(self, kind: impl Into<ItemData_Kinds>) -> bool

HasEquipableItem(crate::app::itemdata::ItemData_Kinds) overload

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fn can_item_equip( self, unit_item: impl Into<UnitItem>, rod: impl Into<bool>, exp: impl Into<bool>, ) -> bool

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

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fn can_item_equip_2( self, item: impl Into<ItemData>, rod: impl Into<bool>, weapon_level: impl Into<bool>, ) -> bool

CanItemEquip(crate::app::itemdata::ItemData, bool, bool) overload

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fn can_item_equip_3( self, index: impl Into<i32>, rod: impl Into<bool>, exp: impl Into<bool>, ) -> bool

CanItemEquip(i32, bool, bool) overload

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fn can_item_kind_equip( self, kind: impl Into<ItemData_Kinds>, rod: impl Into<bool>, weapon_mask: impl Into<bool>, ) -> bool

CanItemKindEquip(crate::app::itemdata::ItemData_Kinds, bool, bool) overload

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fn can_use_cannon(self, x: impl Into<i32>, z: impl Into<i32>) -> bool

CanUseCannon(i32, i32) overload

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fn can_use_cannon_2(self, terrain: impl Into<TerrainData_2>) -> bool

CanUseCannon(crate::app::terraindata_2::TerrainData_2) overload

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fn next_item_equip(self, reverse: impl Into<bool>) -> bool

NextItemEquip(bool) overload

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fn is_item_sealed(self, unit_item: impl Into<UnitItem>) -> bool

IsItemSealed(crate::app::unititem::UnitItem) overload

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fn is_item_sealed_2(self, item: impl Into<ItemData>) -> bool

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

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fn is_item_sealed_3(self, index: impl Into<i32>) -> bool

IsItemSealed(i32) overload

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fn get_item_index_key_door(self) -> i32

GetItemIndexKeyDoor() overload

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fn can_unlock_door(self, enable_item: impl Into<bool>) -> bool

CanUnlockDoor(bool) overload

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fn can_unlock_treasure_box(self, enable_item: impl Into<bool>) -> bool

CanUnlockTreasureBox(bool) overload

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fn get_range_i(self, index: impl Into<i32>, skill: impl Into<SkillData>) -> i32

GetRangeI(i32, crate::app::skilldata::SkillData) overload

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fn get_range_i_2( self, item: impl Into<ItemData>, skill: impl Into<SkillData>, ) -> i32

GetRangeI(crate::app::itemdata::ItemData, crate::app::skilldata::SkillData) overload

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fn get_range_i_3( self, unit_item: impl Into<UnitItem>, skill: impl Into<SkillData>, ) -> i32

GetRangeI(crate::app::unititem::UnitItem, crate::app::skilldata::SkillData) overload

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fn get_range_o(self, index: impl Into<i32>, skill: impl Into<SkillData>) -> i32

GetRangeO(i32, crate::app::skilldata::SkillData) overload

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fn get_range_o_2( self, item: impl Into<ItemData>, skill: impl Into<SkillData>, ) -> i32

GetRangeO(crate::app::itemdata::ItemData, crate::app::skilldata::SkillData) overload

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fn get_range_o_3( self, unit_item: impl Into<UnitItem>, skill: impl Into<SkillData>, ) -> i32

GetRangeO(crate::app::unititem::UnitItem, crate::app::skilldata::SkillData) overload

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fn get_range_io( self, index: impl Into<i32>, skill: impl Into<SkillData>, ) -> (bool, i32, i32)

GetRangeIO(i32, *muti32, *muti32, crate::app::skilldata::SkillData) overload

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fn get_range_io_2( self, item: impl Into<ItemData>, skill: impl Into<SkillData>, ) -> (bool, i32, i32)

GetRangeIO(crate::app::itemdata::ItemData, *muti32, *muti32, crate::app::skilldata::SkillData) overload

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fn get_range_io_3( self, unit_item: impl Into<UnitItem>, skill: impl Into<SkillData>, ) -> (bool, i32, i32)

GetRangeIO(crate::app::unititem::UnitItem, *muti32, *muti32, crate::app::skilldata::SkillData) overload

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fn get_item_distance(self, item: impl Into<ItemData>) -> i32

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

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fn get_rod_range_extend(self, item: impl Into<ItemData>) -> i32

