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§
Sourcefn initialize(self, index: impl Into<i32>)
fn initialize(self, index: impl Into<i32>)
Initialize(i32) overload
Sourcefn create(
self,
person: impl Into<PersonData>,
job: impl Into<JobData>,
level: impl Into<i32>,
random: impl Into<Random_2>,
)
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
Sourcefn create_from_dispos(self, data: impl Into<DisposData>)
fn create_from_dispos(self, data: impl Into<DisposData>)
CreateFromDispos(crate::app::disposdata::DisposData) overload
Sourcefn create_challenge_enemy(
self,
dispos: impl Into<DisposData>,
random: impl Into<Random_2>,
level: impl Into<i32>,
ejid: impl Into<Il2CppString>,
)
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
Sourcefn create_encount_enemy(
self,
dispos: impl Into<DisposData>,
unit_rare_type: impl Into<EncountUnitData_RareType>,
job: impl Into<JobData>,
)
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
Sourcefn set_encount_hp_stock(
self,
dispos: impl Into<DisposData>,
difficulty: impl Into<Difficulty>,
)
fn set_encount_hp_stock( self, dispos: impl Into<DisposData>, difficulty: impl Into<Difficulty>, )
SetEncountHpStock(crate::app::disposdata::DisposData, crate::app::difficulty::Difficulty) overload
Sourcefn set_hp_stock_count(self, count: impl Into<i32>)
fn set_hp_stock_count(self, count: impl Into<i32>)
SetHpStockCount(i32) overload
Sourcefn 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_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
Sourcefn create_encount_mob(
self,
pid: impl Into<Il2CppString>,
jid: impl Into<Il2CppString>,
equip_weapon_iid: impl Into<Il2CppString>,
)
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
Sourcefn create_dlc_god_enemy(
self,
data: impl Into<DisposData>,
is_clear_all: impl Into<bool>,
)
fn create_dlc_god_enemy( self, data: impl Into<DisposData>, is_clear_all: impl Into<bool>, )
CreateDlcGodEnemy(crate::app::disposdata::DisposData, bool) overload
Sourcefn create_dlc_god_enemy_impl1(
self,
dispos: impl Into<DisposData>,
level: impl Into<i32>,
random: impl Into<Random_2>,
)
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
Sourcefn create_for_vision(
self,
original: impl Into<Unit>,
person: impl Into<PersonData>,
)
fn create_for_vision( self, original: impl Into<Unit>, person: impl Into<PersonData>, )
CreateForVision(crate::app::unit::Unit, crate::app::persondata::PersonData) overload
Sourcefn create_for_summon(
self,
original: impl Into<Unit>,
rank: impl Into<PersonData_Ranks>,
person: impl Into<PersonData>,
)
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
Sourcefn create_for_summon_telop(
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>, )
CreateForSummonTelop(crate::app::unit::Unit, crate::app::persondata::PersonData_Ranks, crate::app::persondata::PersonData) overload
Sourcefn create_for_summon_common(
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>, )
CreateForSummonCommon(crate::app::unit::Unit, crate::app::persondata::PersonData_Ranks, crate::app::persondata::PersonData) overload
Sourcefn create_for_arena(
self,
emblem: impl Into<GodUnit>,
level: impl Into<i32>,
type: impl Into<RingCleaningSequence_GodType>,
)
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
Sourcefn create_for_versus(self, data: impl Into<DisposData>)
fn create_for_versus(self, data: impl Into<DisposData>)
CreateForVersus(crate::app::disposdata::DisposData) overload
Sourcefn auto_grow_capability(
self,
level: impl Into<i32>,
target_level: impl Into<i32>,
)
fn auto_grow_capability( self, level: impl Into<i32>, target_level: impl Into<i32>, )
AutoGrowCapability(i32, i32) overload
Sourcefn auto_grow_capability_2(
self,
level: impl Into<i32>,
percents: impl Into<CapabilityInt>,
)
fn auto_grow_capability_2( self, level: impl Into<i32>, percents: impl Into<CapabilityInt>, )
AutoGrowCapability(i32, crate::app::capabilityint::CapabilityInt) overload
Sourcefn clear_except_map_history_index(self)
fn clear_except_map_history_index(self)
ClearExceptMapHistoryIndex() overload
Sourcefn clear_impl(self, is_clear_map_history_index: impl Into<bool>)
fn clear_impl(self, is_clear_map_history_index: impl Into<bool>)
ClearImpl(bool) overload
Sourcefn clear_for_rewind_preview(self) -> Il2CppString
fn clear_for_rewind_preview(self) -> Il2CppString
ClearForRewindPreview(*mut::unity::Il2CppString) overload
Sourcefn copy_from_for_level_up(self, from: impl Into<Unit>)
fn copy_from_for_level_up(self, from: impl Into<Unit>)
CopyFromForLevelUp(crate::app::unit::Unit) overload
Sourcefn copy_from_for_arena_result(self, from: impl Into<Unit>)
fn copy_from_for_arena_result(self, from: impl Into<Unit>)
CopyFromForArenaResult(crate::app::unit::Unit) overload
Sourcefn copy_from_for_versus(self, from: impl Into<Unit>)
fn copy_from_for_versus(self, from: impl Into<Unit>)
CopyFromForVersus(crate::app::unit::Unit) overload
Sourcefn reset_phase_begin(self, phase: impl Into<Force_Type>)
fn reset_phase_begin(self, phase: impl Into<Force_Type>)
ResetPhaseBegin(crate::app::force::Force_Type) overload
Sourcefn is_engage_owner(self) -> bool
fn is_engage_owner(self) -> bool
IsEngageOwner() overload
Sourcefn reset_phase_begin_after(self, phase: impl Into<Force_Type>)
fn reset_phase_begin_after(self, phase: impl Into<Force_Type>)
ResetPhaseBeginAfter(crate::app::force::Force_Type) overload
Sourcefn reset_phase_end(self, phase: impl Into<Force_Type>)
fn reset_phase_end(self, phase: impl Into<Force_Type>)
ResetPhaseEnd(crate::app::force::Force_Type) overload
Sourcefn reset_sub_phase_charm_confusion_begin(self)
fn reset_sub_phase_charm_confusion_begin(self)
ResetSubPhaseCharmConfusionBegin() overload
Sourcefn reset_dead(self)
fn reset_dead(self)
ResetDead() overload
Sourcefn reset_map_begin(self)
fn reset_map_begin(self)
ResetMapBegin() overload
Sourcefn reset_map_end(self, is_reset_position: impl Into<bool>)
fn reset_map_end(self, is_reset_position: impl Into<bool>)
ResetMapEnd(bool) overload
Sourcefn map_completed(self)
fn map_completed(self)
MapCompleted() overload
Sourcefn transfer(self, force: impl Into<Force_Type>, is_last: impl Into<bool>)
fn transfer(self, force: impl Into<Force_Type>, is_last: impl Into<bool>)
Transfer(crate::app::force::Force_Type, bool) overload
Sourcefn transfer_for_sortie(
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>, )
TransferForSortie(crate::app::force::Force_Type, bool) overload
Sourcefn transfer_for_rewind(
self,
force: impl Into<Force_Type>,
prev_unit: impl Into<Unit>,
)
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
Sourcefn transfer_for_rewind_latest(self, force: impl Into<Force_Type>)
fn transfer_for_rewind_latest(self, force: impl Into<Force_Type>)
TransferForRewindLatest(crate::app::force::Force_Type) overload
Sourcefn 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 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
Sourcefn update_state(self)
fn update_state(self)
UpdateState() overload
Sourcefn update_state_with_auto_equip(self)
fn update_state_with_auto_equip(self)
UpdateStateWithAutoEquip() overload
Sourcefn update_state_with_equipped(self, equipped: impl Into<UnitItem>)
fn update_state_with_equipped(self, equipped: impl Into<UnitItem>)
UpdateStateWithEquipped(crate::app::unititem::UnitItem) overload
Sourcefn try_update_state_with_equipped(self, equipped: impl Into<UnitItem>) -> bool
fn try_update_state_with_equipped(self, equipped: impl Into<UnitItem>) -> bool
TryUpdateStateWithEquipped(crate::app::unititem::UnitItem) overload
Sourcefn add_skill(self, array: impl Into<SkillArray>)
fn add_skill(self, array: impl Into<SkillArray>)
AddSkill(crate::app::skillarray::SkillArray) overload
Sourcefn add_skill_2(
self,
array: impl Into<SkillArray>,
category: impl Into<SkillData_Categorys>,
)
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
Sourcefn add_skill_3(
self,
skill: impl Into<SkillData>,
category: impl Into<SkillData_Categorys>,
age: impl Into<i32>,
)
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
Sourcefn add_skill_without_update(
self,
skill: impl Into<SkillData>,
category: impl Into<SkillData_Categorys>,
age: impl Into<i32>,
) -> bool
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
Sourcefn is_engaging(self, god_unit: impl Into<GodUnit>) -> bool
fn is_engaging(self, god_unit: impl Into<GodUnit>) -> bool
IsEngaging(crate::app::godunit::GodUnit) overload
Sourcefn update_state_impl(
self,
is_auto_equip: impl Into<bool>,
equipped: impl Into<UnitItem>,
)
fn update_state_impl( self, is_auto_equip: impl Into<bool>, equipped: impl Into<UnitItem>, )
UpdateStateImpl(bool, crate::app::unititem::UnitItem) overload
Sourcefn commit_enhance(self, equipped: impl Into<UnitItem>)
fn commit_enhance(self, equipped: impl Into<UnitItem>)
CommitEnhance(crate::app::unititem::UnitItem) overload
Sourcefn update_place(self)
fn update_place(self)
UpdatePlace() overload
Sourcefn create_actor(self)
fn create_actor(self)
CreateActor() overload
Sourcefn try_create_actor(self) -> bool
fn try_create_actor(self) -> bool
TryCreateActor() overload
Sourcefn reload_actor(self)
fn reload_actor(self)
ReloadActor() overload
Sourcefn delete_actor(self)
fn delete_actor(self)
DeleteActor() overload
Sourcefn update_actor(self)
fn update_actor(self)
UpdateActor() overload
Sourcefn tick_actor(self)
fn tick_actor(self)
TickActor() overload
Sourcefn check_status(self, status: impl Into<Unit_Status>) -> bool
fn check_status(self, status: impl Into<Unit_Status>) -> bool
CheckStatus(crate::app::unit::Unit_Status) overload
Sourcefn not_status(self, status: impl Into<Unit_Status>) -> bool
fn not_status(self, status: impl Into<Unit_Status>) -> bool
NotStatus(crate::app::unit::Unit_Status) overload
Sourcefn set_status(self, status: impl Into<Unit_Status>)
fn set_status(self, status: impl Into<Unit_Status>)
SetStatus(crate::app::unit::Unit_Status) overload
Sourcefn clear_status(self, status: impl Into<Unit_Status>)
fn clear_status(self, status: impl Into<Unit_Status>)
ClearStatus(crate::app::unit::Unit_Status) overload
Sourcefn change_status(self, status: impl Into<Unit_Status>)
fn change_status(self, status: impl Into<Unit_Status>)
ChangeStatus(crate::app::unit::Unit_Status) overload
Sourcefn get_status(self) -> Unit_StatusField
fn get_status(self) -> Unit_StatusField
GetStatus() overload
Sourcefn get_name(self) -> Il2CppString
fn get_name(self) -> Il2CppString
GetName() overload
Sourcefn get_talk_name(self) -> Il2CppString
fn get_talk_name(self) -> Il2CppString
GetTalkName() overload
Sourcefn get_name_impl(self, is_morph: impl Into<bool>) -> Il2CppString
fn get_name_impl(self, is_morph: impl Into<bool>) -> Il2CppString
GetNameImpl(bool) overload
Sourcefn get_ascii_name(self) -> Il2CppString
fn get_ascii_name(self) -> Il2CppString
GetAsciiName() overload
Sourcefn get_job_name(self) -> Il2CppString
