pub trait IUnitStatusSetter: IMonoBehaviour {
Show 114 methods
// Provided methods
fn m_frame_image(self) -> Image { ... }
fn set_m_frame_image(self, value: Image) { ... }
fn m_wdw_image(self) -> Image { ... }
fn set_m_wdw_image(self, value: Image) { ... }
fn m_item_image(self) -> Image { ... }
fn set_m_item_image(self, value: Image) { ... }
fn m_skill_image(self) -> Image { ... }
fn set_m_skill_image(self, value: Image) { ... }
fn m_frame_sprites(self) -> Array<Sprite> { ... }
fn set_m_frame_sprites(self, value: Array<Sprite>) { ... }
fn m_wdw_sprites(self) -> Array<Sprite> { ... }
fn set_m_wdw_sprites(self, value: Array<Sprite>) { ... }
fn m_content_sprites(self) -> Array<Sprite> { ... }
fn set_m_content_sprites(self, value: Array<Sprite>) { ... }
fn m_hp_sprites(self) -> Array<Sprite> { ... }
fn set_m_hp_sprites(self, value: Array<Sprite>) { ... }
fn m_god_buf_sprites(self) -> Array<Sprite> { ... }
fn set_m_god_buf_sprites(self, value: Array<Sprite>) { ... }
fn m_hp_stock_sprites(self) -> Array<Sprite> { ... }
fn set_m_hp_stock_sprites(self, value: Array<Sprite>) { ... }
fn m_arrow_sprites(self) -> Array<Sprite> { ... }
fn set_m_arrow_sprites(self, value: Array<Sprite>) { ... }
fn m_unit_icon(self) -> GameObject { ... }
fn set_m_unit_icon(self, value: GameObject) { ... }
fn m_god_icon(self) -> GameObject { ... }
fn set_m_god_icon(self, value: GameObject) { ... }
fn m_is_ring_name_show(self) -> bool { ... }
fn set_m_is_ring_name_show(self, value: bool) { ... }
fn m_unit_name_root(self) -> GameObject { ... }
fn set_m_unit_name_root(self, value: GameObject) { ... }
fn m_unit_name(self) -> TextMeshProUGUI { ... }
fn set_m_unit_name(self, value: TextMeshProUGUI) { ... }
fn m_god_name_root(self) -> GameObject { ... }
fn set_m_god_name_root(self, value: GameObject) { ... }
fn m_god_name(self) -> TextMeshProUGUI { ... }
fn set_m_god_name(self, value: TextMeshProUGUI) { ... }
fn m_job_name(self) -> TextMeshProUGUI { ... }
fn set_m_job_name(self, value: TextMeshProUGUI) { ... }
fn m_style_name(self) -> TextMeshProUGUI { ... }
fn set_m_style_name(self, value: TextMeshProUGUI) { ... }
fn m_god_info_root(self) -> GameObject { ... }
fn set_m_god_info_root(self, value: GameObject) { ... }
fn m_bond_level_value(self) -> TextMeshProUGUI { ... }
fn set_m_bond_level_value(self, value: TextMeshProUGUI) { ... }
fn m_bond_level_gauge(self) -> GameObject { ... }
fn set_m_bond_level_gauge(self, value: GameObject) { ... }
fn m_enchant_icon(self) -> GameObject { ... }
fn set_m_enchant_icon(self, value: GameObject) { ... }
fn m_job_root(self) -> GameObject { ... }
fn set_m_job_root(self, value: GameObject) { ... }
fn m_efficacy_icons(self) -> List_1<Image> { ... }
fn set_m_efficacy_icons(self, value: List_1<Image>) { ... }
fn m_weapon_level(self) -> List_1<UnitStatusSetter_WeaponLevelSetter> { ... }
fn set_m_weapon_level(
self,
value: List_1<UnitStatusSetter_WeaponLevelSetter>,
) { ... }
fn m_item_root(self) -> GameObject { ... }
fn set_m_item_root(self, value: GameObject) { ... }
fn m_item_height_min(self) -> f32 { ... }
fn set_m_item_height_min(self, value: f32) { ... }
fn m_item_height_element(self) -> f32 { ... }
fn set_m_item_height_element(self, value: f32) { ... }
fn m_item(self) -> Array<UnitStatusSetter_ItemSetter> { ... }
fn set_m_item(self, value: Array<UnitStatusSetter_ItemSetter>) { ... }
fn m_skill_root(self) -> GameObject { ... }
fn set_m_skill_root(self, value: GameObject) { ... }
fn m_skill_height_min(self) -> f32 { ... }
fn set_m_skill_height_min(self, value: f32) { ... }
fn m_skill_height_element(self) -> f32 { ... }
fn set_m_skill_height_element(self, value: f32) { ... }
fn m_skill(self) -> List_1<UnitStatusSetter_SkillSetter> { ... }
fn set_m_skill(self, value: List_1<UnitStatusSetter_SkillSetter>) { ... }