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

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fn get_item_range( self, item: impl Into<ItemData>, skill: impl Into<SkillData>, ) -> (bool, i32, i32)

GetItemRange(*muti32, *muti32, crate::app::itemdata::ItemData, crate::app::skilldata::SkillData) overload

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fn get_skill_range(self, skill: impl Into<SkillData>) -> (bool, i32, i32)

GetSkillRange(*muti32, *muti32, crate::app::skilldata::SkillData) overload

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fn get_item_range_2( self, equip_item: impl Into<UnitItem>, skill: impl Into<SkillData>, ) -> (bool, i32, i32)

GetItemRange(*muti32, *muti32, crate::app::unititem::UnitItem, crate::app::skilldata::SkillData) overload

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fn get_item_range_3( self, item_mask: impl Into<u32>, skill: impl Into<SkillData>, ) -> (bool, i32, i32)

GetItemRange(*muti32, *muti32, u32, crate::app::skilldata::SkillData) overload

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fn get_engage_range(self) -> (bool, i32, i32)

GetEngageRange(*muti32, *muti32) overload

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fn get_attack_range(self, skill: impl Into<SkillData>) -> (bool, i32, i32)

GetAttackRange(*muti32, *muti32, crate::app::skilldata::SkillData) overload

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fn get_rod_range(self, skill: impl Into<SkillData>) -> (bool, i32, i32)

GetRodRange(*muti32, *muti32, crate::app::skilldata::SkillData) overload

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fn get_attack_range_2( self, equip_item: impl Into<UnitItem>, skill: impl Into<SkillData>, ) -> (bool, i32, i32)

GetAttackRange(*muti32, *muti32, crate::app::unititem::UnitItem, crate::app::skilldata::SkillData) overload

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fn get_rod_range_2( self, equip_item: impl Into<UnitItem>, skill: impl Into<SkillData>, ) -> (bool, i32, i32)

GetRodRange(*muti32, *muti32, crate::app::unititem::UnitItem, crate::app::skilldata::SkillData) overload

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fn get_revenge_weapon( self, target: impl Into<Unit>, target_item: impl Into<UnitItem>, range: impl Into<i32>, ) -> UnitItem

GetRevengeWeapon(crate::app::unit::Unit, crate::app::unititem::UnitItem, i32) overload

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fn get_rod_heal_power(self, unit_item: impl Into<UnitItem>) -> i32

GetRodHealPower(crate::app::unititem::UnitItem) overload

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fn can_item_use(self, item: impl Into<ItemData>) -> bool

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

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fn can_item_use_2( self, item: impl Into<ItemData>, target_unit: impl Into<Unit>, ) -> bool

CanItemUse(crate::app::itemdata::ItemData, crate::app::unit::Unit) overload

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fn item_use_impl( self, item: impl Into<ItemData>, use_type: impl Into<ItemData_UseTypes>, power: impl Into<i32>, give_skills: impl Into<SkillArray>, )

ItemUseImpl(crate::app::itemdata::ItemData, crate::app::itemdata::ItemData_UseTypes, i32, crate::app::skillarray::SkillArray) overload

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

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

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fn item_enchant(self, unit: impl Into<Unit>, item: impl Into<ItemData>)

ItemEnchant(crate::app::unit::Unit, crate::app::itemdata::ItemData) overload

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fn is_item_enhance_having(self, item_data: impl Into<ItemData>) -> bool

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

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fn is_draw_active_color(self, unit_item: impl Into<UnitItem>) -> bool

IsDrawActiveColor(crate::app::unititem::UnitItem) overload

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fn get_accessory_list(self) -> UnitAccessoryList

get_AccessoryList() overload

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fn set_ring(self, ring: impl Into<UnitRing>)

SetRing(crate::app::unitring::UnitRing) overload

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fn set_ring_impl(self, ring: impl Into<UnitRing>)

SetRingImpl(crate::app::unitring::UnitRing) overload

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fn clear_ring(self)

ClearRing() overload

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fn clear_ring_impl(self)

ClearRingImpl() overload

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fn get_ring(self) -> UnitRing

get_Ring() overload

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fn get_power(self) -> i32

GetPower() overload

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fn set_god_unit(self, god_unit: impl Into<GodUnit>)