fn get_job_name(self) -> Il2CppString
GetJobName() overload
Sourcefn set_position(self, pos: impl Into<Vector3>, update: impl Into<bool>)
fn set_position(self, pos: impl Into<Vector3>, update: impl Into<bool>)
SetPosition(crate::unity_engine::vector3::Vector3, bool) overload
Sourcefn set_position_2(
self,
x: impl Into<i32>,
z: impl Into<i32>,
update: impl Into<bool>,
)
fn set_position_2( self, x: impl Into<i32>, z: impl Into<i32>, update: impl Into<bool>, )
SetPosition(i32, i32, bool) overload
Sourcefn set_rotation(self, angle: impl Into<f32>)
fn set_rotation(self, angle: impl Into<f32>)
SetRotation(f32) overload
Sourcefn set_force_for_stand_alone(self, force: impl Into<Force>)
fn set_force_for_stand_alone(self, force: impl Into<Force>)
SetForceForStandAlone(crate::app::force::Force) overload
Sourcefn get_gender(self) -> Gender
fn get_gender(self) -> Gender
GetGender() overload
Sourcefn get_dress_gender(self) -> Gender
fn get_dress_gender(self) -> Gender
GetDressGender() overload
Sourcefn has_fang_curse(self) -> bool
fn has_fang_curse(self) -> bool
HasFangCurse() overload
Sourcefn is_enchantment(self) -> bool
fn is_enchantment(self) -> bool
IsEnchantment() overload
Sourcefn is_move_not_allow(self) -> bool
fn is_move_not_allow(self) -> bool
IsMoveNotAllow() overload
Sourcefn can_sortie(self) -> bool
fn can_sortie(self) -> bool
CanSortie() overload
Sourcefn is_play_area(self) -> bool
fn is_play_area(self) -> bool
IsPlayArea() overload
Sourcefn is_play_area_2(self, x: impl Into<i32>, z: impl Into<i32>) -> bool
fn is_play_area_2(self, x: impl Into<i32>, z: impl Into<i32>) -> bool
IsPlayArea(i32, i32) overload
Sourcefn is_operate(self) -> bool
fn is_operate(self) -> bool
IsOperate() overload
Sourcefn is_efficacy(self, target: impl Into<Unit>) -> bool
fn is_efficacy(self, target: impl Into<Unit>) -> bool
IsEfficacy(crate::app::unit::Unit) overload
Sourcefn get_attrs(self) -> SkillData_Attrs
fn get_attrs(self) -> SkillData_Attrs
GetAttrs() overload
Sourcefn can_transporter(self) -> bool
fn can_transporter(self) -> bool
CanTransporter() overload
Sourcefn can_breakable(self, target: impl Into<Unit>) -> bool
fn can_breakable(self, target: impl Into<Unit>) -> bool
CanBreakable(crate::app::unit::Unit) overload
Sourcefn can_sky_battle(self) -> bool
fn can_sky_battle(self) -> bool
CanSkyBattle() overload
Sourcefn get_force_absent_type(self) -> Force_Type
fn get_force_absent_type(self) -> Force_Type
GetForceAbsentType() overload
Sourcefn get_force_dead_type(self) -> Force_Type
fn get_force_dead_type(self) -> Force_Type
GetForceDeadType() overload
Sourcefn is_same_force_type(self, force_type: impl Into<Force_Type>) -> bool
fn is_same_force_type(self, force_type: impl Into<Force_Type>) -> bool
IsSameForceType(crate::app::force::Force_Type) overload
Sourcefn set_engage_impl(self, enable: impl Into<bool>, link: impl Into<bool>)
fn set_engage_impl(self, enable: impl Into<bool>, link: impl Into<bool>)
SetEngageImpl(bool, bool) overload
Sourcefn set_engage_link_simulation(
self,
enable: impl Into<bool>,
link: impl Into<Unit>,
)
fn set_engage_link_simulation( self, enable: impl Into<bool>, link: impl Into<Unit>, )
SetEngageLinkSimulation(bool, crate::app::unit::Unit) overload
Sourcefn set_engage_simulation(self, enable: impl Into<bool>, link: impl Into<Unit>)
fn set_engage_simulation(self, enable: impl Into<bool>, link: impl Into<Unit>)
SetEngageSimulation(bool, crate::app::unit::Unit) overload
Sourcefn set_god_link_impl(self, god_link: impl Into<GodUnit>)
fn set_god_link_impl(self, god_link: impl Into<GodUnit>)
SetGodLinkImpl(crate::app::godunit::GodUnit) overload
Sourcefn play_engage(self, enable: impl Into<bool>)
fn play_engage(self, enable: impl Into<bool>)
PlayEngage(bool) overload
Sourcefn is_engaging_2(self) -> bool
fn is_engaging_2(self) -> bool
IsEngaging() overload
Sourcefn is_hero_engaging(self) -> bool
fn is_hero_engaging(self) -> bool
IsHeroEngaging() overload
Sourcefn can_engage_heal(self) -> bool
fn can_engage_heal(self) -> bool
CanEngageHeal() overload
Sourcefn set_engage_link(
self,
enable: impl Into<bool>,
god_link: impl Into<GodUnit>,
parent: impl Into<Unit>,
child: impl Into<Unit>,
)
fn set_engage_link( self, enable: impl Into<bool>, god_link: impl Into<GodUnit>, parent: impl Into<Unit>, child: impl Into<Unit>, )
SetEngageLink(bool, crate::app::godunit::GodUnit, crate::app::unit::Unit, crate::app::unit::Unit) overload
Sourcefn set_engage(self, enable: impl Into<bool>, link: impl Into<Unit>)
fn set_engage(self, enable: impl Into<bool>, link: impl Into<Unit>)
SetEngage(bool, crate::app::unit::Unit) overload
Sourcefn try_relocation(self) -> bool
fn try_relocation(self) -> bool
TryRelocation() overload
Sourcefn is_active_route(self) -> bool
fn is_active_route(self) -> bool
IsActiveRoute() overload
Sourcefn get_first_x(self) -> i32
fn get_first_x(self) -> i32
get_FirstX() overload
Sourcefn get_first_z(self) -> i32
fn get_first_z(self) -> i32
get_FirstZ() overload
Sourcefn force_set_engage_link_for_rewind(self, link_unit: impl Into<Unit>)
fn force_set_engage_link_for_rewind(self, link_unit: impl Into<Unit>)
ForceSetEngageLinkForRewind(crate::app::unit::Unit) overload
Sourcefn set_engage_attack(self, enable: impl Into<bool>)
fn set_engage_attack(self, enable: impl Into<bool>)
SetEngageAttack(bool) overload
Sourcefn can_engage_impl(self, god_unit: impl Into<GodUnit>) -> bool
fn can_engage_impl(self, god_unit: impl Into<GodUnit>) -> bool
CanEngageImpl(crate::app::godunit::GodUnit) overload
Sourcefn can_engage_cancel(self, pickup: impl Into<bool>) -> bool
fn can_engage_cancel(self, pickup: impl Into<bool>) -> bool
CanEngageCancel(bool) overload
Sourcefn can_engage_start(self) -> bool
fn can_engage_start(self) -> bool
CanEngageStart() overload
Sourcefn can_engage_link(self) -> bool
fn can_engage_link(self) -> bool
CanEngageLink() overload
Sourcefn get_linkable_god_unit(self) -> GodUnit
fn get_linkable_god_unit(self) -> GodUnit
GetLinkableGodUnit() overload
Sourcefn get_engage_link_unit(self) -> Unit
fn get_engage_link_unit(self) -> Unit
GetEngageLinkUnit() overload
Sourcefn pre_start_target_select(self)
fn pre_start_target_select(self)
PreStartTargetSelect() overload
Sourcefn post_start_target_select(self)
fn post_start_target_select(self)
PostStartTargetSelect() overload
Sourcefn try_add_achieve_engage(self)
fn try_add_achieve_engage(self)
TryAddAchieveEngage() overload
Sourcefn decide_target_select(self, is_redoer: impl Into<bool>)
fn decide_target_select(self, is_redoer: impl Into<bool>)
DecideTargetSelect(bool) overload
Sourcefn cancel_target_select(self)
fn cancel_target_select(self)
CancelTargetSelect() overload
Sourcefn can_change_engage(self, target_unit: impl Into<Unit>) -> bool
fn can_change_engage(self, target_unit: impl Into<Unit>) -> bool
CanChangeEngage(crate::app::unit::Unit) overload
Sourcefn try_change_engage(
self,
target_unit: impl Into<Unit>,
item_index: impl Into<i32>,
) -> bool
fn try_change_engage( self, target_unit: impl Into<Unit>, item_index: impl Into<i32>, ) -> bool
TryChangeEngage(crate::app::unit::Unit, i32) overload
Sourcefn change_engage(self, target_unit: impl Into<Unit>, item_index: impl Into<i32>)
fn change_engage(self, target_unit: impl Into<Unit>, item_index: impl Into<i32>)
ChangeEngage(crate::app::unit::Unit, i32) overload
Sourcefn can_engage_attack(self) -> bool
fn can_engage_attack(self) -> bool
CanEngageAttack() overload
Sourcefn can_engage_target(self, target: impl Into<Unit>) -> bool
fn can_engage_target(self, target: impl Into<Unit>) -> bool
CanEngageTarget(crate::app::unit::Unit) overload
Sourcefn engage_target_exists(
self,
target: impl Into<Unit>,
skill: impl Into<SkillData>,
) -> bool
fn engage_target_exists( self, target: impl Into<Unit>, skill: impl Into<SkillData>, ) -> bool
EngageTargetExists(crate::app::unit::Unit, crate::app::skilldata::SkillData) overload
Sourcefn can_enemy_engage_attack(self) -> bool
fn can_enemy_engage_attack(self) -> bool
CanEnemyEngageAttack() overload
Sourcefn can_execute_engage_attack(self) -> bool
fn can_execute_engage_attack(self) -> bool
CanExecuteEngageAttack() overload
Sourcefn can_act(self, is_fixed: impl Into<bool>, is_charged: impl Into<bool>) -> bool
fn can_act(self, is_fixed: impl Into<bool>, is_charged: impl Into<bool>) -> bool
CanAct(bool, bool) overload
Sourcefn can_act_without_engage_charge(self) -> bool
fn can_act_without_engage_charge(self) -> bool
CanActWithoutEngageCharge() overload
Sourcefn can_be_target(self) -> bool
fn can_be_target(self) -> bool
CanBeTarget() overload
Sourcefn can_external_move(self) -> bool
fn can_external_move(self) -> bool
CanExternalMove() overload
Sourcefn can_warp(
self,
rod_unit: impl Into<Unit>,
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
CanWarp(crate::app::unit::Unit, i32, i32) overload
Sourcefn can_skill(self, skill: impl Into<SkillData>) -> bool
fn can_skill(self, skill: impl Into<SkillData>) -> bool
CanSkill(crate::app::skilldata::SkillData) overload
Sourcefn can_change_god(self) -> bool
fn can_change_god(self) -> bool
CanChangeGod() overload
Sourcefn change_god(self) -> bool
fn change_god(self) -> bool
ChangeGod() overload
Sourcefn get_cells(self, cells: impl Into<Array<MapPos>>) -> i32
fn get_cells(self, cells: impl Into<Array<MapPos>>) -> i32
GetCells(::unity::Array<crate::app::mappos::MapPos>) overload
Sourcefn get_cells_2(
self,
cells: impl Into<Array<MapPos>>,
base_x: impl Into<i32>,
base_z: impl Into<i32>,
) -> i32
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
Sourcefn set_base_capability(self, index: impl Into<i32>, value: impl Into<i32>)
fn set_base_capability(self, index: impl Into<i32>, value: impl Into<i32>)
SetBaseCapability(i32, i32) overload
Sourcefn add_base_capability(self, index: impl Into<i32>, value: impl Into<i32>)
fn add_base_capability(self, index: impl Into<i32>, value: impl Into<i32>)
AddBaseCapability(i32, i32) overload
Sourcefn set_capability_just(self, index: impl Into<i32>, value: impl Into<i32>)
fn set_capability_just(self, index: impl Into<i32>, value: impl Into<i32>)
SetCapabilityJust(i32, i32) overload
Sourcefn get_god_enhance_rating(self, god: impl Into<GodUnit>) -> i32
fn get_god_enhance_rating(self, god: impl Into<GodUnit>) -> i32
GetGodEnhanceRating(crate::app::godunit::GodUnit) overload
Sourcefn play_set_hp(self, hp: impl Into<i32>)
fn play_set_hp(self, hp: impl Into<i32>)
PlaySetHp(i32) overload
Sourcefn play_set_heal(self, heal: impl Into<i32>)
fn play_set_heal(self, heal: impl Into<i32>)
PlaySetHeal(i32) overload
Sourcefn play_set_damage(
self,
damage: impl Into<i32>,
can_die: impl Into<bool>,
is_multi: impl Into<bool>,
)
fn play_set_damage( self, damage: impl Into<i32>, can_die: impl Into<bool>, is_multi: impl Into<bool>, )
PlaySetDamage(i32, bool, bool) overload
Sourcefn is_changing_hp(self) -> bool
