pub trait IUnitModel: IMonoBehaviour {
Show 94 methods
// Provided methods
fn m_unit(self) -> Unit { ... }
fn set_m_unit(self, value: Unit) { ... }
fn m_god_unit(self) -> GodUnit { ... }
fn set_m_god_unit(self, value: GodUnit) { ... }
fn m_handle_a(self) -> UnitModel_ResourceHandle { ... }
fn set_m_handle_a(self, value: UnitModel_ResourceHandle) { ... }
fn m_handle_b(self) -> UnitModel_ResourceHandle { ... }
fn set_m_handle_b(self, value: UnitModel_ResourceHandle) { ... }
fn m_handle(self) -> UnitModel_ResourceHandle { ... }
fn set_m_handle(self, value: UnitModel_ResourceHandle) { ... }
fn m_materials(self) -> List_1<Material> { ... }
fn set_m_materials(self, value: List_1<Material>) { ... }
fn m_renderers(self) -> List_1<Renderer> { ... }
fn set_m_renderers(self, value: List_1<Renderer>) { ... }
fn m_hair_color(self) -> Color { ... }
fn set_m_hair_color(self, value: Color) { ... }
fn m_skin_color(self) -> Color { ... }
fn set_m_skin_color(self, value: Color) { ... }
fn m_mask_color100(self) -> Color { ... }
fn set_m_mask_color100(self, value: Color) { ... }
fn m_mask_color075(self) -> Color { ... }
fn set_m_mask_color075(self, value: Color) { ... }
fn m_mask_color050(self) -> Color { ... }
fn set_m_mask_color050(self, value: Color) { ... }
fn m_mask_color025(self) -> Color { ... }
fn set_m_mask_color025(self, value: Color) { ... }
fn m_root(self) -> GameObject { ... }
fn set_m_root(self, value: GameObject) { ... }
fn m_root_scale(self) -> Vector3 { ... }
fn set_m_root_scale(self, value: Vector3) { ... }
fn m_wing_scale(self) -> Vector3 { ... }
fn set_m_wing_scale(self, value: Vector3) { ... }
fn m_load_mode(self) -> UnitModel_LoadMode { ... }
fn set_m_load_mode(self, value: UnitModel_LoadMode) { ... }
fn m_joint(self) -> CharacterJoint { ... }
fn set_m_joint(self, value: CharacterJoint) { ... }
fn m_proportion_parameters(self) -> ProportionParameters { ... }
fn set_m_proportion_parameters(self, value: ProportionParameters) { ... }
fn m_left_hand_object(self) -> GameObject { ... }
fn set_m_left_hand_object(self, value: GameObject) { ... }
fn m_right_hand_object(self) -> GameObject { ... }
fn set_m_right_hand_object(self, value: GameObject) { ... }
fn m_skin_quality(self) -> SkinQuality { ... }
fn set_m_skin_quality(self, value: SkinQuality) { ... }
fn m_skinned_mesh_renderers(self) -> Array<SkinnedMeshRenderer> { ... }
fn set_m_skinned_mesh_renderers(self, value: Array<SkinnedMeshRenderer>) { ... }
fn m_animators(self) -> Array<Animator> { ... }
fn set_m_animators(self, value: Array<Animator>) { ... }
fn m_play_anim(self) -> UnitAnim_Types { ... }
fn set_m_play_anim(self, value: UnitAnim_Types) { ... }
fn m_idle_anim(self) -> UnitAnim_Types { ... }
fn set_m_idle_anim(self, value: UnitAnim_Types) { ... }
fn m_play_time(self) -> UnitAnim_Times { ... }
fn set_m_play_time(self, value: UnitAnim_Times) { ... }
fn m_equip_item(self) -> ItemData { ... }
fn set_m_equip_item(self, value: ItemData) { ... }
fn m_force_item(self) -> ItemData { ... }
fn set_m_force_item(self, value: ItemData) { ... }
fn m_model_hash(self) -> i32 { ... }
fn set_m_model_hash(self, value: i32) { ... }
fn m_equip_hash(self) -> i32 { ... }
fn set_m_equip_hash(self, value: i32) { ... }
fn m_speed(self) -> f32 { ... }
fn set_m_speed(self, value: f32) { ... }
fn m_alpha(self) -> f32 { ... }
fn set_m_alpha(self, value: f32) { ... }
fn m_map_alpha(self) -> f32 { ... }
fn set_m_map_alpha(self, value: f32) { ... }
fn m_is_visible(self) -> bool { ... }
fn set_m_is_visible(self, value: bool) { ... }
fn m_color_flags(self) -> UnitModel_ColorFlags { ... }
fn set_m_color_flags(self, value: UnitModel_ColorFlags) { ... }
fn m_dirty_flags(self) -> UnitModel_DirtyFlags { ... }
fn set_m_dirty_flags(self, value: UnitModel_DirtyFlags) { ... }
fn m_interpolator_shine(self) -> InterpolatorFloat { ... }
fn set_m_interpolator_shine(self, value: InterpolatorFloat) { ... }
fn m_interpolator_fader(self) -> InterpolatorFloat { ... }
fn set_m_interpolator_fader(self, value: InterpolatorFloat) { ... }
fn m_interpolator_goder(self) -> InterpolatorFloat { ... }
fn set_m_interpolator_goder(self, value: InterpolatorFloat) { ... }
fn m_head(self) -> GameObject { ... }
fn set_m_head(self, value: GameObject) { ... }
fn m_body(self) -> GameObject { ... }
fn set_m_body(self, value: GameObject) { ... }
fn m_ride(self) -> GameObject { ... }
fn set_m_ride(self, value: GameObject) { ... }