SetGodUnit(crate::app::godunit::GodUnit) overload

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fn set_god_unit_to_copy(self, god_unit: impl Into<GodUnit>)

SetGodUnitToCopy(crate::app::godunit::GodUnit) overload

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fn clear_god_unit(self)

ClearGodUnit() overload

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fn clear_god_unit_from_copy(self)

ClearGodUnitFromCopy() overload

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fn can_god_equip(self, god_unit: impl Into<GodUnit>) -> bool

CanGodEquip(crate::app::godunit::GodUnit) overload

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fn reset_engage_count(self)

ResetEngageCount() overload

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fn play_engage_cancel(self)

PlayEngageCancel() overload

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fn reset_engaing(self)

ResetEngaing() overload

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fn try_connect_god_unit(self, god_unit: impl Into<GodUnit>) -> GodUnit

TryConnectGodUnit(crate::app::godunit::GodUnit) overload

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fn try_connect_god_unit_to_copy(self, god_unit: impl Into<GodUnit>) -> GodUnit

TryConnectGodUnitToCopy(crate::app::godunit::GodUnit) overload

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fn try_disconnect_god_unit(self) -> GodUnit

TryDisconnectGodUnit() overload

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fn try_disconnect_ring(self) -> UnitRing

TryDisconnectRing() overload

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fn try_disconnect_god_unit_from_copy(self) -> GodUnit

TryDisconnectGodUnitFromCopy() overload

TryDisconnectGodLinkFromCopy() overload

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fn sight_up(self, unit: impl Into<Unit>, item: impl Into<ItemData>) -> bool

SightUp(crate::app::unit::Unit, crate::app::itemdata::ItemData) overload

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fn can_revive(self) -> bool

CanRevive() overload

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fn is_asphyxiation(self) -> bool

IsAsphyxiation() overload

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fn revive(self)

Revive() overload

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fn revive_for_rewind_v0(self, hp_stock_count: impl Into<u8>)

ReviveForRewindV0(u8) overload

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fn revive_for_rewind_v1( self, plain_hp_stock_count: impl Into<u8>, extra_hp_stock_count: impl Into<u8>, extra_hp_stock_count_max: impl Into<u8>, )

ReviveForRewindV1(u8, u8, u8) overload

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fn set_god_state(self, index: impl Into<i32>, state: impl Into<GodState>)

SetGodState(i32, crate::app::godstate::GodState) overload

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fn get_god_state(self, index: impl Into<i32>) -> GodState

GetGodState(i32) overload

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fn get_god_state_count(self) -> i32

GetGodStateCount() overload

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fn is_default_god_states(self) -> bool

IsDefaultGodStates() overload

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fn get_current_god_state_index(self) -> i32

GetCurrentGodStateIndex() overload

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fn get_current_god_state(self) -> GodState

GetCurrentGodState() overload

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fn can_set_extra_hp_stock(self) -> bool

CanSetExtraHpStock() overload

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fn has_extra_hp_stock(self) -> bool

HasExtraHpStock() overload

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fn set_extra_hp_stock(self)

SetExtraHpStock() overload

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fn clear_extra_hp_stock(self)

ClearExtraHpStock() overload

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fn extra_hp_stock_for_rewind( self, is_set: impl Into<bool>, extra_hp_stock_count: impl Into<u8>, extra_hp_stock_count_max: impl Into<u8>, )

ExtraHpStockForRewind(bool, u8, u8) overload

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fn dbg_set_hp_stock_count(self, count: impl Into<i32>)

DbgSetHpStockCount(i32) overload

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fn update_god_unit_for_god_state( self, new_god_state: impl Into<GodState>, old_god_state: impl Into<GodState>, )

UpdateGodUnitForGodState(crate::app::godstate::GodState, crate::app::godstate::GodState) overload

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fn serialize(self, stream: impl Into<Stream_2>)

Serialize(crate::app::stream_2::Stream_2) overload

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fn deserialize(self, stream: impl Into<Stream_2>)