fn is_changing_hp(self) -> bool
IsChangingHp() overload
Sourcefn get_max_hp(self) -> i32
fn get_max_hp(self) -> i32
GetMaxHp() overload
Sourcefn get_move_power(self) -> i32
fn get_move_power(self) -> i32
GetMovePower() overload
Sourcefn get_move_power_without_removing(self) -> i32
fn get_move_power_without_removing(self) -> i32
GetMovePowerWithoutRemoving() overload
Sourcefn find_skill(self, flags: impl Into<SkillData_Flags>) -> SkillData
fn find_skill(self, flags: impl Into<SkillData_Flags>) -> SkillData
FindSkill(crate::app::skilldata::SkillData_Flags) overload
Sourcefn find_skill_2(self, states: impl Into<SkillData_States>) -> SkillData
fn find_skill_2(self, states: impl Into<SkillData_States>) -> SkillData
FindSkill(crate::app::skilldata::SkillData_States) overload
Sourcefn get_removable_skill(self) -> SkillData
fn get_removable_skill(self) -> SkillData
GetRemovableSkill() overload
Sourcefn get_removable_power(self) -> i32
fn get_removable_power(self) -> i32
GetRemovablePower() overload
Sourcefn get_capability(
self,
index: impl Into<i32>,
calc_enhance: impl Into<bool>,
) -> i32
fn get_capability( self, index: impl Into<i32>, calc_enhance: impl Into<bool>, ) -> i32
GetCapability(i32, bool) overload
Sourcefn get_capability_2(
self,
type: impl Into<CapabilityDefinition_Type>,
calc_enhance: impl Into<bool>,
) -> i32
fn get_capability_2( self, type: impl Into<CapabilityDefinition_Type>, calc_enhance: impl Into<bool>, ) -> i32
GetCapability(crate::app::capabilitydefinition::CapabilityDefinition_Type, bool) overload
Sourcefn get_capability_grow(
self,
index: impl Into<i32>,
is_auto_grow: impl Into<bool>,
) -> i32
fn get_capability_grow( self, index: impl Into<i32>, is_auto_grow: impl Into<bool>, ) -> i32
GetCapabilityGrow(i32, bool) overload
Sourcefn get_capability_grow_2(
self,
type: impl Into<CapabilityDefinition_Type>,
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
GetCapabilityGrow(crate::app::capabilitydefinition::CapabilityDefinition_Type, bool) overload
Sourcefn get_capability_limit(self, type: impl Into<CapabilityDefinition_Type>) -> i32
fn get_capability_limit(self, type: impl Into<CapabilityDefinition_Type>) -> i32
GetCapabilityLimit(crate::app::capabilitydefinition::CapabilityDefinition_Type) overload
Sourcefn get_capability_limit_2(self, index: impl Into<i32>) -> i32
fn get_capability_limit_2(self, index: impl Into<i32>) -> i32
GetCapabilityLimit(i32) overload
Sourcefn can_capability_grow(self, type: impl Into<CapabilityDefinition_Type>) -> bool
fn can_capability_grow(self, type: impl Into<CapabilityDefinition_Type>) -> bool
CanCapabilityGrow(crate::app::capabilitydefinition::CapabilityDefinition_Type) overload
Sourcefn can_capability_grow_2(self, index: impl Into<i32>) -> bool
fn can_capability_grow_2(self, index: impl Into<i32>) -> bool
CanCapabilityGrow(i32) overload
Sourcefn get_strength_capability_index(
self,
rand: impl Into<Random_2>,
) -> CapabilityDefinition_Type
fn get_strength_capability_index( self, rand: impl Into<Random_2>, ) -> CapabilityDefinition_Type
GetStrengthCapabilityIndex(crate::app::random_2::Random_2) overload
Sourcefn get_no_enhance_max_hp(self) -> i32
fn get_no_enhance_max_hp(self) -> i32
GetNoEnhanceMaxHp() overload
Sourcefn get_no_enhance_str(self) -> i32
fn get_no_enhance_str(self) -> i32
GetNoEnhanceStr() overload
Sourcefn get_no_enhance_tech(self) -> i32
fn get_no_enhance_tech(self) -> i32
GetNoEnhanceTech() overload
Sourcefn get_no_enhance_quick(self) -> i32
fn get_no_enhance_quick(self) -> i32
GetNoEnhanceQuick() overload
Sourcefn get_no_enhance_luck(self) -> i32
fn get_no_enhance_luck(self) -> i32
GetNoEnhanceLuck() overload
Sourcefn get_no_enhance_def(self) -> i32
fn get_no_enhance_def(self) -> i32
GetNoEnhanceDef() overload
Sourcefn get_no_enhance_magic(self) -> i32
fn get_no_enhance_magic(self) -> i32
GetNoEnhanceMagic() overload
Sourcefn get_no_enhance_mdef(self) -> i32
fn get_no_enhance_mdef(self) -> i32
GetNoEnhanceMdef() overload
Sourcefn get_no_enhance_phys(self) -> i32
fn get_no_enhance_phys(self) -> i32
GetNoEnhancePhys() overload
Sourcefn get_no_enhance_sight(self) -> i32
fn get_no_enhance_sight(self) -> i32
GetNoEnhanceSight() overload
Sourcefn get_no_enhance_move_power(self) -> i32
fn get_no_enhance_move_power(self) -> i32
GetNoEnhanceMovePower() overload
Sourcefn get_no_enhance_capability(self, index: impl Into<i32>) -> i32
fn get_no_enhance_capability(self, index: impl Into<i32>) -> i32
GetNoEnhanceCapability(i32) overload
Sourcefn get_no_enhance_capability_2(
self,
type: impl Into<CapabilityDefinition_Type>,
) -> i32
fn get_no_enhance_capability_2( self, type: impl Into<CapabilityDefinition_Type>, ) -> i32
GetNoEnhanceCapability(crate::app::capabilitydefinition::CapabilityDefinition_Type) overload
Sourcefn get_enhanced_level(self) -> i32
fn get_enhanced_level(self) -> i32
GetEnhancedLevel() overload
Sourcefn is_dont_attack(self, unit: impl Into<Unit>) -> bool
fn is_dont_attack(self, unit: impl Into<Unit>) -> bool
IsDontAttack(crate::app::unit::Unit) overload
Sourcefn set_dont_attack(self, person: impl Into<PersonData>)
fn set_dont_attack(self, person: impl Into<PersonData>)
SetDontAttack(crate::app::persondata::PersonData) overload
Sourcefn set_dont_attack_force_mask(self, force_mask: impl Into<u32>)
fn set_dont_attack_force_mask(self, force_mask: impl Into<u32>)
SetDontAttackForceMask(u32) overload
Sourcefn get_entrust_for_ai(self) -> UnitEntrust_Type
fn get_entrust_for_ai(self) -> UnitEntrust_Type
GetEntrustForAI() overload
Sourcefn can_contract(self, target: impl Into<Unit>) -> bool
fn can_contract(self, target: impl Into<Unit>) -> bool
CanContract(crate::app::unit::Unit) overload
Sourcefn can_chain_attack(self) -> bool
fn can_chain_attack(self) -> bool
CanChainAttack() overload
Sourcefn is_terrain_invalid(self, terrain: impl Into<TerrainData_2>) -> bool
fn is_terrain_invalid(self, terrain: impl Into<TerrainData_2>) -> bool
IsTerrainInvalid(crate::app::terraindata_2::TerrainData_2) overload
Sourcefn can_chain_guard(self) -> bool
fn can_chain_guard(self) -> bool
CanChainGuard() overload
Sourcefn get_guard_type(self) -> Unit_GuardType
fn get_guard_type(self) -> Unit_GuardType
GetGuardType() overload
Sourcefn can_ccogitation(self) -> bool
fn can_ccogitation(self) -> bool
CanCcogitation() overload
Sourcefn can_gain_reliance(self) -> bool
fn can_gain_reliance(self) -> bool
CanGainReliance() overload
Sourcefn has_skill(self, skill: impl Into<SkillData>) -> bool
fn has_skill(self, skill: impl Into<SkillData>) -> bool
HasSkill(crate::app::skilldata::SkillData) overload
Sourcefn has_skill_2(self, sid: impl Into<Il2CppString>) -> bool
fn has_skill_2(self, sid: impl Into<Il2CppString>) -> bool
HasSkill(::unity::Il2CppString) overload
Sourcefn has_skill_3(self, flags: impl Into<SkillData_Flags>) -> bool
fn has_skill_3(self, flags: impl Into<SkillData_Flags>) -> bool
HasSkill(crate::app::skilldata::SkillData_Flags) overload
Sourcefn has_skill_4(self, states: impl Into<SkillData_States>) -> bool
fn has_skill_4(self, states: impl Into<SkillData_States>) -> bool
HasSkill(crate::app::skilldata::SkillData_States) overload
Sourcefn has_dance_skill(self) -> bool
fn has_dance_skill(self) -> bool
HasDanceSkill() overload
Sourcefn has_contract_skill(self) -> bool
fn has_contract_skill(self) -> bool
HasContractSkill() overload
Sourcefn is_standing_die(self) -> bool
fn is_standing_die(self) -> bool
IsStandingDie() overload
Sourcefn is_immortal(self) -> bool
fn is_immortal(self) -> bool
IsImmortal() overload
Sourcefn is_last_boss(self) -> bool
fn is_last_boss(self) -> bool
IsLastBoss() overload
Sourcefn get_equip_skill(self, index: impl Into<i32>) -> SkillData
fn get_equip_skill(self, index: impl Into<i32>) -> SkillData
GetEquipSkill(i32) overload
Sourcefn has_equip_skill(self, sid: impl Into<Il2CppString>) -> bool
fn has_equip_skill(self, sid: impl Into<Il2CppString>) -> bool
HasEquipSkill(::unity::Il2CppString) overload
Sourcefn has_equip_skill_2(self, skill: impl Into<SkillData>) -> bool
fn has_equip_skill_2(self, skill: impl Into<SkillData>) -> bool
HasEquipSkill(crate::app::skilldata::SkillData) overload
Sourcefn add_equip_skill(self, sid: impl Into<Il2CppString>) -> bool
fn add_equip_skill(self, sid: impl Into<Il2CppString>) -> bool
AddEquipSkill(::unity::Il2CppString) overload
Sourcefn add_equip_skill_2(self, skill: impl Into<SkillData>) -> bool
fn add_equip_skill_2(self, skill: impl Into<SkillData>) -> bool
AddEquipSkill(crate::app::skilldata::SkillData) overload
Sourcefn remove_equip_skill(self, sid: impl Into<Il2CppString>)
fn remove_equip_skill(self, sid: impl Into<Il2CppString>)
RemoveEquipSkill(::unity::Il2CppString) overload
Sourcefn remove_equip_skill_2(self, skill: impl Into<SkillData>)
fn remove_equip_skill_2(self, skill: impl Into<SkillData>)
RemoveEquipSkill(crate::app::skilldata::SkillData) overload
Sourcefn replace_equip_skill(
self,
index: impl Into<i32>,
sid: impl Into<Il2CppString>,
)
fn replace_equip_skill( self, index: impl Into<i32>, sid: impl Into<Il2CppString>, )
ReplaceEquipSkill(i32, ::unity::Il2CppString) overload
Sourcefn replace_equip_skill_2(
self,
index: impl Into<i32>,
skill: impl Into<SkillData>,
)
fn replace_equip_skill_2( self, index: impl Into<i32>, skill: impl Into<SkillData>, )
ReplaceEquipSkill(i32, crate::app::skilldata::SkillData) overload
Sourcefn move_equip_skill(self, old_index: impl Into<i32>, new_index: impl Into<i32>)
fn move_equip_skill(self, old_index: impl Into<i32>, new_index: impl Into<i32>)
MoveEquipSkill(i32, i32) overload
Sourcefn has_private_skill(self, sid: impl Into<Il2CppString>) -> bool
fn has_private_skill(self, sid: impl Into<Il2CppString>) -> bool
HasPrivateSkill(::unity::Il2CppString) overload
Sourcefn has_private_skill_2(self, skill: impl Into<SkillData>) -> bool
fn has_private_skill_2(self, skill: impl Into<SkillData>) -> bool
HasPrivateSkill(crate::app::skilldata::SkillData) overload
Sourcefn add_private_skill(self, sid: impl Into<Il2CppString>) -> bool
fn add_private_skill(self, sid: impl Into<Il2CppString>) -> bool
AddPrivateSkill(::unity::Il2CppString) overload
Sourcefn add_private_skill_2(self, skill: impl Into<SkillData>) -> bool
fn add_private_skill_2(self, skill: impl Into<SkillData>) -> bool
AddPrivateSkill(crate::app::skilldata::SkillData) overload
Sourcefn add_private_skill_3(self, skills: impl Into<SkillArray>) -> bool
fn add_private_skill_3(self, skills: impl Into<SkillArray>) -> bool
AddPrivateSkill(crate::app::skillarray::SkillArray) overload
Sourcefn remove_private_skill(self, sid: impl Into<Il2CppString>) -> bool
fn remove_private_skill(self, sid: impl Into<Il2CppString>) -> bool
RemovePrivateSkill(::unity::Il2CppString) overload
Sourcefn remove_private_skill_2(self, skill: impl Into<SkillData>) -> bool
fn remove_private_skill_2(self, skill: impl Into<SkillData>) -> bool
