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IUnitModel

Trait IUnitModel 

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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§

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fn m_unit(self) -> Unit

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fn set_m_unit(self, value: Unit)

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fn m_god_unit(self) -> GodUnit

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fn set_m_god_unit(self, value: GodUnit)

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fn m_handle_a(self) -> UnitModel_ResourceHandle

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fn set_m_handle_a(self, value: UnitModel_ResourceHandle)

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fn m_handle_b(self) -> UnitModel_ResourceHandle

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fn set_m_handle_b(self, value: UnitModel_ResourceHandle)

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fn m_handle(self) -> UnitModel_ResourceHandle

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fn set_m_handle(self, value: UnitModel_ResourceHandle)

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fn m_materials(self) -> List_1<Material>

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fn set_m_materials(self, value: List_1<Material>)

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fn m_renderers(self) -> List_1<Renderer>

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fn set_m_renderers(self, value: List_1<Renderer>)

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fn m_hair_color(self) -> Color

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fn set_m_hair_color(self, value: Color)

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fn m_skin_color(self) -> Color

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fn set_m_skin_color(self, value: Color)

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fn m_mask_color100(self) -> Color

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fn set_m_mask_color100(self, value: Color)

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fn m_mask_color075(self) -> Color

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fn set_m_mask_color075(self, value: Color)

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fn m_mask_color050(self) -> Color

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fn set_m_mask_color050(self, value: Color)

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fn m_mask_color025(self) -> Color

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fn set_m_mask_color025(self, value: Color)

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fn m_root(self) -> GameObject

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fn set_m_root(self, value: GameObject)

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fn m_root_scale(self) -> Vector3

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fn set_m_root_scale(self, value: Vector3)

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fn m_wing_scale(self) -> Vector3

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fn set_m_wing_scale(self, value: Vector3)

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fn m_load_mode(self) -> UnitModel_LoadMode

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fn set_m_load_mode(self, value: UnitModel_LoadMode)

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fn m_joint(self) -> CharacterJoint

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fn set_m_joint(self, value: CharacterJoint)

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fn m_proportion_parameters(self) -> ProportionParameters

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fn set_m_proportion_parameters(self, value: ProportionParameters)

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fn m_left_hand_object(self) -> GameObject

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fn set_m_left_hand_object(self, value: GameObject)

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fn m_right_hand_object(self) -> GameObject

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fn set_m_right_hand_object(self, value: GameObject)

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fn m_skin_quality(self) -> SkinQuality

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fn set_m_skin_quality(self, value: SkinQuality)

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fn m_skinned_mesh_renderers(self) -> Array<SkinnedMeshRenderer>

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fn set_m_skinned_mesh_renderers(self, value: Array<SkinnedMeshRenderer>)

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fn m_animators(self) -> Array<Animator>

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fn set_m_animators(self, value: Array<Animator>)

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fn m_play_anim(self) -> UnitAnim_Types

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fn set_m_play_anim(self, value: UnitAnim_Types)

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fn m_idle_anim(self) -> UnitAnim_Types

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fn set_m_idle_anim(self, value: UnitAnim_Types)

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fn m_play_time(self) -> UnitAnim_Times

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fn set_m_play_time(self, value: UnitAnim_Times)

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fn m_equip_item(self) -> ItemData

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fn set_m_equip_item(self, value: ItemData)

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fn m_force_item(self) -> ItemData

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fn set_m_force_item(self, value: ItemData)

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fn m_model_hash(self) -> i32

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fn set_m_model_hash(self, value: i32)

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fn m_equip_hash(self) -> i32

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fn set_m_equip_hash(self, value: i32)

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fn m_speed(self) -> f32

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fn set_m_speed(self, value: f32)

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fn m_alpha(self) -> f32

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fn set_m_alpha(self, value: f32)

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fn m_map_alpha(self) -> f32

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fn set_m_map_alpha(self, value: f32)

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fn m_is_visible(self) -> bool

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fn set_m_is_visible(self, value: bool)

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fn m_color_flags(self) -> UnitModel_ColorFlags

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fn set_m_color_flags(self, value: UnitModel_ColorFlags)

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fn m_dirty_flags(self) -> UnitModel_DirtyFlags

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fn set_m_dirty_flags(self, value: UnitModel_DirtyFlags)

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fn m_interpolator_shine(self) -> InterpolatorFloat

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fn set_m_interpolator_shine(self, value: InterpolatorFloat)

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fn m_interpolator_fader(self) -> InterpolatorFloat

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fn set_m_interpolator_fader(self, value: InterpolatorFloat)

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fn m_interpolator_goder(self) -> InterpolatorFloat

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fn set_m_interpolator_goder(self, value: InterpolatorFloat)

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fn m_head(self) -> GameObject

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fn set_m_head(self, value: GameObject)

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fn m_body(self) -> GameObject

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fn set_m_body(self, value: GameObject)

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fn m_ride(self) -> GameObject

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fn set_m_ride(self, value: GameObject)

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fn m_wing_l(self) -> Transform

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fn set_m_wing_l(self, value: Transform)

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fn m_wing_r(self) -> Transform

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fn set_m_wing_r(self, value: Transform)

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fn m_trans(self) -> Transform

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fn set_m_trans(self, value: Transform)

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fn m_sound(self) -> AssetTable_Sound

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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.

Implementors§