fn m_wing_l(self) -> Transform { ... }
fn set_m_wing_l(self, value: Transform) { ... }
fn m_wing_r(self) -> Transform { ... }
fn set_m_wing_r(self, value: Transform) { ... }
fn m_trans(self) -> Transform { ... }
fn set_m_trans(self, value: Transform) { ... }
fn m_sound(self) -> AssetTable_Sound { ... }
fn set_m_sound(self, value: AssetTable_Sound) { ... }
}Provided Methods§
fn m_unit(self) -> Unit
fn set_m_unit(self, value: Unit)
fn m_god_unit(self) -> GodUnit
fn set_m_god_unit(self, value: GodUnit)
fn m_handle_a(self) -> UnitModel_ResourceHandle
fn set_m_handle_a(self, value: UnitModel_ResourceHandle)
fn m_handle_b(self) -> UnitModel_ResourceHandle
fn set_m_handle_b(self, value: UnitModel_ResourceHandle)
fn m_handle(self) -> UnitModel_ResourceHandle
fn set_m_handle(self, value: UnitModel_ResourceHandle)
fn m_materials(self) -> List_1<Material>
fn set_m_materials(self, value: List_1<Material>)
fn m_renderers(self) -> List_1<Renderer>
fn set_m_renderers(self, value: List_1<Renderer>)
fn m_hair_color(self) -> Color
fn set_m_hair_color(self, value: Color)
fn m_skin_color(self) -> Color
fn set_m_skin_color(self, value: Color)
fn m_mask_color100(self) -> Color
fn set_m_mask_color100(self, value: Color)
fn m_mask_color075(self) -> Color
fn set_m_mask_color075(self, value: Color)
fn m_mask_color050(self) -> Color
fn set_m_mask_color050(self, value: Color)
fn m_mask_color025(self) -> Color
fn set_m_mask_color025(self, value: Color)
fn m_root(self) -> GameObject
fn set_m_root(self, value: GameObject)
fn m_root_scale(self) -> Vector3
fn set_m_root_scale(self, value: Vector3)
fn m_wing_scale(self) -> Vector3
fn set_m_wing_scale(self, value: Vector3)
fn m_load_mode(self) -> UnitModel_LoadMode
fn set_m_load_mode(self, value: UnitModel_LoadMode)
fn m_joint(self) -> CharacterJoint
fn set_m_joint(self, value: CharacterJoint)
fn m_proportion_parameters(self) -> ProportionParameters
fn set_m_proportion_parameters(self, value: ProportionParameters)
fn m_left_hand_object(self) -> GameObject
fn set_m_left_hand_object(self, value: GameObject)
fn m_right_hand_object(self) -> GameObject
fn set_m_right_hand_object(self, value: GameObject)
fn m_skin_quality(self) -> SkinQuality
fn set_m_skin_quality(self, value: SkinQuality)
fn m_skinned_mesh_renderers(self) -> Array<SkinnedMeshRenderer>
fn set_m_skinned_mesh_renderers(self, value: Array<SkinnedMeshRenderer>)
fn m_animators(self) -> Array<Animator>
fn set_m_animators(self, value: Array<Animator>)
fn m_play_anim(self) -> UnitAnim_Types
fn set_m_play_anim(self, value: UnitAnim_Types)
fn m_idle_anim(self) -> UnitAnim_Types
fn set_m_idle_anim(self, value: UnitAnim_Types)
fn m_play_time(self) -> UnitAnim_Times
fn set_m_play_time(self, value: UnitAnim_Times)
fn m_equip_item(self) -> ItemData
fn set_m_equip_item(self, value: ItemData)
fn m_force_item(self) -> ItemData
fn set_m_force_item(self, value: ItemData)
fn m_model_hash(self) -> i32
fn set_m_model_hash(self, value: i32)
fn m_equip_hash(self) -> i32
fn set_m_equip_hash(self, value: i32)
fn m_speed(self) -> f32
fn set_m_speed(self, value: f32)
fn m_alpha(self) -> f32
fn set_m_alpha(self, value: f32)
fn m_map_alpha(self) -> f32
fn set_m_map_alpha(self, value: f32)
fn m_is_visible(self) -> bool
fn set_m_is_visible(self, value: bool)
fn m_color_flags(self) -> UnitModel_ColorFlags
fn set_m_color_flags(self, value: UnitModel_ColorFlags)
fn m_dirty_flags(self) -> UnitModel_DirtyFlags
fn set_m_dirty_flags(self, value: UnitModel_DirtyFlags)
fn m_interpolator_shine(self) -> InterpolatorFloat
fn set_m_interpolator_shine(self, value: InterpolatorFloat)
fn m_interpolator_fader(self) -> InterpolatorFloat
fn set_m_interpolator_fader(self, value: InterpolatorFloat)
fn m_interpolator_goder(self) -> InterpolatorFloat
fn set_m_interpolator_goder(self, value: InterpolatorFloat)
fn m_head(self) -> GameObject
fn set_m_head(self, value: GameObject)
fn m_body(self) -> GameObject
fn set_m_body(self, value: GameObject)
fn m_ride(self) -> GameObject
fn set_m_ride(self, value: GameObject)
fn m_wing_l(self) -> Transform
fn set_m_wing_l(self, value: Transform)
fn m_wing_r(self) -> Transform
fn set_m_wing_r(self, value: Transform)
fn m_trans(self) -> Transform
fn set_m_trans(self, value: Transform)
fn m_sound(self) -> AssetTable_Sound
fn set_m_sound(self, value: AssetTable_Sound)
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.