RemovePrivateSkill(crate::app::skilldata::SkillData) overload
Sourcefn remove_private_skill_3(self, skills: impl Into<SkillArray>) -> bool
fn remove_private_skill_3(self, skills: impl Into<SkillArray>) -> bool
RemovePrivateSkill(crate::app::skillarray::SkillArray) overload
Sourcefn get_record(self, kind: impl Into<UnitRecord_Kinds>) -> i32
fn get_record(self, kind: impl Into<UnitRecord_Kinds>) -> i32
GetRecord(crate::app::unitrecord::UnitRecord_Kinds) overload
Sourcefn set_record(self, kind: impl Into<UnitRecord_Kinds>, value: impl Into<i32>)
fn set_record(self, kind: impl Into<UnitRecord_Kinds>, value: impl Into<i32>)
SetRecord(crate::app::unitrecord::UnitRecord_Kinds, i32) overload
Sourcefn add_record(self, kind: impl Into<UnitRecord_Kinds>, value: impl Into<i32>)
fn add_record(self, kind: impl Into<UnitRecord_Kinds>, value: impl Into<i32>)
AddRecord(crate::app::unitrecord::UnitRecord_Kinds, i32) overload
Sourcefn inc_record(self, kind: impl Into<UnitRecord_Kinds>)
fn inc_record(self, kind: impl Into<UnitRecord_Kinds>)
IncRecord(crate::app::unitrecord::UnitRecord_Kinds) overload
Sourcefn dec_record(self, kind: impl Into<UnitRecord_Kinds>)
fn dec_record(self, kind: impl Into<UnitRecord_Kinds>)
DecRecord(crate::app::unitrecord::UnitRecord_Kinds) overload
Sourcefn add_record_with_history(
self,
kind: impl Into<UnitRecord_Kinds>,
value: impl Into<i32>,
)
fn add_record_with_history( self, kind: impl Into<UnitRecord_Kinds>, value: impl Into<i32>, )
AddRecordWithHistory(crate::app::unitrecord::UnitRecord_Kinds, i32) overload
Sourcefn get_from_equip_skill_pool(self, index: impl Into<i32>) -> SkillData
fn get_from_equip_skill_pool(self, index: impl Into<i32>) -> SkillData
GetFromEquipSkillPool(i32) overload
Sourcefn add_to_equip_skill_pool(self, sid: impl Into<Il2CppString>)
fn add_to_equip_skill_pool(self, sid: impl Into<Il2CppString>)
AddToEquipSkillPool(::unity::Il2CppString) overload
Sourcefn add_to_equip_skill_pool_2(self, skill: impl Into<SkillData>)
fn add_to_equip_skill_pool_2(self, skill: impl Into<SkillData>)
AddToEquipSkillPool(crate::app::skilldata::SkillData) overload
Sourcefn remove_from_equip_skill_pool(self, sid: impl Into<Il2CppString>)
fn remove_from_equip_skill_pool(self, sid: impl Into<Il2CppString>)
RemoveFromEquipSkillPool(::unity::Il2CppString) overload
Sourcefn remove_from_equip_skill_pool_2(self, skill: impl Into<SkillData>)
fn remove_from_equip_skill_pool_2(self, skill: impl Into<SkillData>)
RemoveFromEquipSkillPool(crate::app::skilldata::SkillData) overload
Sourcefn is_exist_in_equip_skill_pool(self, sid: impl Into<Il2CppString>) -> bool
fn is_exist_in_equip_skill_pool(self, sid: impl Into<Il2CppString>) -> bool
IsExistInEquipSkillPool(::unity::Il2CppString) overload
Sourcefn is_exist_in_equip_skill_pool_2(self, skill: impl Into<SkillData>) -> bool
fn is_exist_in_equip_skill_pool_2(self, skill: impl Into<SkillData>) -> bool
IsExistInEquipSkillPool(crate::app::skilldata::SkillData) overload
Sourcefn is_inheritance_enable(self, skill: impl Into<SkillData>) -> bool
fn is_inheritance_enable(self, skill: impl Into<SkillData>) -> bool
IsInheritanceEnable(crate::app::skilldata::SkillData) overload
Sourcefn is_silence(self) -> bool
fn is_silence(self) -> bool
IsSilence() overload
Sourcefn is_confusion(self) -> bool
fn is_confusion(self) -> bool
IsConfusion() overload
Sourcefn is_charm_or_confusion(self) -> bool
fn is_charm_or_confusion(self) -> bool
IsCharmOrConfusion() overload
Sourcefn is_weakness(self) -> bool
fn is_weakness(self) -> bool
IsWeakness() overload
Sourcefn is_not_enhance(self) -> bool
fn is_not_enhance(self) -> bool
IsNotEnhance() overload
Sourcefn is_disorder(self) -> bool
fn is_disorder(self) -> bool
IsDisorder() overload
Sourcefn clear_disorder(self, state: impl Into<SkillData_States>) -> bool
fn clear_disorder(self, state: impl Into<SkillData_States>) -> bool
ClearDisorder(crate::app::skilldata::SkillData_States) overload
Sourcefn is_vision_2(self, owner: impl Into<Unit>) -> bool
fn is_vision_2(self, owner: impl Into<Unit>) -> bool
IsVision(crate::app::unit::Unit) overload
Sourcefn can_gain_item(self) -> bool
fn can_gain_item(self) -> bool
CanGainItem() overload
Sourcefn get_vision_owner(self) -> Unit
fn get_vision_owner(self) -> Unit
GetVisionOwner() overload
Sourcefn is_summon_2(self, owner: impl Into<Unit>) -> bool
fn is_summon_2(self, owner: impl Into<Unit>) -> bool
IsSummon(crate::app::unit::Unit) overload
Sourcefn is_summon_god(self) -> bool
fn is_summon_god(self) -> bool
IsSummonGod() overload
Sourcefn get_summon_owner(self) -> Unit
fn get_summon_owner(self) -> Unit
GetSummonOwner() overload
Sourcefn try_get_lock_target(self) -> (bool, i32, i32)
fn try_get_lock_target(self) -> (bool, i32, i32)
TryGetLockTarget(*muti32, *muti32) overload
Sourcefn set_lock_target(self, x: impl Into<i32>, z: impl Into<i32>)
fn set_lock_target(self, x: impl Into<i32>, z: impl Into<i32>)
SetLockTarget(i32, i32) overload
Sourcefn reset_lock_target(self)
fn reset_lock_target(self)
ResetLockTarget() overload
Sourcefn add_skill_point(self, skill_point: impl Into<i32>)
fn add_skill_point(self, skill_point: impl Into<i32>)
AddSkillPoint(i32) overload
Sourcefn normalize_exp(self, exp: impl Into<i32>) -> i32
fn normalize_exp(self, exp: impl Into<i32>) -> i32
NormalizeExp(i32) overload
Sourcefn exp_to_skill_point(self, exp: impl Into<i32>) -> i32
fn exp_to_skill_point(self, exp: impl Into<i32>) -> i32
ExpToSkillPoint(i32) overload
Sourcefn nomralize_skill_point(self, skill_point: impl Into<i32>) -> i32
fn nomralize_skill_point(self, skill_point: impl Into<i32>) -> i32
NomralizeSkillPoint(i32) overload
Sourcefn dbg_level_down(self)
fn dbg_level_down(self)
DbgLevelDown() overload
Sourcefn learn_job_skill(self) -> SkillData
fn learn_job_skill(self) -> SkillData
LearnJobSkill() overload
Sourcefn learn_job_skill_for_chart(self, level: impl Into<i32>) -> SkillData
fn learn_job_skill_for_chart(self, level: impl Into<i32>) -> SkillData
LearnJobSkillForChart(i32) overload
Sourcefn learn_job_skill_2(
self,
level: impl Into<i32>,
job: impl Into<JobData>,
) -> SkillData
fn learn_job_skill_2( self, level: impl Into<i32>, job: impl Into<JobData>, ) -> SkillData
LearnJobSkill(i32, crate::app::jobdata::JobData) overload
Sourcefn learn_job_skill_3(self, job: impl Into<JobData>) -> SkillData
fn learn_job_skill_3(self, job: impl Into<JobData>) -> SkillData
LearnJobSkill(crate::app::jobdata::JobData) overload
Sourcefn cc_check_aptitude(self, job: impl Into<JobData>) -> bool
fn cc_check_aptitude(self, job: impl Into<JobData>) -> bool
CCCheckAptitude(crate::app::jobdata::JobData) overload
Sourcefn class_change(self, job: impl Into<JobData>, item: impl Into<ItemData>)
fn class_change(self, job: impl Into<JobData>, item: impl Into<ItemData>)
ClassChange(crate::app::jobdata::JobData, crate::app::itemdata::ItemData) overload
Sourcefn class_change_for_chart(
self,
job: impl Into<JobData>,
item: impl Into<ItemData>,
level: impl Into<i32>,
)
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
Sourcefn update_difficulty(self)
fn update_difficulty(self)
UpdateDifficulty() overload
Sourcefn reset_weapon_mask(self)
fn reset_weapon_mask(self)
ResetWeaponMask() overload
Sourcefn set_selected_weapon(self, selected_weapon_mask: impl Into<WeaponMask>)
fn set_selected_weapon(self, selected_weapon_mask: impl Into<WeaponMask>)
SetSelectedWeapon(crate::app::weaponmask::WeaponMask) overload
Sourcefn set_selected_weapon_from_original_aptitude(
self,
aptitude: impl Into<WeaponMask>,
)
fn set_selected_weapon_from_original_aptitude( self, aptitude: impl Into<WeaponMask>, )
SetSelectedWeaponFromOriginalAptitude(crate::app::weaponmask::WeaponMask) overload
Sourcefn set_weapon_mask_from_parson(self)
fn set_weapon_mask_from_parson(self)
SetWeaponMaskFromParson() overload
Sourcefn set_optimal_weapon_for_class_change(
self,
weapon_mask: impl Into<WeaponMask>,
is_bullet: impl Into<bool>,
) -> UnitItem
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
Sourcefn set_selected_weapon_from_items(
self,
items: impl Into<Unit_ItemsForSelectedWeapon>,
)
fn set_selected_weapon_from_items( self, items: impl Into<Unit_ItemsForSelectedWeapon>, )
SetSelectedWeaponFromItems(crate::app::unit::Unit_ItemsForSelectedWeapon) overload
Sourcefn set_selected_weapon_for_chart(
self,
chart_items: impl Into<Array<ChartData_Item>>,
)
fn set_selected_weapon_for_chart( self, chart_items: impl Into<Array<ChartData_Item>>, )
SetSelectedWeaponForChart(::unity::Array<crate::app::chartdata::ChartData_Item>) overload
Sourcefn set_selected_weapon_from_dispos(self, data: impl Into<DisposData>)
fn set_selected_weapon_from_dispos(self, data: impl Into<DisposData>)
SetSelectedWeaponFromDispos(crate::app::disposdata::DisposData) overload
Sourcefn inherit_aptitude(self, god_unit: impl Into<GodUnit>)
fn inherit_aptitude(self, god_unit: impl Into<GodUnit>)
InheritAptitude(crate::app::godunit::GodUnit) overload
Sourcefn inherit_aptitude_2(self, god_bond: impl Into<GodBond>)
fn inherit_aptitude_2(self, god_bond: impl Into<GodBond>)
InheritAptitude(crate::app::godbond::GodBond) overload
Sourcefn add_aptitude_for_chart(self)
fn add_aptitude_for_chart(self)
AddAptitudeForChart() overload
Sourcefn set_aptitude_from_dispos(self, data: impl Into<DisposData>)
fn set_aptitude_from_dispos(self, data: impl Into<DisposData>)
SetAptitudeFromDispos(crate::app::disposdata::DisposData) overload
Sourcefn add_aptitude_from_weapon_mask(self)
fn add_aptitude_from_weapon_mask(self)
AddAptitudeFromWeaponMask() overload
Sourcefn update_weapon_mask(self)
fn update_weapon_mask(self)
UpdateWeaponMask() overload
Sourcefn ai_activate(self, attacked: impl Into<bool>)
fn ai_activate(self, attacked: impl Into<bool>)
AIActivate(bool) overload
Sourcefn ai_activate_cause_attacked(self, longrange: impl Into<bool>)
fn ai_activate_cause_attacked(self, longrange: impl Into<bool>)
AIActivate_CauseAttacked(bool) overload
Sourcefn ai_set_engage_attack(self)
fn ai_set_engage_attack(self)
AISetEngageAttack() overload
Sourcefn ai_clear_engage_attack(self)
fn ai_clear_engage_attack(self)
AIClearEngageAttack() overload
Sourcefn has_heal_rod(self) -> bool
fn has_heal_rod(self) -> bool
HasHealRod() overload
Sourcefn has_heal_rod_for_oneself(
self,
rod_type: impl Into<ItemData_RodTypes>,
) -> bool
fn has_heal_rod_for_oneself( self, rod_type: impl Into<ItemData_RodTypes>, ) -> bool
HasHealRodForOneself(crate::app::itemdata::ItemData_RodTypes) overload
Sourcefn has_support_rod(self) -> bool
fn has_support_rod(self) -> bool
HasSupportRod() overload
Sourcefn has_support_rod_for_oneself(
self,
rod_type: impl Into<ItemData_RodTypes>,
) -> bool
fn has_support_rod_for_oneself( self, rod_type: impl Into<ItemData_RodTypes>, ) -> bool
HasSupportRodForOneself(crate::app::itemdata::ItemData_RodTypes) overload