Deserialize(crate::app::stream_2::Stream_2) overload

Source

fn get_prev(self) -> Unit

get_Prev() overload

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fn set_prev(self, value: impl Into<Unit>)

set_Prev(crate::app::unit::Unit) overload

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fn get_next(self) -> Unit

get_Next() overload

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fn set_next(self, value: impl Into<Unit>)

set_Next(crate::app::unit::Unit) overload

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fn get_ai(self) -> UnitAI

get_Ai() overload

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fn get_edit(self) -> UnitEdit

get_Edit() overload

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fn get_person(self) -> PersonData

get_Person() overload

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fn set_person(self, value: impl Into<PersonData>)

set_Person(crate::app::persondata::PersonData) overload

Source

fn get_pid(self) -> Il2CppString

get_Pid() overload

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fn get_prefixless_pid(self) -> Il2CppString

get_PrefixlessPid() overload

Source

fn get_job(self) -> JobData

get_Job() overload

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fn set_job(self, value: impl Into<JobData>)

set_Job(crate::app::jobdata::JobData) overload

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fn get_jid(self) -> Il2CppString

get_Jid() overload

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fn get_prefixless_jid(self) -> Il2CppString

get_PrefixlessJid() overload

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fn get_force(self) -> Force

get_Force() overload

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fn set_force(self, value: impl Into<Force>)

set_Force(crate::app::force::Force) overload

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fn get_force_type(self) -> Force_Type

get_ForceType() overload

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fn get_force_mask(self) -> u32

get_ForceMask() overload

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fn get_base_capability(self) -> UnitBaseCapability

get_BaseCapability() overload

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fn get_grow_capability(self) -> Capability

get_GrowCapability() overload

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fn get_level_capability(self) -> UnitBaseCapability

get_LevelCapability() overload

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fn get_grow_seed(self) -> u32

get_GrowSeed() overload

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fn set_grow_seed(self, value: impl Into<u32>)

set_GrowSeed(u32) overload

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fn get_drop_seed(self) -> u32

get_DropSeed() overload

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fn set_drop_seed(self, value: impl Into<u32>)

set_DropSeed(u32) overload

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fn get_actor(self) -> UnitActor

get_Actor() overload

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fn set_actor(self, value: impl Into<UnitActor>)

set_Actor(crate::app::unitactor::UnitActor) overload

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fn get_info(self) -> MapInfoRoot

get_Info() overload

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fn set_info(self, value: impl Into<MapInfoRoot>)

set_Info(crate::app::mapinforoot::MapInfoRoot) overload

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fn get_unit_model(self) -> UnitModel

get_UnitModel() overload

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fn get_god_model(self) -> UnitModel

get_GodModel() overload

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fn get_position(self) -> Vector3

get_Position() overload

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fn get_cell_center_position(self) -> Vector3

get_CellCenterPosition() overload

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fn get_direction(self) -> Vector3

get_Direction() overload

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fn get_index(self) -> i32

get_Index() overload

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fn set_index(self, value: impl Into<i32>)

set_Index(i32) overload

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fn get_bmap_size(self) -> i32

get_BmapSize() overload

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fn get_style(self) -> BattleStyle_Types

get_Style() overload

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fn get_x(self) -> i32

get_X() overload

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fn set_x(self, value: impl Into<i32>)

set_X(i32) overload

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fn get_z(self) -> i32

get_Z() overload

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fn set_z(self, value: impl Into<i32>)

set_Z(i32) overload

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fn get_dispos_x(self) -> i32

get_DisposX() overload

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fn set_dispos_x(self, value: impl Into<i32>)

set_DisposX(i32) overload

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fn get_dispos_z(self) -> i32

get_DisposZ() overload

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fn set_dispos_z(self, value: impl Into<i32>)

set_DisposZ(i32) overload

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fn get_center_x(self) -> i32

get_CenterX() overload

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fn get_center_z(self) -> i32

get_CenterZ() overload

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fn get_angle(self) -> f32

get_Angle() overload

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fn set_angle(self, value: impl Into<f32>)

set_Angle(f32) overload

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fn get_dispos_sound(self) -> i32

get_DisposSound() overload

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fn get_move_type(self) -> JobData_MoveTypes

get_MoveType() overload

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fn get_level(self) -> i32

get_Level() overload

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fn set_level(self, value: impl Into<i32>)

set_Level(i32) overload

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fn get_limit_level(self) -> i32

get_LimitLevel() overload

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fn get_exp(self) -> i32

get_Exp() overload

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fn set_exp(self, value: impl Into<i32>)

set_Exp(i32) overload

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fn get_skill_point(self) -> i32

get_SkillPoint() overload

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fn set_skill_point(self, value: impl Into<i32>)