fn m_param_root(self) -> GameObject { ... }
fn set_m_param_root(self, value: GameObject) { ... }
fn m_capability(self) -> List_1<UnitStatusSetter_CapabilityValueParam> { ... }
fn set_m_capability(
self,
value: List_1<UnitStatusSetter_CapabilityValueParam>,
) { ... }
fn m_rating(self) -> UnitStatusSetter_ValueParam { ... }
fn set_m_rating(self, value: UnitStatusSetter_ValueParam) { ... }
fn m_attack(self) -> UnitStatusSetter_ValueParam { ... }
fn set_m_attack(self, value: UnitStatusSetter_ValueParam) { ... }
fn m_hit(self) -> UnitStatusSetter_ValueParam { ... }
fn set_m_hit(self, value: UnitStatusSetter_ValueParam) { ... }
fn m_avoid(self) -> UnitStatusSetter_ValueParam { ... }
fn set_m_avoid(self, value: UnitStatusSetter_ValueParam) { ... }
fn m_crit(self) -> UnitStatusSetter_ValueParam { ... }
fn set_m_crit(self, value: UnitStatusSetter_ValueParam) { ... }
fn m_secure(self) -> UnitStatusSetter_ValueParam { ... }
fn set_m_secure(self, value: UnitStatusSetter_ValueParam) { ... }
fn m_max_hp(self) -> TextMeshProUGUI { ... }
fn set_m_max_hp(self, value: TextMeshProUGUI) { ... }
fn m_now_hp(self) -> TextMeshProUGUI { ... }
fn set_m_now_hp(self, value: TextMeshProUGUI) { ... }
fn m_hp_gauge(self) -> GameObject { ... }
fn set_m_hp_gauge(self, value: GameObject) { ... }
fn m_hp_gauge_image(self) -> Image { ... }
fn set_m_hp_gauge_image(self, value: Image) { ... }
fn m_hp_arrow(self) -> Image { ... }
fn set_m_hp_arrow(self, value: Image) { ... }
fn m_lv(self) -> UnitStatusSetter_ValueParam { ... }
fn set_m_lv(self, value: UnitStatusSetter_ValueParam) { ... }
fn m_exp_gauge(self) -> GameObject { ... }
fn set_m_exp_gauge(self, value: GameObject) { ... }
fn m_sp_root(self) -> GameObject { ... }
fn set_m_sp_root(self, value: GameObject) { ... }
fn m_sp_value(self) -> TextMeshProUGUI { ... }
fn set_m_sp_value(self, value: TextMeshProUGUI) { ... }
fn m_hp_stock_root(self) -> GameObject { ... }
fn set_m_hp_stock_root(self, value: GameObject) { ... }
fn m_hp_stock(self) -> Array<Image> { ... }
fn set_m_hp_stock(self, value: Array<Image>) { ... }
fn m_is_init(self) -> bool { ... }
fn set_m_is_init(self, value: bool) { ... }
fn m_is_simple_ui(self) -> bool { ... }
fn set_m_is_simple_ui(self, value: bool) { ... }
fn m_prev_unit(self) -> Unit { ... }
fn set_m_prev_unit(self, value: Unit) { ... }
}Provided Methods§
fn m_frame_image(self) -> Image
fn set_m_frame_image(self, value: Image)
fn m_wdw_image(self) -> Image
fn set_m_wdw_image(self, value: Image)
fn m_item_image(self) -> Image
fn set_m_item_image(self, value: Image)
fn m_skill_image(self) -> Image
fn set_m_skill_image(self, value: Image)
fn m_frame_sprites(self) -> Array<Sprite>
fn set_m_frame_sprites(self, value: Array<Sprite>)
fn m_wdw_sprites(self) -> Array<Sprite>
fn set_m_wdw_sprites(self, value: Array<Sprite>)
fn m_content_sprites(self) -> Array<Sprite>
fn set_m_content_sprites(self, value: Array<Sprite>)
fn m_hp_sprites(self) -> Array<Sprite>
fn set_m_hp_sprites(self, value: Array<Sprite>)
fn m_god_buf_sprites(self) -> Array<Sprite>
fn set_m_god_buf_sprites(self, value: Array<Sprite>)
fn m_hp_stock_sprites(self) -> Array<Sprite>
fn set_m_hp_stock_sprites(self, value: Array<Sprite>)
fn m_arrow_sprites(self) -> Array<Sprite>
fn set_m_arrow_sprites(self, value: Array<Sprite>)
fn m_unit_icon(self) -> GameObject
fn set_m_unit_icon(self, value: GameObject)
fn m_god_icon(self) -> GameObject
fn set_m_god_icon(self, value: GameObject)
fn m_is_ring_name_show(self) -> bool
fn set_m_is_ring_name_show(self, value: bool)
fn m_unit_name_root(self) -> GameObject
fn set_m_unit_name_root(self, value: GameObject)
fn m_unit_name(self) -> TextMeshProUGUI
fn set_m_unit_name(self, value: TextMeshProUGUI)
fn m_god_name_root(self) -> GameObject