Sourcefn has_interference_rod(self) -> bool
fn has_interference_rod(self) -> bool
HasInterferenceRod() overload
Sourcefn has_criticale_weapon(self) -> bool
fn has_criticale_weapon(self) -> bool
HasCriticaleWeapon() overload
Sourcefn has_efficacy_weapon(self, target: impl Into<Unit>) -> bool
fn has_efficacy_weapon(self, target: impl Into<Unit>) -> bool
HasEfficacyWeapon(crate::app::unit::Unit) overload
Sourcefn has_drop_item(self) -> bool
fn has_drop_item(self) -> bool
HasDropItem() overload
Sourcefn has_max_item(self) -> bool
fn has_max_item(self) -> bool
HasMaxItem() overload
Sourcefn get_item_index(self, iid: impl Into<Il2CppString>) -> i32
fn get_item_index(self, iid: impl Into<Il2CppString>) -> i32
GetItemIndex(::unity::Il2CppString) overload
Sourcefn get_item_index_2(self, item: impl Into<ItemData>) -> i32
fn get_item_index_2(self, item: impl Into<ItemData>) -> i32
GetItemIndex(crate::app::itemdata::ItemData) overload
Sourcefn for_each_unit_item(self, func: impl Into<Unit_FuncUnitItem>)
fn for_each_unit_item(self, func: impl Into<Unit_FuncUnitItem>)
ForEachUnitItem(crate::app::unit::Unit_FuncUnitItem) overload
Sourcefn for_each_can_equip_item(self, func: impl Into<Unit_FuncUnitItem>)
fn for_each_can_equip_item(self, func: impl Into<Unit_FuncUnitItem>)
ForEachCanEquipItem(crate::app::unit::Unit_FuncUnitItem) overload
Sourcefn get_actual_item(self, unit_item: impl Into<UnitItem>) -> UnitItem
fn get_actual_item(self, unit_item: impl Into<UnitItem>) -> UnitItem
GetActualItem(crate::app::unititem::UnitItem) overload
Sourcefn is_item_equipped(self) -> bool
fn is_item_equipped(self) -> bool
IsItemEquipped() overload
Sourcefn get_item_equipped(self) -> UnitItem
fn get_item_equipped(self) -> UnitItem
GetItemEquipped() overload
Sourcefn get_item_index_equipped(self) -> i32
fn get_item_index_equipped(self) -> i32
GetItemIndexEquipped() overload
Sourcefn get_item_hold(self) -> UnitItem
fn get_item_hold(self) -> UnitItem
GetItemHold() overload
Sourcefn get_item_index_hold(self) -> i32
fn get_item_index_hold(self) -> i32
GetItemIndexHold() overload
Sourcefn item_add(self, iid: impl Into<Il2CppString>) -> i32
fn item_add(self, iid: impl Into<Il2CppString>) -> i32
ItemAdd(::unity::Il2CppString) overload
Sourcefn item_add_2(self, iids: impl Into<Array<Il2CppString>>) -> bool
fn item_add_2(self, iids: impl Into<Array<Il2CppString>>) -> bool
ItemAdd(::unity::Array<::unity::Il2CppString>) overload
Sourcefn item_add_3(self, item: impl Into<ItemData>) -> i32
fn item_add_3(self, item: impl Into<ItemData>) -> i32
ItemAdd(crate::app::itemdata::ItemData) overload
Sourcefn item_add_4(self, unit_item: impl Into<UnitItem>) -> i32
fn item_add_4(self, unit_item: impl Into<UnitItem>) -> i32
ItemAdd(crate::app::unititem::UnitItem) overload
Sourcefn item_add_on_dlc_evil(
self,
iids: impl Into<Array<Il2CppString>>,
chapter: impl Into<ChapterData>,
level: impl Into<i32>,
)
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
Sourcefn equipable_item_add(self, iids: impl Into<Array<Il2CppString>>) -> bool
fn equipable_item_add(self, iids: impl Into<Array<Il2CppString>>) -> bool
EquipableItemAdd(::unity::Array<::unity::Il2CppString>) overload
Sourcefn item_close_up(self)
fn item_close_up(self)
ItemCloseUp() overload
Sourcefn item_equip(self) -> bool
fn item_equip(self) -> bool
ItemEquip() overload
Sourcefn item_equip_2(self, index: impl Into<i32>, reoder: impl Into<bool>) -> bool
fn item_equip_2(self, index: impl Into<i32>, reoder: impl Into<bool>) -> bool
ItemEquip(i32, bool) overload
Sourcefn item_reorder(self)
fn item_reorder(self)
ItemReorder() overload
Sourcefn item_equip_3(self, unit_item: impl Into<UnitItem>) -> bool
fn item_equip_3(self, unit_item: impl Into<UnitItem>) -> bool
ItemEquip(crate::app::unititem::UnitItem) overload
Sourcefn item_equip_4(self, item_data: impl Into<ItemData>) -> bool
fn item_equip_4(self, item_data: impl Into<ItemData>) -> bool
ItemEquip(crate::app::itemdata::ItemData) overload
Sourcefn item_take_off(self, index: impl Into<i32>)
fn item_take_off(self, index: impl Into<i32>)
ItemTakeOff(i32) overload
Sourcefn item_take_off_2(self, unit_item: impl Into<UnitItem>)
fn item_take_off_2(self, unit_item: impl Into<UnitItem>)
ItemTakeOff(crate::app::unititem::UnitItem) overload
Sourcefn item_put_off(self, index: impl Into<i32>, closeup: impl Into<bool>)
fn item_put_off(self, index: impl Into<i32>, closeup: impl Into<bool>)
ItemPutOff(i32, bool) overload
Sourcefn item_put_off_2(
self,
unit_item: impl Into<UnitItem>,
closeup: impl Into<bool>,
)
fn item_put_off_2( self, unit_item: impl Into<UnitItem>, closeup: impl Into<bool>, )
ItemPutOff(crate::app::unititem::UnitItem, bool) overload
Sourcefn item_put_off_all(self)
fn item_put_off_all(self)
ItemPutOffAll() overload
Sourcefn has_item_2(self, item: impl Into<ItemData>) -> bool
fn has_item_2(self, item: impl Into<ItemData>) -> bool
HasItem(crate::app::itemdata::ItemData) overload
Sourcefn get_item_count(self) -> i32
fn get_item_count(self) -> i32
GetItemCount() overload
Sourcefn get_item_selected(self) -> UnitItem
fn get_item_selected(self) -> UnitItem
GetItemSelected() overload
Sourcefn set_item_selected(self, unit_item: impl Into<UnitItem>)
fn set_item_selected(self, unit_item: impl Into<UnitItem>)
SetItemSelected(crate::app::unititem::UnitItem) overload
Sourcefn has_equipable_item(self) -> bool
fn has_equipable_item(self) -> bool
HasEquipableItem() overload
Sourcefn has_equipable_item_2(self, range: impl Into<i32>) -> bool
fn has_equipable_item_2(self, range: impl Into<i32>) -> bool
HasEquipableItem(i32) overload
Sourcefn has_equipable_item_3(self, kind: impl Into<ItemData_Kinds>) -> bool
fn has_equipable_item_3(self, kind: impl Into<ItemData_Kinds>) -> bool
HasEquipableItem(crate::app::itemdata::ItemData_Kinds) overload
Sourcefn can_item_equip(
self,
unit_item: impl Into<UnitItem>,
rod: impl Into<bool>,
exp: impl Into<bool>,
) -> bool
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
Sourcefn can_item_equip_2(
self,
item: impl Into<ItemData>,
rod: impl Into<bool>,
weapon_level: impl Into<bool>,
) -> bool
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
Sourcefn can_item_equip_3(
self,
index: impl Into<i32>,
rod: impl Into<bool>,
exp: impl Into<bool>,
) -> bool
fn can_item_equip_3( self, index: impl Into<i32>, rod: impl Into<bool>, exp: impl Into<bool>, ) -> bool
CanItemEquip(i32, bool, bool) overload
Sourcefn can_item_kind_equip(
self,
kind: impl Into<ItemData_Kinds>,
rod: impl Into<bool>,
weapon_mask: 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
CanItemKindEquip(crate::app::itemdata::ItemData_Kinds, bool, bool) overload
Sourcefn can_use_cannon(self, x: impl Into<i32>, z: impl Into<i32>) -> bool
fn can_use_cannon(self, x: impl Into<i32>, z: impl Into<i32>) -> bool
CanUseCannon(i32, i32) overload
Sourcefn can_use_cannon_2(self, terrain: impl Into<TerrainData_2>) -> bool
fn can_use_cannon_2(self, terrain: impl Into<TerrainData_2>) -> bool
CanUseCannon(crate::app::terraindata_2::TerrainData_2) overload
Sourcefn next_item_equip(self, reverse: impl Into<bool>) -> bool
fn next_item_equip(self, reverse: impl Into<bool>) -> bool
NextItemEquip(bool) overload
Sourcefn is_item_sealed(self, unit_item: impl Into<UnitItem>) -> bool
fn is_item_sealed(self, unit_item: impl Into<UnitItem>) -> bool
IsItemSealed(crate::app::unititem::UnitItem) overload
Sourcefn is_item_sealed_2(self, item: impl Into<ItemData>) -> bool
fn is_item_sealed_2(self, item: impl Into<ItemData>) -> bool
IsItemSealed(crate::app::itemdata::ItemData) overload
Sourcefn is_item_sealed_3(self, index: impl Into<i32>) -> bool
fn is_item_sealed_3(self, index: impl Into<i32>) -> bool
IsItemSealed(i32) overload
Sourcefn get_item_index_key_door(self) -> i32
fn get_item_index_key_door(self) -> i32
GetItemIndexKeyDoor() overload
Sourcefn can_unlock_door(self, enable_item: impl Into<bool>) -> bool
fn can_unlock_door(self, enable_item: impl Into<bool>) -> bool
CanUnlockDoor(bool) overload
Sourcefn can_unlock_treasure_box(self, enable_item: impl Into<bool>) -> bool
fn can_unlock_treasure_box(self, enable_item: impl Into<bool>) -> bool
CanUnlockTreasureBox(bool) overload
Sourcefn get_range_i(self, index: impl Into<i32>, skill: impl Into<SkillData>) -> i32
fn get_range_i(self, index: impl Into<i32>, skill: impl Into<SkillData>) -> i32
GetRangeI(i32, crate::app::skilldata::SkillData) overload
Sourcefn get_range_i_2(
self,
item: impl Into<ItemData>,
skill: impl Into<SkillData>,
) -> i32
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
Sourcefn get_range_i_3(
self,
unit_item: impl Into<UnitItem>,
skill: impl Into<SkillData>,
) -> i32
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
Sourcefn get_range_o(self, index: impl Into<i32>, skill: impl Into<SkillData>) -> i32
fn get_range_o(self, index: impl Into<i32>, skill: impl Into<SkillData>) -> i32
GetRangeO(i32, crate::app::skilldata::SkillData) overload
Sourcefn get_range_o_2(
self,
item: impl Into<ItemData>,
skill: impl Into<SkillData>,
) -> i32
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
Sourcefn get_range_o_3(
self,
unit_item: impl Into<UnitItem>,
skill: impl Into<SkillData>,
) -> i32
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
Sourcefn get_range_io(
self,
index: impl Into<i32>,
skill: impl Into<SkillData>,
) -> (bool, i32, i32)
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
Sourcefn get_range_io_2(
self,
item: impl Into<ItemData>,
skill: impl Into<SkillData>,
) -> (bool, i32, i32)
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
Sourcefn get_range_io_3(
self,
unit_item: impl Into<UnitItem>,
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)
GetRangeIO(crate::app::unititem::UnitItem, *muti32, *muti32, crate::app::skilldata::SkillData) overload
Sourcefn get_item_distance(self, item: impl Into<ItemData>) -> i32
fn get_item_distance(self, item: impl Into<ItemData>) -> i32
GetItemDistance(crate::app::itemdata::ItemData) overload
Sourcefn get_rod_range_extend(self, item: impl Into<ItemData>) -> i32
fn get_rod_range_extend(self, item: impl Into<ItemData>) -> i32
GetRodRangeExtend(crate::app::itemdata::ItemData) overload
Sourcefn get_item_range(
self,
item: impl Into<ItemData>,
skill: impl Into<SkillData>,
) -> (bool, i32, i32)
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
Sourcefn get_skill_range(self, skill: impl Into<SkillData>) -> (bool, i32, i32)
fn get_skill_range(self, skill: impl Into<SkillData>) -> (bool, i32, i32)
GetSkillRange(*muti32, *muti32, crate::app::skilldata::SkillData) overload
Sourcefn get_item_range_2(
self,
equip_item: impl Into<UnitItem>,
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)
GetItemRange(*muti32, *muti32, crate::app::unititem::UnitItem, crate::app::skilldata::SkillData) overload
Sourcefn get_item_range_3(
self,
item_mask: impl Into<u32>,