set_SkillPoint(i32) overload

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fn get_hp(self) -> i32

get_Hp() overload

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fn set_hp(self, value: impl Into<i32>)

set_Hp(i32) overload

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fn get_display_hp(self) -> i32

get_DisplayHp() overload

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fn get_hp_stock_count(self) -> i32

get_HpStockCount() overload

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fn get_hp_stock_count_max(self) -> i32

get_HpStockCountMax() overload

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fn get_plain_hp_stock_count(self) -> i32

get_PlainHpStockCount() overload

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fn set_plain_hp_stock_count(self, value: impl Into<i32>)

set_PlainHpStockCount(i32) overload

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fn get_plain_hp_stock_count_max(self) -> i32

get_PlainHpStockCountMax() overload

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fn get_extra_hp_stock_count(self) -> i32

get_ExtraHpStockCount() overload

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fn get_extra_hp_stock_count_max(self) -> i32

get_ExtraHpStockCountMax() overload

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fn get_base_move_power(self) -> i32

get_BaseMovePower() overload

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fn get_item_list(self) -> UnitItemList

get_ItemList() overload

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fn get_god_unit(self) -> GodUnit

get_GodUnit() overload

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fn get_actual_god_unit(self) -> GodUnit

get_ActualGodUnit() overload

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fn get_extra_sight(self) -> i32

get_ExtraSight() overload

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fn set_extra_sight(self, value: impl Into<i32>)

set_ExtraSight(i32) overload

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fn get_move_distance(self) -> i32

get_MoveDistance() overload

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fn get_mask_skill_lock(self) -> Object

get_MaskSkillLock() overload

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fn get_mask_skill(self) -> SkillArray

get_MaskSkill() overload

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fn get_equip_skill_2(self) -> SkillArray

get_EquipSkill() overload

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fn get_private_skill(self) -> SkillArray

get_PrivateSkill() overload

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fn get_supported_skill(self) -> SkillArray

get_SupportedSkill() overload

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fn get_receive_skill(self) -> SkillArray

get_ReceiveSkill() overload

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fn get_equip_skill_pool(self) -> SkillArray

get_EquipSkillPool() overload

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fn get_learned_job_skill(self) -> SkillData

get_LearnedJobSkill() overload

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fn set_learned_job_skill(self, value: impl Into<SkillData>)

set_LearnedJobSkill(crate::app::skilldata::SkillData) overload

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fn get_original_aptitude(self) -> WeaponMask

get_OriginalAptitude() overload

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fn get_aptitude(self) -> WeaponMask

get_Aptitude() overload

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fn get_weapon_mask(self) -> WeaponMask

get_WeaponMask() overload

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fn get_selected_weapon_mask(self) -> WeaponMask

get_SelectedWeaponMask() overload

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fn get_enhance_factors(self) -> UnitEnhanceFactors

get_EnhanceFactors() overload

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fn get_internal_level(self) -> i32

get_InternalLevel() overload

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fn set_internal_level(self, value: impl Into<i32>)

set_InternalLevel(i32) overload

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fn get_last_pick_voice(self) -> i8

get_LastPickVoice() overload

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fn set_last_pick_voice(self, value: impl Into<i8>)

set_LastPickVoice(i8) overload

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fn get_max_stun(self) -> i32

GetMaxStun() overload

Source

fn get_stun(self) -> i32

GetStun() overload

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fn get_engage_count(self) -> i32

get_EngageCount() overload

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fn set_engage_count(self, value: impl Into<i32>)

set_EngageCount(i32) overload

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fn play_set_engage_count( self, engage_count: impl Into<i32>, target_unit: impl Into<Unit>, )

PlaySetEngageCount(i32, crate::app::unit::Unit) overload

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fn play_set_engage_count_2( self, start: impl Into<Vector3>, goal: impl Into<Vector3>, count: impl Into<i32>, )

PlaySetEngageCount(crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3, i32) overload

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fn get_engage_count_view(self) -> i32

GetEngageCountView() overload

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fn set_engage_count_view(self, count: impl Into<i32>)

SetEngageCountView(i32) overload

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fn get_engage_count_limit(self) -> i32

GetEngageCountLimit() overload

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fn get_engage_turn(self) -> i32

get_EngageTurn() overload

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fn set_engage_turn(self, value: impl Into<i32>)

set_EngageTurn(i32) overload

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fn get_remaining_engage_turn(self) -> i32