fn set_m_god_name_root(self, value: GameObject)
fn m_god_name(self) -> TextMeshProUGUI
fn set_m_god_name(self, value: TextMeshProUGUI)
fn m_job_name(self) -> TextMeshProUGUI
fn set_m_job_name(self, value: TextMeshProUGUI)
fn m_style_name(self) -> TextMeshProUGUI
fn set_m_style_name(self, value: TextMeshProUGUI)
fn m_god_info_root(self) -> GameObject
fn set_m_god_info_root(self, value: GameObject)
fn m_bond_level_value(self) -> TextMeshProUGUI
fn set_m_bond_level_value(self, value: TextMeshProUGUI)
fn m_bond_level_gauge(self) -> GameObject
fn set_m_bond_level_gauge(self, value: GameObject)
fn m_enchant_icon(self) -> GameObject
fn set_m_enchant_icon(self, value: GameObject)
fn m_job_root(self) -> GameObject
fn set_m_job_root(self, value: GameObject)
fn m_efficacy_icons(self) -> List_1<Image>
fn set_m_efficacy_icons(self, value: List_1<Image>)
fn m_weapon_level(self) -> List_1<UnitStatusSetter_WeaponLevelSetter>
fn set_m_weapon_level(self, value: List_1<UnitStatusSetter_WeaponLevelSetter>)
fn m_item_root(self) -> GameObject
fn set_m_item_root(self, value: GameObject)
fn m_item_height_min(self) -> f32
fn set_m_item_height_min(self, value: f32)
fn m_item_height_element(self) -> f32
fn set_m_item_height_element(self, value: f32)
fn m_item(self) -> Array<UnitStatusSetter_ItemSetter>
fn set_m_item(self, value: Array<UnitStatusSetter_ItemSetter>)
fn m_skill_root(self) -> GameObject
fn set_m_skill_root(self, value: GameObject)
fn m_skill_height_min(self) -> f32
fn set_m_skill_height_min(self, value: f32)
fn m_skill_height_element(self) -> f32
fn set_m_skill_height_element(self, value: f32)
fn m_skill(self) -> List_1<UnitStatusSetter_SkillSetter>
fn set_m_skill(self, value: List_1<UnitStatusSetter_SkillSetter>)
fn m_param_root(self) -> GameObject
fn set_m_param_root(self, value: GameObject)
fn m_capability(self) -> List_1<UnitStatusSetter_CapabilityValueParam>
fn set_m_capability(self, value: List_1<UnitStatusSetter_CapabilityValueParam>)
fn m_rating(self) -> UnitStatusSetter_ValueParam
fn set_m_rating(self, value: UnitStatusSetter_ValueParam)
fn m_attack(self) -> UnitStatusSetter_ValueParam
fn set_m_attack(self, value: UnitStatusSetter_ValueParam)
fn m_hit(self) -> UnitStatusSetter_ValueParam
fn set_m_hit(self, value: UnitStatusSetter_ValueParam)
fn m_avoid(self) -> UnitStatusSetter_ValueParam
fn set_m_avoid(self, value: UnitStatusSetter_ValueParam)
fn m_crit(self) -> UnitStatusSetter_ValueParam
fn set_m_crit(self, value: UnitStatusSetter_ValueParam)
fn m_secure(self) -> UnitStatusSetter_ValueParam
fn set_m_secure(self, value: UnitStatusSetter_ValueParam)
fn m_max_hp(self) -> TextMeshProUGUI
fn set_m_max_hp(self, value: TextMeshProUGUI)
fn m_now_hp(self) -> TextMeshProUGUI
fn set_m_now_hp(self, value: TextMeshProUGUI)
fn m_hp_gauge(self) -> GameObject
fn set_m_hp_gauge(self, value: GameObject)
fn m_hp_gauge_image(self) -> Image
fn set_m_hp_gauge_image(self, value: Image)
fn m_hp_arrow(self) -> Image
fn set_m_hp_arrow(self, value: Image)
fn m_lv(self) -> UnitStatusSetter_ValueParam
fn set_m_lv(self, value: UnitStatusSetter_ValueParam)
fn m_exp_gauge(self) -> GameObject
fn set_m_exp_gauge(self, value: GameObject)
fn m_sp_root(self) -> GameObject
fn set_m_sp_root(self, value: GameObject)
fn m_sp_value(self) -> TextMeshProUGUI
fn set_m_sp_value(self, value: TextMeshProUGUI)
fn m_hp_stock_root(self) -> GameObject
fn set_m_hp_stock_root(self, value: GameObject)
fn m_hp_stock(self) -> Array<Image>
fn set_m_hp_stock(self, value: Array<Image>)
fn m_is_init(self) -> bool
fn set_m_is_init(self, value: bool)
fn m_is_simple_ui(self) -> bool
fn set_m_is_simple_ui(self, value: bool)
fn m_prev_unit(self) -> Unit
fn set_m_prev_unit(self, value: Unit)
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.