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)
GetItemRange(*muti32, *muti32, u32, crate::app::skilldata::SkillData) overload
Sourcefn get_engage_range(self) -> (bool, i32, i32)
fn get_engage_range(self) -> (bool, i32, i32)
GetEngageRange(*muti32, *muti32) overload
Sourcefn get_attack_range(self, skill: impl Into<SkillData>) -> (bool, i32, i32)
fn get_attack_range(self, skill: impl Into<SkillData>) -> (bool, i32, i32)
GetAttackRange(*muti32, *muti32, crate::app::skilldata::SkillData) overload
Sourcefn get_rod_range(self, skill: impl Into<SkillData>) -> (bool, i32, i32)
fn get_rod_range(self, skill: impl Into<SkillData>) -> (bool, i32, i32)
GetRodRange(*muti32, *muti32, crate::app::skilldata::SkillData) overload
Sourcefn get_attack_range_2(
self,
equip_item: impl Into<UnitItem>,
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)
GetAttackRange(*muti32, *muti32, crate::app::unititem::UnitItem, crate::app::skilldata::SkillData) overload
Sourcefn get_rod_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)
GetRodRange(*muti32, *muti32, crate::app::unititem::UnitItem, crate::app::skilldata::SkillData) overload
Sourcefn get_revenge_weapon(
self,
target: impl Into<Unit>,
target_item: impl Into<UnitItem>,
range: impl Into<i32>,
) -> UnitItem
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
Sourcefn get_rod_heal_power(self, unit_item: impl Into<UnitItem>) -> i32
fn get_rod_heal_power(self, unit_item: impl Into<UnitItem>) -> i32
GetRodHealPower(crate::app::unititem::UnitItem) overload
Sourcefn can_item_use(self, item: impl Into<ItemData>) -> bool
fn can_item_use(self, item: impl Into<ItemData>) -> bool
CanItemUse(crate::app::itemdata::ItemData) overload
Sourcefn can_item_use_2(
self,
item: impl Into<ItemData>,
target_unit: impl Into<Unit>,
) -> bool
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
Sourcefn 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_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
Sourcefn item_enchant(self, unit: impl Into<Unit>, item: impl Into<ItemData>)
fn item_enchant(self, unit: impl Into<Unit>, item: impl Into<ItemData>)
ItemEnchant(crate::app::unit::Unit, crate::app::itemdata::ItemData) overload
Sourcefn is_item_enhance_having(self, item_data: impl Into<ItemData>) -> bool
fn is_item_enhance_having(self, item_data: impl Into<ItemData>) -> bool
IsItemEnhanceHaving(crate::app::itemdata::ItemData) overload
Sourcefn is_draw_active_color(self, unit_item: impl Into<UnitItem>) -> bool
fn is_draw_active_color(self, unit_item: impl Into<UnitItem>) -> bool
IsDrawActiveColor(crate::app::unititem::UnitItem) overload
Sourcefn get_accessory_list(self) -> UnitAccessoryList
fn get_accessory_list(self) -> UnitAccessoryList
get_AccessoryList() overload
Sourcefn set_ring_impl(self, ring: impl Into<UnitRing>)
fn set_ring_impl(self, ring: impl Into<UnitRing>)
SetRingImpl(crate::app::unitring::UnitRing) overload
Sourcefn clear_ring(self)
fn clear_ring(self)
ClearRing() overload
Sourcefn clear_ring_impl(self)
fn clear_ring_impl(self)
ClearRingImpl() overload
Sourcefn set_god_unit(self, god_unit: impl Into<GodUnit>)
fn set_god_unit(self, god_unit: impl Into<GodUnit>)
SetGodUnit(crate::app::godunit::GodUnit) overload
Sourcefn set_god_unit_to_copy(self, god_unit: impl Into<GodUnit>)
fn set_god_unit_to_copy(self, god_unit: impl Into<GodUnit>)
SetGodUnitToCopy(crate::app::godunit::GodUnit) overload
Sourcefn clear_god_unit(self)
fn clear_god_unit(self)
ClearGodUnit() overload
Sourcefn clear_god_unit_from_copy(self)
fn clear_god_unit_from_copy(self)
ClearGodUnitFromCopy() overload
Sourcefn can_god_equip(self, god_unit: impl Into<GodUnit>) -> bool
fn can_god_equip(self, god_unit: impl Into<GodUnit>) -> bool
CanGodEquip(crate::app::godunit::GodUnit) overload
Sourcefn reset_engage_count(self)
fn reset_engage_count(self)
ResetEngageCount() overload
Sourcefn play_engage_cancel(self)
fn play_engage_cancel(self)
PlayEngageCancel() overload
Sourcefn reset_engaing(self)
fn reset_engaing(self)
ResetEngaing() overload
Sourcefn try_connect_god_unit(self, god_unit: impl Into<GodUnit>) -> GodUnit
fn try_connect_god_unit(self, god_unit: impl Into<GodUnit>) -> GodUnit
TryConnectGodUnit(crate::app::godunit::GodUnit) overload
Sourcefn try_connect_god_unit_to_copy(self, god_unit: impl Into<GodUnit>) -> GodUnit
fn try_connect_god_unit_to_copy(self, god_unit: impl Into<GodUnit>) -> GodUnit
TryConnectGodUnitToCopy(crate::app::godunit::GodUnit) overload
Sourcefn try_disconnect_god_unit(self) -> GodUnit
fn try_disconnect_god_unit(self) -> GodUnit
TryDisconnectGodUnit() overload
Sourcefn try_disconnect_ring(self) -> UnitRing
fn try_disconnect_ring(self) -> UnitRing
TryDisconnectRing() overload
Sourcefn try_disconnect_god_unit_from_copy(self) -> GodUnit
fn try_disconnect_god_unit_from_copy(self) -> GodUnit
TryDisconnectGodUnitFromCopy() overload
Sourcefn try_disconnect_god_link_from_copy(self) -> GodUnit
fn try_disconnect_god_link_from_copy(self) -> GodUnit
TryDisconnectGodLinkFromCopy() overload
Sourcefn sight_up(self, unit: impl Into<Unit>, item: impl Into<ItemData>) -> bool
fn sight_up(self, unit: impl Into<Unit>, item: impl Into<ItemData>) -> bool
SightUp(crate::app::unit::Unit, crate::app::itemdata::ItemData) overload
Sourcefn can_revive(self) -> bool
fn can_revive(self) -> bool
CanRevive() overload
Sourcefn is_asphyxiation(self) -> bool
fn is_asphyxiation(self) -> bool
IsAsphyxiation() overload
Sourcefn revive_for_rewind_v0(self, hp_stock_count: impl Into<u8>)
fn revive_for_rewind_v0(self, hp_stock_count: impl Into<u8>)
ReviveForRewindV0(u8) overload
Sourcefn 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 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
Sourcefn set_god_state(self, index: impl Into<i32>, state: impl Into<GodState>)
fn set_god_state(self, index: impl Into<i32>, state: impl Into<GodState>)
SetGodState(i32, crate::app::godstate::GodState) overload
Sourcefn get_god_state(self, index: impl Into<i32>) -> GodState
fn get_god_state(self, index: impl Into<i32>) -> GodState
GetGodState(i32) overload
Sourcefn get_god_state_count(self) -> i32
fn get_god_state_count(self) -> i32
GetGodStateCount() overload
Sourcefn is_default_god_states(self) -> bool
fn is_default_god_states(self) -> bool
IsDefaultGodStates() overload
Sourcefn get_current_god_state_index(self) -> i32
fn get_current_god_state_index(self) -> i32
GetCurrentGodStateIndex() overload
Sourcefn get_current_god_state(self) -> GodState
fn get_current_god_state(self) -> GodState
GetCurrentGodState() overload
Sourcefn can_set_extra_hp_stock(self) -> bool
fn can_set_extra_hp_stock(self) -> bool
CanSetExtraHpStock() overload
Sourcefn has_extra_hp_stock(self) -> bool
fn has_extra_hp_stock(self) -> bool
HasExtraHpStock() overload
Sourcefn set_extra_hp_stock(self)
fn set_extra_hp_stock(self)
SetExtraHpStock() overload
Sourcefn clear_extra_hp_stock(self)
fn clear_extra_hp_stock(self)
ClearExtraHpStock() overload
Sourcefn 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 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
Sourcefn dbg_set_hp_stock_count(self, count: impl Into<i32>)
fn dbg_set_hp_stock_count(self, count: impl Into<i32>)
DbgSetHpStockCount(i32) overload
Sourcefn update_god_unit_for_god_state(
self,
new_god_state: impl Into<GodState>,
old_god_state: impl Into<GodState>,
)
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
Sourcefn serialize(self, stream: impl Into<Stream_2>)
fn serialize(self, stream: impl Into<Stream_2>)
Serialize(crate::app::stream_2::Stream_2) overload
Sourcefn deserialize(self, stream: impl Into<Stream_2>)
fn deserialize(self, stream: impl Into<Stream_2>)
Deserialize(crate::app::stream_2::Stream_2) overload
Sourcefn get_person(self) -> PersonData
fn get_person(self) -> PersonData
get_Person() overload
Sourcefn set_person(self, value: impl Into<PersonData>)
fn set_person(self, value: impl Into<PersonData>)
set_Person(crate::app::persondata::PersonData) overload
Sourcefn get_pid(self) -> Il2CppString
fn get_pid(self) -> Il2CppString
get_Pid() overload
Sourcefn get_prefixless_pid(self) -> Il2CppString
fn get_prefixless_pid(self) -> Il2CppString
get_PrefixlessPid() overload
Sourcefn get_jid(self) -> Il2CppString
fn get_jid(self) -> Il2CppString
get_Jid() overload
Sourcefn get_prefixless_jid(self) -> Il2CppString
fn get_prefixless_jid(self) -> Il2CppString
get_PrefixlessJid() overload
Sourcefn get_force_type(self) -> Force_Type
fn get_force_type(self) -> Force_Type
get_ForceType() overload
Sourcefn get_force_mask(self) -> u32
fn get_force_mask(self) -> u32
get_ForceMask() overload
Sourcefn get_base_capability(self) -> UnitBaseCapability
fn get_base_capability(self) -> UnitBaseCapability
get_BaseCapability() overload
Sourcefn get_grow_capability(self) -> Capability
fn get_grow_capability(self) -> Capability
get_GrowCapability() overload
Sourcefn get_level_capability(self) -> UnitBaseCapability
fn get_level_capability(self) -> UnitBaseCapability
get_LevelCapability() overload
Sourcefn get_grow_seed(self) -> u32
fn get_grow_seed(self) -> u32
get_GrowSeed() overload
Sourcefn set_grow_seed(self, value: impl Into<u32>)
fn set_grow_seed(self, value: impl Into<u32>)
set_GrowSeed(u32) overload
Sourcefn get_drop_seed(self) -> u32
fn get_drop_seed(self) -> u32
get_DropSeed() overload
Sourcefn set_drop_seed(self, value: impl Into<u32>)
fn set_drop_seed(self, value: impl Into<u32>)
set_DropSeed(u32) overload
Sourcefn set_actor(self, value: impl Into<UnitActor>)
fn set_actor(self, value: impl Into<UnitActor>)
set_Actor(crate::app::unitactor::UnitActor) overload
Sourcefn get_info(self) -> MapInfoRoot
fn get_info(self) -> MapInfoRoot
get_Info() overload
Sourcefn set_info(self, value: impl Into<MapInfoRoot>)
fn set_info(self, value: impl Into<MapInfoRoot>)
set_Info(crate::app::mapinforoot::MapInfoRoot) overload
Sourcefn get_unit_model(self) -> UnitModel
fn get_unit_model(self) -> UnitModel
get_UnitModel() overload
Sourcefn get_god_model(self) -> UnitModel
fn get_god_model(self) -> UnitModel
get_GodModel() overload
Sourcefn get_position(self) -> Vector3
fn get_position(self) -> Vector3
get_Position() overload
Sourcefn get_cell_center_position(self) -> Vector3
fn get_cell_center_position(self) -> Vector3
get_CellCenterPosition() overload
Sourcefn get_direction(self) -> Vector3
fn get_direction(self) -> Vector3
get_Direction() overload
Sourcefn get_bmap_size(self) -> i32
fn get_bmap_size(self) -> i32
get_BmapSize() overload
Sourcefn get_style(self) -> BattleStyle_Types
fn get_style(self) -> BattleStyle_Types
get_Style() overload
Sourcefn get_dispos_x(self) -> i32
fn get_dispos_x(self) -> i32
get_DisposX() overload
Sourcefn set_dispos_x(self, value: impl Into<i32>)
fn set_dispos_x(self, value: impl Into<i32>)
set_DisposX(i32) overload
Sourcefn get_dispos_z(self) -> i32
fn get_dispos_z(self) -> i32