GetRemainingEngageTurn() overload

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fn get_engage_turn_limit(self) -> i32

GetEngageTurnLimit() overload

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fn get_alpha(self) -> f32

GetAlpha() overload

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fn get_ident(self) -> i32

get_Ident() overload

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fn set_ident(self, value: impl Into<i32>)

set_Ident(i32) overload

Source

fn get_record_2(self) -> UnitRecord

get_Record() overload

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fn get_map_history_index(self) -> i32

get_MapHistoryIndex() overload

Source

fn set_map_history_index(self, value: impl Into<i32>)

set_MapHistoryIndex(i32) overload

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fn get_relay_player_index(self) -> i32

get_RelayPlayerIndex() overload

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fn set_relay_player_index(self, value: impl Into<i32>)

set_RelayPlayerIndex(i32) overload

Source

fn create_impl1( self, person: impl Into<PersonData>, job: impl Into<JobData>, level: impl Into<i32>, random: impl Into<Random_2>, )

CreateImpl1(crate::app::persondata::PersonData, crate::app::jobdata::JobData, i32, crate::app::random_2::Random_2) overload

Source

fn try_copy_edit(self)

TryCopyEdit() overload

Source

fn create_impl2(self)

CreateImpl2() overload

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fn set_dispos(self, data: impl Into<DisposData>)

SetDispos(crate::app::disposdata::DisposData) overload

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fn set_dispos_weapon_mask(self, data: impl Into<DisposData>)

SetDisposWeaponMask(crate::app::disposdata::DisposData) overload

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fn set_dispos_skill(self, data: impl Into<DisposData>)

SetDisposSkill(crate::app::disposdata::DisposData) overload

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fn set_dispos_god(self, data: impl Into<DisposData>)

SetDisposGod(crate::app::disposdata::DisposData) overload

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fn add_person_item(self, person: impl Into<PersonData>) -> bool

AddPersonItem(crate::app::persondata::PersonData) overload

Source

fn add_dispos_item(self, data: impl Into<DisposData>) -> bool

AddDisposItem(crate::app::disposdata::DisposData) overload

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fn set_dispos_belong(self, data: impl Into<DisposData>)

SetDisposBelong(crate::app::disposdata::DisposData) overload

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fn set_dispos_ai(self, data: impl Into<DisposData>)

SetDisposAi(crate::app::disposdata::DisposData) overload

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fn create_god_states(self, data: impl Into<DisposData>) -> Array<GodState>

CreateGodStates(crate::app::disposdata::DisposData) overload

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fn get_god_state_2( self, data: impl Into<DisposData>, index: impl Into<i32>, prev_state: impl Into<GodState>, ) -> GodState

GetGodState(crate::app::disposdata::DisposData, i32, crate::app::godstate::GodState) overload

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fn dispos_state2_god_state( self, dispos_state: impl Into<DisposData_State>, ) -> GodState

DisposState2GodState(crate::app::disposdata::DisposData_State) overload

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fn setup_for_vision(self, original: impl Into<Unit>)

SetupForVision(crate::app::unit::Unit) overload

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fn create_for_summon_impl1( self, person: impl Into<PersonData>, original: impl Into<Unit>, rank: impl Into<PersonData_Ranks>, )

CreateForSummonImpl1(crate::app::persondata::PersonData, crate::app::unit::Unit, crate::app::persondata::PersonData_Ranks) overload

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fn setup_for_summon( self, owner: impl Into<Unit>, rank: impl Into<PersonData_Ranks>, )

SetupForSummon(crate::app::unit::Unit, crate::app::persondata::PersonData_Ranks) overload

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fn create_impl2_exclude_internal_level(self)

CreateImpl2ExcludeInternalLevel() overload

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fn setup_capability_for_vision(self, original: impl Into<Unit>)

SetupCapabilityForVision(crate::app::unit::Unit) overload

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fn get_safe_person(self) -> PersonData

GetSafePerson() overload

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fn get_safe_job(self) -> JobData

GetSafeJob() overload

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fn calculate_auto_grow_capability(self, percents: impl Into<CapabilityInt>)

CalculateAutoGrowCapability(crate::app::capabilityint::CapabilityInt) overload

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fn get_max_hp_impl(self, calc_enhance: impl Into<bool>) -> i32