get_DisposZ() overload
Sourcefn set_dispos_z(self, value: impl Into<i32>)
fn set_dispos_z(self, value: impl Into<i32>)
set_DisposZ(i32) overload
Sourcefn get_center_x(self) -> i32
fn get_center_x(self) -> i32
get_CenterX() overload
Sourcefn get_center_z(self) -> i32
fn get_center_z(self) -> i32
get_CenterZ() overload
Sourcefn get_dispos_sound(self) -> i32
fn get_dispos_sound(self) -> i32
get_DisposSound() overload
Sourcefn get_move_type(self) -> JobData_MoveTypes
fn get_move_type(self) -> JobData_MoveTypes
get_MoveType() overload
Sourcefn get_limit_level(self) -> i32
fn get_limit_level(self) -> i32
get_LimitLevel() overload
Sourcefn get_skill_point(self) -> i32
fn get_skill_point(self) -> i32
get_SkillPoint() overload
Sourcefn set_skill_point(self, value: impl Into<i32>)
fn set_skill_point(self, value: impl Into<i32>)
set_SkillPoint(i32) overload
Sourcefn get_display_hp(self) -> i32
fn get_display_hp(self) -> i32
get_DisplayHp() overload
Sourcefn get_hp_stock_count(self) -> i32
fn get_hp_stock_count(self) -> i32
get_HpStockCount() overload
Sourcefn get_hp_stock_count_max(self) -> i32
fn get_hp_stock_count_max(self) -> i32
get_HpStockCountMax() overload
Sourcefn get_plain_hp_stock_count(self) -> i32
fn get_plain_hp_stock_count(self) -> i32
get_PlainHpStockCount() overload
Sourcefn set_plain_hp_stock_count(self, value: impl Into<i32>)
fn set_plain_hp_stock_count(self, value: impl Into<i32>)
set_PlainHpStockCount(i32) overload
Sourcefn get_plain_hp_stock_count_max(self) -> i32
fn get_plain_hp_stock_count_max(self) -> i32
get_PlainHpStockCountMax() overload
Sourcefn get_extra_hp_stock_count(self) -> i32
fn get_extra_hp_stock_count(self) -> i32
get_ExtraHpStockCount() overload
Sourcefn get_extra_hp_stock_count_max(self) -> i32
fn get_extra_hp_stock_count_max(self) -> i32
get_ExtraHpStockCountMax() overload
Sourcefn get_base_move_power(self) -> i32
fn get_base_move_power(self) -> i32
get_BaseMovePower() overload
Sourcefn get_item_list(self) -> UnitItemList
fn get_item_list(self) -> UnitItemList
get_ItemList() overload
Sourcefn get_god_unit(self) -> GodUnit
fn get_god_unit(self) -> GodUnit
get_GodUnit() overload
Sourcefn get_actual_god_unit(self) -> GodUnit
fn get_actual_god_unit(self) -> GodUnit
get_ActualGodUnit() overload
Sourcefn get_extra_sight(self) -> i32
fn get_extra_sight(self) -> i32
get_ExtraSight() overload
Sourcefn set_extra_sight(self, value: impl Into<i32>)
fn set_extra_sight(self, value: impl Into<i32>)
set_ExtraSight(i32) overload
Sourcefn get_move_distance(self) -> i32
fn get_move_distance(self) -> i32
get_MoveDistance() overload
Sourcefn get_mask_skill_lock(self) -> Object
fn get_mask_skill_lock(self) -> Object
get_MaskSkillLock() overload
Sourcefn get_mask_skill(self) -> SkillArray
fn get_mask_skill(self) -> SkillArray
get_MaskSkill() overload
Sourcefn get_equip_skill_2(self) -> SkillArray
fn get_equip_skill_2(self) -> SkillArray
get_EquipSkill() overload
Sourcefn get_private_skill(self) -> SkillArray
fn get_private_skill(self) -> SkillArray
get_PrivateSkill() overload
Sourcefn get_supported_skill(self) -> SkillArray
fn get_supported_skill(self) -> SkillArray
get_SupportedSkill() overload
Sourcefn get_receive_skill(self) -> SkillArray
fn get_receive_skill(self) -> SkillArray
get_ReceiveSkill() overload
Sourcefn get_equip_skill_pool(self) -> SkillArray
fn get_equip_skill_pool(self) -> SkillArray
get_EquipSkillPool() overload
Sourcefn get_learned_job_skill(self) -> SkillData
fn get_learned_job_skill(self) -> SkillData
get_LearnedJobSkill() overload
Sourcefn set_learned_job_skill(self, value: impl Into<SkillData>)
fn set_learned_job_skill(self, value: impl Into<SkillData>)
set_LearnedJobSkill(crate::app::skilldata::SkillData) overload
Sourcefn get_original_aptitude(self) -> WeaponMask
fn get_original_aptitude(self) -> WeaponMask
get_OriginalAptitude() overload
Sourcefn get_aptitude(self) -> WeaponMask
fn get_aptitude(self) -> WeaponMask
get_Aptitude() overload
Sourcefn get_weapon_mask(self) -> WeaponMask
fn get_weapon_mask(self) -> WeaponMask
get_WeaponMask() overload
Sourcefn get_selected_weapon_mask(self) -> WeaponMask
fn get_selected_weapon_mask(self) -> WeaponMask
get_SelectedWeaponMask() overload
Sourcefn get_enhance_factors(self) -> UnitEnhanceFactors
fn get_enhance_factors(self) -> UnitEnhanceFactors
get_EnhanceFactors() overload
Sourcefn get_internal_level(self) -> i32
fn get_internal_level(self) -> i32
get_InternalLevel() overload
Sourcefn set_internal_level(self, value: impl Into<i32>)
fn set_internal_level(self, value: impl Into<i32>)
set_InternalLevel(i32) overload
Sourcefn get_last_pick_voice(self) -> i8
fn get_last_pick_voice(self) -> i8
get_LastPickVoice() overload
Sourcefn set_last_pick_voice(self, value: impl Into<i8>)
fn set_last_pick_voice(self, value: impl Into<i8>)
set_LastPickVoice(i8) overload
Sourcefn get_max_stun(self) -> i32
fn get_max_stun(self) -> i32
GetMaxStun() overload
Sourcefn get_engage_count(self) -> i32
fn get_engage_count(self) -> i32
get_EngageCount() overload
Sourcefn set_engage_count(self, value: impl Into<i32>)
fn set_engage_count(self, value: impl Into<i32>)
set_EngageCount(i32) overload
Sourcefn play_set_engage_count(
self,
engage_count: impl Into<i32>,
target_unit: impl Into<Unit>,
)
fn play_set_engage_count( self, engage_count: impl Into<i32>, target_unit: impl Into<Unit>, )
PlaySetEngageCount(i32, crate::app::unit::Unit) overload
Sourcefn play_set_engage_count_2(
self,
start: impl Into<Vector3>,
goal: impl Into<Vector3>,
count: impl Into<i32>,
)
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
Sourcefn get_engage_count_view(self) -> i32
fn get_engage_count_view(self) -> i32
GetEngageCountView() overload
Sourcefn set_engage_count_view(self, count: impl Into<i32>)
fn set_engage_count_view(self, count: impl Into<i32>)
SetEngageCountView(i32) overload
Sourcefn get_engage_count_limit(self) -> i32
fn get_engage_count_limit(self) -> i32
GetEngageCountLimit() overload
Sourcefn get_engage_turn(self) -> i32
fn get_engage_turn(self) -> i32
get_EngageTurn() overload
Sourcefn set_engage_turn(self, value: impl Into<i32>)
fn set_engage_turn(self, value: impl Into<i32>)
set_EngageTurn(i32) overload
Sourcefn get_remaining_engage_turn(self) -> i32
fn get_remaining_engage_turn(self) -> i32
GetRemainingEngageTurn() overload
Sourcefn get_engage_turn_limit(self) -> i32
fn get_engage_turn_limit(self) -> i32
GetEngageTurnLimit() overload
Sourcefn get_record_2(self) -> UnitRecord
fn get_record_2(self) -> UnitRecord
get_Record() overload
Sourcefn get_map_history_index(self) -> i32
fn get_map_history_index(self) -> i32
get_MapHistoryIndex() overload
Sourcefn set_map_history_index(self, value: impl Into<i32>)
fn set_map_history_index(self, value: impl Into<i32>)
set_MapHistoryIndex(i32) overload
Sourcefn get_relay_player_index(self) -> i32
fn get_relay_player_index(self) -> i32
get_RelayPlayerIndex() overload
Sourcefn set_relay_player_index(self, value: impl Into<i32>)
fn set_relay_player_index(self, value: impl Into<i32>)
set_RelayPlayerIndex(i32) overload
Sourcefn create_impl1(
self,
person: impl Into<PersonData>,
job: impl Into<JobData>,
level: impl Into<i32>,
random: impl Into<Random_2>,
)
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
Sourcefn try_copy_edit(self)
fn try_copy_edit(self)
TryCopyEdit() overload
Sourcefn create_impl2(self)
fn create_impl2(self)
CreateImpl2() overload
Sourcefn set_dispos(self, data: impl Into<DisposData>)
fn set_dispos(self, data: impl Into<DisposData>)
SetDispos(crate::app::disposdata::DisposData) overload
Sourcefn set_dispos_weapon_mask(self, data: impl Into<DisposData>)
fn set_dispos_weapon_mask(self, data: impl Into<DisposData>)
SetDisposWeaponMask(crate::app::disposdata::DisposData) overload
Sourcefn set_dispos_skill(self, data: impl Into<DisposData>)
fn set_dispos_skill(self, data: impl Into<DisposData>)
SetDisposSkill(crate::app::disposdata::DisposData) overload
Sourcefn set_dispos_god(self, data: impl Into<DisposData>)
fn set_dispos_god(self, data: impl Into<DisposData>)
SetDisposGod(crate::app::disposdata::DisposData) overload
Sourcefn add_person_item(self, person: impl Into<PersonData>) -> bool
fn add_person_item(self, person: impl Into<PersonData>) -> bool
AddPersonItem(crate::app::persondata::PersonData) overload
Sourcefn add_dispos_item(self, data: impl Into<DisposData>) -> bool
fn add_dispos_item(self, data: impl Into<DisposData>) -> bool
AddDisposItem(crate::app::disposdata::DisposData) overload
Sourcefn set_dispos_belong(self, data: impl Into<DisposData>)
fn set_dispos_belong(self, data: impl Into<DisposData>)
SetDisposBelong(crate::app::disposdata::DisposData) overload
Sourcefn set_dispos_ai(self, data: impl Into<DisposData>)
fn set_dispos_ai(self, data: impl Into<DisposData>)
SetDisposAi(crate::app::disposdata::DisposData) overload
Sourcefn create_god_states(self, data: impl Into<DisposData>) -> Array<GodState>
fn create_god_states(self, data: impl Into<DisposData>) -> Array<GodState>
CreateGodStates(crate::app::disposdata::DisposData) overload
Sourcefn get_god_state_2(
self,
data: impl Into<DisposData>,
index: impl Into<i32>,
prev_state: impl Into<GodState>,
) -> GodState
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
Sourcefn dispos_state2_god_state(
self,
dispos_state: impl Into<DisposData_State>,
) -> GodState
fn dispos_state2_god_state( self, dispos_state: impl Into<DisposData_State>, ) -> GodState
DisposState2GodState(crate::app::disposdata::DisposData_State) overload
Sourcefn setup_for_vision(self, original: impl Into<Unit>)
fn setup_for_vision(self, original: impl Into<Unit>)
SetupForVision(crate::app::unit::Unit) overload
Sourcefn create_for_summon_impl1(
self,
person: impl Into<PersonData>,
original: impl Into<Unit>,
rank: impl Into<PersonData_Ranks>,
)
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
Sourcefn setup_for_summon(
self,
owner: impl Into<Unit>,
rank: impl Into<PersonData_Ranks>,
)
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
Sourcefn create_impl2_exclude_internal_level(self)
fn create_impl2_exclude_internal_level(self)
CreateImpl2ExcludeInternalLevel() overload
Sourcefn setup_capability_for_vision(self, original: impl Into<Unit>)
fn setup_capability_for_vision(self, original: impl Into<Unit>)
SetupCapabilityForVision(crate::app::unit::Unit) overload
Sourcefn get_safe_person(self) -> PersonData
fn get_safe_person(self) -> PersonData
GetSafePerson() overload
Sourcefn get_safe_job(self) -> JobData
fn get_safe_job(self) -> JobData
GetSafeJob() overload
Sourcefn calculate_auto_grow_capability(self, percents: impl Into<CapabilityInt>)
fn calculate_auto_grow_capability(self, percents: impl Into<CapabilityInt>)
CalculateAutoGrowCapability(crate::app::capabilityint::CapabilityInt) overload
Sourcefn get_max_hp_impl(self, calc_enhance: impl Into<bool>) -> i32
fn get_max_hp_impl(self, calc_enhance: impl Into<bool>) -> i32
GetMaxHpImpl(bool) overload
Sourcefn get_str_impl(self, calc_enhance: impl Into<bool>) -> i32
fn get_str_impl(self, calc_enhance: impl Into<bool>) -> i32
GetStrImpl(bool) overload
Sourcefn get_tech_impl(self, calc_enhance: impl Into<bool>) -> i32
fn get_tech_impl(self, calc_enhance: impl Into<bool>) -> i32
GetTechImpl(bool) overload
Sourcefn get_quick_impl(self, calc_enhance: impl Into<bool>) -> i32
fn get_quick_impl(self, calc_enhance: impl Into<bool>) -> i32
GetQuickImpl(bool) overload
Sourcefn get_luck_impl(self, calc_enhance: impl Into<bool>) -> i32
fn get_luck_impl(self, calc_enhance: impl Into<bool>) -> i32
GetLuckImpl(bool) overload
Sourcefn get_def_impl(self, calc_enhance: impl Into<bool>) -> i32
fn get_def_impl(self, calc_enhance: impl Into<bool>) -> i32
GetDefImpl(bool) overload
Sourcefn get_magic_impl(self, calc_enhance: impl Into<bool>) -> i32
fn get_magic_impl(self, calc_enhance: impl Into<bool>) -> i32
GetMagicImpl(bool) overload
Sourcefn get_mdef_impl(self, calc_enhance: impl Into<bool>) -> i32
fn get_mdef_impl(self, calc_enhance: impl Into<bool>) -> i32
GetMdefImpl(bool) overload
Sourcefn get_phys_impl(self, calc_enhance: impl Into<bool>) -> i32
fn get_phys_impl(self, calc_enhance: impl Into<bool>) -> i32
GetPhysImpl(bool) overload
Sourcefn get_sight_impl(self, calc_enhance: impl Into<bool>) -> i32
fn get_sight_impl(self, calc_enhance: impl Into<bool>) -> i32
GetSightImpl(bool) overload
Sourcefn get_move_power_impl(self, calc_enhance: impl Into<bool>) -> i32
fn get_move_power_impl(self, calc_enhance: impl Into<bool>) -> i32
GetMovePowerImpl(bool) overload
Sourcefn get_capability_impl(
self,
type: impl Into<CapabilityDefinition_Type>,
calc_enhance: impl Into<bool>,
) -> i32
fn get_capability_impl( self, type: impl Into<CapabilityDefinition_Type>, calc_enhance: impl Into<bool>, ) -> i32
GetCapabilityImpl(crate::app::capabilitydefinition::CapabilityDefinition_Type, bool) overload
Sourcefn get_total_level(self) -> i32
fn get_total_level(self) -> i32
GetTotalLevel() overload
Sourcefn calc_item_range(
self,
item: impl Into<ItemData>,
skill: impl Into<SkillData>,
) -> (bool, i32, i32)
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
Sourcefn get_item_grow_capability(self, item: impl Into<ItemData>) -> CapabilitySbyte
fn get_item_grow_capability(self, item: impl Into<ItemData>) -> CapabilitySbyte
GetItemGrowCapability(crate::app::itemdata::ItemData) overload
Sourcefn get_attack_image(self) -> MapDeployAttackImage
fn get_attack_image(self) -> MapDeployAttackImage
get_AttackImage() overload
Sourcefn get_rod_image(self) -> MapDeployRodImage
fn get_rod_image(self) -> MapDeployRodImage
get_RodImage() overload
Sourcefn get_heal_image(self) -> MapDeployHealImage
fn get_heal_image(self) -> MapDeployHealImage
get_HealImage() overload
Sourcefn get_support_image(self) -> MapDeploySupportImage
fn get_support_image(self) -> MapDeploySupportImage
get_SupportImage() overload
Sourcefn get_interference_image(self) -> MapDeployInterferenceImage
fn get_interference_image(self) -> MapDeployInterferenceImage
get_InterferenceImage() overload
Sourcefn get_total_order(self) -> i32
fn get_total_order(self) -> i32
get_TotalOrder() overload
Sourcefn set_total_order(self, value: impl Into<i32>)
fn set_total_order(self, value: impl Into<i32>)
set_TotalOrder(i32) overload
Sourcefn get_total_action(self) -> i32
fn get_total_action(self) -> i32
get_TotalAction() overload
Sourcefn set_total_action(self, value: impl Into<i32>)
fn set_total_action(self, value: impl Into<i32>)
set_TotalAction(i32) overload
Sourcefn get_total_attack(self) -> i32
fn get_total_attack(self) -> i32
get_TotalAttack() overload
Sourcefn set_total_attack(self, value: impl Into<i32>)
fn set_total_attack(self, value: impl Into<i32>)
set_TotalAttack(i32) overload
Sourcefn get_total_damage(self) -> i32
fn get_total_damage(self) -> i32
get_TotalDamage() overload
Sourcefn set_total_damage(self, value: impl Into<i32>)
fn set_total_damage(self, value: impl Into<i32>)
set_TotalDamage(i32) overload
Sourcefn get_total_result(self) -> BattleScene_Result
fn get_total_result(self) -> BattleScene_Result
get_TotalResult() overload
Sourcefn set_total_result(self, value: impl Into<BattleScene_Result>)
fn set_total_result(self, value: impl Into<BattleScene_Result>)
set_TotalResult(crate::app::battlescene::BattleScene_Result) overload
Sourcefn get_side_type(self) -> BattleSide_Type
fn get_side_type(self) -> BattleSide_Type
get_SideType() overload
Sourcefn set_side_type(self, value: impl Into<BattleSide_Type>)
fn set_side_type(self, value: impl Into<BattleSide_Type>)
set_SideType(crate::app::battleside::BattleSide_Type) overload
Sourcefn update_image(self, deploy: impl Into<MapDnagerDeploy>)
fn update_image(self, deploy: impl Into<MapDnagerDeploy>)
UpdateImage(crate::app::mapdnagerdeploy::MapDnagerDeploy) overload
Sourcefn clear_image(self)
fn clear_image(self)
ClearImage() overload
Sourcefn try_get_engage_mind(self) -> (bool, MapMind_Type)
fn try_get_engage_mind(self) -> (bool, MapMind_Type)
TryGetEngageMind(*mutcrate::app::mapmind::MapMind_Type) overload
Sourcefn get_engage_attack(self) -> SkillData
fn get_engage_attack(self) -> SkillData
GetEngageAttack() overload
Sourcefn get_engage_skills(self) -> SkillArray
fn get_engage_skills(self) -> SkillArray
GetEngageSkills() overload
Sourcefn get_engage_skill(self, index: impl Into<i32>) -> SkillData
fn get_engage_skill(self, index: impl Into<i32>) -> SkillData
GetEngageSkill(i32) overload
Sourcefn get_support_skill(self) -> SkillData
fn get_support_skill(self) -> SkillData
GetSupportSkill() overload
Sourcefn add_cannon_skill(self, inspector: impl Into<CannonInspector>)
fn add_cannon_skill(self, inspector: impl Into<CannonInspector>)
AddCannonSkill(crate::app::cannoninspector::CannonInspector) overload
Sourcefn remove_cannon_skill(self, inspector: impl Into<CannonInspector>)
fn remove_cannon_skill(self, inspector: impl Into<CannonInspector>)
RemoveCannonSkill(crate::app::cannoninspector::CannonInspector) overload
Sourcefn add_command_skill(self, skill: impl Into<SkillData>)
fn add_command_skill(self, skill: impl Into<SkillData>)
AddCommandSkill(crate::app::skilldata::SkillData) overload
Sourcefn remove_command_skill(self, skill: impl Into<SkillData>)
fn remove_command_skill(self, skill: impl Into<SkillData>)
RemoveCommandSkill(crate::app::skilldata::SkillData) overload
Sourcefn add_give_skill(self, give: impl Into<SkillData>)
fn add_give_skill(self, give: impl Into<SkillData>)
AddGiveSkill(crate::app::skilldata::SkillData) overload
Sourcefn add_give_skill_2(self, gives: impl Into<SkillArray>)
fn add_give_skill_2(self, gives: impl Into<SkillArray>)
AddGiveSkill(crate::app::skillarray::SkillArray) overload
Sourcefn get_battle_temporary(self) -> i32
fn get_battle_temporary(self) -> i32
get_BattleTemporary() overload
Sourcefn set_battle_temporary(self, value: impl Into<i32>)
fn set_battle_temporary(self, value: impl Into<i32>)
set_BattleTemporary(i32) overload
Sourcefn is_exist_die(self) -> bool
fn is_exist_die(self) -> bool
IsExistDie() overload
Sourcefn update_move_distance(self)
fn update_move_distance(self)
UpdateMoveDistance() overload
Sourcefn update_move_distance_2(self, x: impl Into<i32>, z: impl Into<i32>)
fn update_move_distance_2(self, x: impl Into<i32>, z: impl Into<i32>)
UpdateMoveDistance(i32, i32) overload
Sourcefn update_move_distance_3(
self,
route: impl Into<MapRoute>,
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>, )
UpdateMoveDistance(crate::app::maproute::MapRoute, i32, i32) overload
Sourcefn clear_move_distance(self)
fn clear_move_distance(self)
ClearMoveDistance() overload
Sourcefn can_grow_up(self, type: impl Into<CapabilityDefinition_Type>) -> bool
fn can_grow_up(self, type: impl Into<CapabilityDefinition_Type>) -> bool
CanGrowUp(crate::app::capabilitydefinition::CapabilityDefinition_Type) overload
Sourcefn get_simple_power(self) -> i32
fn get_simple_power(self) -> i32
GetSimplePower() overload
Sourcefn get_simple_physical_power(self) -> i32
fn get_simple_physical_power(self) -> i32
GetSimplePhysicalPower() overload
Sourcefn get_simple_magic_power(self) -> i32
fn get_simple_magic_power(self) -> i32
GetSimpleMagicPower() overload
Sourcefn get_simple_physical_defense(self) -> i32
fn get_simple_physical_defense(self) -> i32
GetSimplePhysicalDefense() overload
Sourcefn get_simple_magic_defense(self) -> i32
fn get_simple_magic_defense(self) -> i32
GetSimpleMagicDefense() overload
Sourcefn get_simple_hit(self) -> i32
fn get_simple_hit(self) -> i32
GetSimpleHit() overload
Sourcefn get_simple_avoid(self) -> i32
fn get_simple_avoid(self) -> i32
GetSimpleAvoid() overload
Sourcefn get_simple_critical(self) -> i32
fn get_simple_critical(self) -> i32
GetSimpleCritical() overload
Sourcefn get_simple_secure(self) -> i32
fn get_simple_secure(self) -> i32
GetSimpleSecure() overload
Sourcefn get_simple_continuous(self) -> i32
fn get_simple_continuous(self) -> i32
GetSimpleContinuous() overload
Sourcefn reset_param(self)
fn reset_param(self)
ResetParam() overload
Sourcefn get_fortune_seed(self) -> u32
fn get_fortune_seed(self) -> u32
get_FortuneSeed() overload
Sourcefn set_fortune_seed(self, value: impl Into<u32>)
fn set_fortune_seed(self, value: impl Into<u32>)
set_FortuneSeed(u32) overload
Sourcefn get_fortune_target(self) -> PersonData
fn get_fortune_target(self) -> PersonData
get_FortuneTarget() overload
Sourcefn set_fortune_target(self, value: impl Into<PersonData>)
fn set_fortune_target(self, value: impl Into<PersonData>)
set_FortuneTarget(crate::app::persondata::PersonData) overload
Sourcefn get_fortune_random_value(self, update: impl Into<bool>) -> i32
fn get_fortune_random_value(self, update: impl Into<bool>) -> i32
GetFortuneRandomValue(bool) overload
Sourcefn get_weapon_level(
self,
kind: impl Into<ItemData_Kinds>,
calc_enhance: impl Into<bool>,
) -> WeaponLevel_Kind
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
Sourcefn get_skill_equip(
self,
skill: impl Into<SkillData>,
index: impl Into<i32>,
) -> UnitItem
fn get_skill_equip( self, skill: impl Into<SkillData>, index: impl Into<i32>, ) -> UnitItem
GetSkillEquip(crate::app::skilldata::SkillData, i32) overload
Sourcefn get_engage_equip(
self,
skill: impl Into<SkillData>,
target: impl Into<Unit>,
) -> UnitItem
fn get_engage_equip( self, skill: impl Into<SkillData>, target: impl Into<Unit>, ) -> UnitItem
GetEngageEquip(crate::app::skilldata::SkillData, crate::app::unit::Unit) overload
Sourcefn get_effect_position(self) -> Vector3
fn get_effect_position(self) -> Vector3
GetEffectPosition() overload
Sourcefn can_stay_without_god(self) -> bool
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§
impl<__T: IUnit> IUnitMethods for __T
app-unit only.