GetMaxHpImpl(bool) overload

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fn get_str_impl(self, calc_enhance: impl Into<bool>) -> i32

GetStrImpl(bool) overload

Source

fn get_tech_impl(self, calc_enhance: impl Into<bool>) -> i32

GetTechImpl(bool) overload

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fn get_quick_impl(self, calc_enhance: impl Into<bool>) -> i32

GetQuickImpl(bool) overload

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fn get_luck_impl(self, calc_enhance: impl Into<bool>) -> i32

GetLuckImpl(bool) overload

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fn get_def_impl(self, calc_enhance: impl Into<bool>) -> i32

GetDefImpl(bool) overload

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fn get_magic_impl(self, calc_enhance: impl Into<bool>) -> i32

GetMagicImpl(bool) overload

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fn get_mdef_impl(self, calc_enhance: impl Into<bool>) -> i32

GetMdefImpl(bool) overload

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fn get_phys_impl(self, calc_enhance: impl Into<bool>) -> i32

GetPhysImpl(bool) overload

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fn get_sight_impl(self, calc_enhance: impl Into<bool>) -> i32

GetSightImpl(bool) overload

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fn get_move_power_impl(self, calc_enhance: impl Into<bool>) -> i32

GetMovePowerImpl(bool) overload

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fn get_capability_impl( self, type: impl Into<CapabilityDefinition_Type>, calc_enhance: impl Into<bool>, ) -> i32

GetCapabilityImpl(crate::app::capabilitydefinition::CapabilityDefinition_Type, bool) overload

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fn get_total_level(self) -> i32

GetTotalLevel() overload

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fn get_order(self) -> i32

GetOrder() overload

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fn calc_item_range( self, item: impl Into<ItemData>, skill: impl Into<SkillData>, ) -> (bool, i32, i32)

CalcItemRange(crate::app::itemdata::ItemData, *muti32, *muti32, crate::app::skilldata::SkillData) overload

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fn get_item_grow_capability(self, item: impl Into<ItemData>) -> CapabilitySbyte

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

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fn get_attack_image(self) -> MapDeployAttackImage

get_AttackImage() overload

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fn get_rod_image(self) -> MapDeployRodImage

get_RodImage() overload

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fn get_heal_image(self) -> MapDeployHealImage

get_HealImage() overload

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fn get_support_image(self) -> MapDeploySupportImage

get_SupportImage() overload

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fn get_interference_image(self) -> MapDeployInterferenceImage

get_InterferenceImage() overload

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fn get_total_order(self) -> i32

get_TotalOrder() overload

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fn set_total_order(self, value: impl Into<i32>)

set_TotalOrder(i32) overload

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fn get_total_action(self) -> i32

get_TotalAction() overload

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fn set_total_action(self, value: impl Into<i32>)

set_TotalAction(i32) overload

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fn get_total_attack(self) -> i32

get_TotalAttack() overload

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fn set_total_attack(self, value: impl Into<i32>)

set_TotalAttack(i32) overload

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fn get_total_damage(self) -> i32

get_TotalDamage() overload

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fn set_total_damage(self, value: impl Into<i32>)

set_TotalDamage(i32) overload

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fn get_total_result(self) -> BattleScene_Result

get_TotalResult() overload

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fn set_total_result(self, value: impl Into<BattleScene_Result>)

set_TotalResult(crate::app::battlescene::BattleScene_Result) overload

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fn get_side_type(self) -> BattleSide_Type

get_SideType() overload

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fn set_side_type(self, value: impl Into<BattleSide_Type>)

set_SideType(crate::app::battleside::BattleSide_Type) overload

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fn update_image(self, deploy: impl Into<MapDnagerDeploy>)

UpdateImage(crate::app::mapdnagerdeploy::MapDnagerDeploy) overload

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fn clear_image(self)

ClearImage() overload

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fn try_get_engage_mind(self) -> (bool, MapMind_Type)

TryGetEngageMind(*mutcrate::app::mapmind::MapMind_Type) overload

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fn get_engage_attack(self) -> SkillData

GetEngageAttack() overload

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fn get_engage_skills(self) -> SkillArray

GetEngageSkills() overload

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fn get_engage_skill(self, index: impl Into<i32>) -> SkillData

GetEngageSkill(i32) overload

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fn get_support_skill(self) -> SkillData

GetSupportSkill() overload

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fn add_cannon_skill(self, inspector: impl Into<CannonInspector>)

AddCannonSkill(crate::app::cannoninspector::CannonInspector) overload

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fn remove_cannon_skill(self, inspector: impl Into<CannonInspector>)

RemoveCannonSkill(crate::app::cannoninspector::CannonInspector) overload

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fn add_command_skill(self, skill: impl Into<SkillData>)

AddCommandSkill(crate::app::skilldata::SkillData) overload

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fn remove_command_skill(self, skill: impl Into<SkillData>)

RemoveCommandSkill(crate::app::skilldata::SkillData) overload

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fn add_give_skill(self, give: impl Into<SkillData>)

AddGiveSkill(crate::app::skilldata::SkillData) overload

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fn add_give_skill_2(self, gives: impl Into<SkillArray>)

AddGiveSkill(crate::app::skillarray::SkillArray) overload

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fn get_battle_temporary(self) -> i32

get_BattleTemporary() overload

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fn set_battle_temporary(self, value: impl Into<i32>)

set_BattleTemporary(i32) overload

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fn is_exist_die(self) -> bool

IsExistDie() overload

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fn update_move_distance(self)

UpdateMoveDistance() overload

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fn update_move_distance_2(self, x: impl Into<i32>, z: impl Into<i32>)

UpdateMoveDistance(i32, i32) overload

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fn update_move_distance_3( self, route: impl Into<MapRoute>, x: impl Into<i32>, z: impl Into<i32>, )

UpdateMoveDistance(crate::app::maproute::MapRoute, i32, i32) overload

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fn clear_move_distance(self)

ClearMoveDistance() overload

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fn can_grow_up(self, type: impl Into<CapabilityDefinition_Type>) -> bool

CanGrowUp(crate::app::capabilitydefinition::CapabilityDefinition_Type) overload

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fn get_simple_power(self) -> i32

GetSimplePower() overload

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fn get_simple_physical_power(self) -> i32

GetSimplePhysicalPower() overload

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fn get_simple_magic_power(self) -> i32

GetSimpleMagicPower() overload

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fn get_simple_physical_defense(self) -> i32

GetSimplePhysicalDefense() overload

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fn get_simple_magic_defense(self) -> i32

GetSimpleMagicDefense() overload

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fn get_simple_hit(self) -> i32

GetSimpleHit() overload

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fn get_simple_avoid(self) -> i32

GetSimpleAvoid() overload

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fn get_simple_critical(self) -> i32

GetSimpleCritical() overload

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fn get_simple_secure(self) -> i32

GetSimpleSecure() overload

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fn get_simple_continuous(self) -> i32

GetSimpleContinuous() overload

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fn reset_param(self)

ResetParam() overload

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fn get_fortune_seed(self) -> u32

get_FortuneSeed() overload

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fn set_fortune_seed(self, value: impl Into<u32>)

set_FortuneSeed(u32) overload

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fn get_fortune_target(self) -> PersonData

get_FortuneTarget() overload

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fn set_fortune_target(self, value: impl Into<PersonData>)

set_FortuneTarget(crate::app::persondata::PersonData) overload

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fn get_fortune_random_value(self, update: impl Into<bool>) -> i32

GetFortuneRandomValue(bool) overload

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fn get_weapon_level( self, kind: impl Into<ItemData_Kinds>, calc_enhance: impl Into<bool>, ) -> WeaponLevel_Kind

GetWeaponLevel(crate::app::itemdata::ItemData_Kinds, bool) overload

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fn get_skill_equip( self, skill: impl Into<SkillData>, index: impl Into<i32>, ) -> UnitItem

GetSkillEquip(crate::app::skilldata::SkillData, i32) overload

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fn get_engage_equip( self, skill: impl Into<SkillData>, target: impl Into<Unit>, ) -> UnitItem

GetEngageEquip(crate::app::skilldata::SkillData, crate::app::unit::Unit) overload

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fn get_effect_position(self) -> Vector3

GetEffectPosition() overload

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fn can_stay_without_god(self) -> bool

CanStayWithoutGod() 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§

Source§

impl<__T: IUnit> IUnitMethods for __T

Available on crate feature app-unit only.