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IUnitStatusSetter

Trait IUnitStatusSetter 

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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§

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fn m_frame_image(self) -> Image

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fn set_m_frame_image(self, value: Image)

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fn m_wdw_image(self) -> Image

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fn set_m_wdw_image(self, value: Image)

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fn m_item_image(self) -> Image

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fn set_m_item_image(self, value: Image)

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fn m_skill_image(self) -> Image

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fn set_m_skill_image(self, value: Image)

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fn m_frame_sprites(self) -> Array<Sprite>

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fn set_m_frame_sprites(self, value: Array<Sprite>)

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fn m_wdw_sprites(self) -> Array<Sprite>

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fn set_m_wdw_sprites(self, value: Array<Sprite>)

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fn m_content_sprites(self) -> Array<Sprite>

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fn set_m_content_sprites(self, value: Array<Sprite>)

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fn m_hp_sprites(self) -> Array<Sprite>

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fn set_m_hp_sprites(self, value: Array<Sprite>)

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fn m_god_buf_sprites(self) -> Array<Sprite>

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fn set_m_god_buf_sprites(self, value: Array<Sprite>)

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fn m_hp_stock_sprites(self) -> Array<Sprite>

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fn set_m_hp_stock_sprites(self, value: Array<Sprite>)

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fn m_arrow_sprites(self) -> Array<Sprite>

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fn set_m_arrow_sprites(self, value: Array<Sprite>)

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fn m_unit_icon(self) -> GameObject

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fn set_m_unit_icon(self, value: GameObject)

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fn m_god_icon(self) -> GameObject

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fn set_m_god_icon(self, value: GameObject)

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fn m_is_ring_name_show(self) -> bool

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fn set_m_is_ring_name_show(self, value: bool)

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fn m_unit_name_root(self) -> GameObject

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fn set_m_unit_name_root(self, value: GameObject)

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fn m_unit_name(self) -> TextMeshProUGUI

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fn set_m_unit_name(self, value: TextMeshProUGUI)

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fn m_god_name_root(self) -> GameObject

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fn set_m_god_name_root(self, value: GameObject)

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fn m_god_name(self) -> TextMeshProUGUI

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fn set_m_god_name(self, value: TextMeshProUGUI)

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fn m_job_name(self) -> TextMeshProUGUI

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fn set_m_job_name(self, value: TextMeshProUGUI)

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fn m_style_name(self) -> TextMeshProUGUI

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fn set_m_style_name(self, value: TextMeshProUGUI)

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fn m_god_info_root(self) -> GameObject

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fn set_m_god_info_root(self, value: GameObject)

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fn m_bond_level_value(self) -> TextMeshProUGUI

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fn set_m_bond_level_value(self, value: TextMeshProUGUI)

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fn m_bond_level_gauge(self) -> GameObject

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fn set_m_bond_level_gauge(self, value: GameObject)

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fn m_enchant_icon(self) -> GameObject

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fn set_m_enchant_icon(self, value: GameObject)

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fn m_job_root(self) -> GameObject

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fn set_m_job_root(self, value: GameObject)

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fn m_efficacy_icons(self) -> List_1<Image>

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fn set_m_efficacy_icons(self, value: List_1<Image>)

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fn m_weapon_level(self) -> List_1<UnitStatusSetter_WeaponLevelSetter>

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fn set_m_weapon_level(self, value: List_1<UnitStatusSetter_WeaponLevelSetter>)

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fn m_item_root(self) -> GameObject

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fn set_m_item_root(self, value: GameObject)

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fn m_item_height_min(self) -> f32

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fn set_m_item_height_min(self, value: f32)

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fn m_item_height_element(self) -> f32

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fn set_m_item_height_element(self, value: f32)

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fn m_item(self) -> Array<UnitStatusSetter_ItemSetter>

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fn set_m_item(self, value: Array<UnitStatusSetter_ItemSetter>)

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fn m_skill_root(self) -> GameObject

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fn set_m_skill_root(self, value: GameObject)

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fn m_skill_height_min(self) -> f32

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fn set_m_skill_height_min(self, value: f32)

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fn m_skill_height_element(self) -> f32

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fn set_m_skill_height_element(self, value: f32)

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fn m_skill(self) -> List_1<UnitStatusSetter_SkillSetter>

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fn set_m_skill(self, value: List_1<UnitStatusSetter_SkillSetter>)

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fn m_param_root(self) -> GameObject

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fn set_m_param_root(self, value: GameObject)

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fn m_capability(self) -> List_1<UnitStatusSetter_CapabilityValueParam>

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fn set_m_capability(self, value: List_1<UnitStatusSetter_CapabilityValueParam>)

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fn m_rating(self) -> UnitStatusSetter_ValueParam

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fn set_m_rating(self, value: UnitStatusSetter_ValueParam)

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fn m_attack(self) -> UnitStatusSetter_ValueParam

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fn set_m_attack(self, value: UnitStatusSetter_ValueParam)

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fn m_hit(self) -> UnitStatusSetter_ValueParam

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fn set_m_hit(self, value: UnitStatusSetter_ValueParam)

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fn m_avoid(self) -> UnitStatusSetter_ValueParam

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fn set_m_avoid(self, value: UnitStatusSetter_ValueParam)

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fn m_crit(self) -> UnitStatusSetter_ValueParam

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fn set_m_crit(self, value: UnitStatusSetter_ValueParam)

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fn m_secure(self) -> UnitStatusSetter_ValueParam

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fn set_m_secure(self, value: UnitStatusSetter_ValueParam)

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fn m_max_hp(self) -> TextMeshProUGUI

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fn set_m_max_hp(self, value: TextMeshProUGUI)

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fn m_now_hp(self) -> TextMeshProUGUI

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fn set_m_now_hp(self, value: TextMeshProUGUI)

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fn m_hp_gauge(self) -> GameObject

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fn set_m_hp_gauge(self, value: GameObject)

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fn m_hp_gauge_image(self) -> Image

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fn set_m_hp_gauge_image(self, value: Image)

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fn m_hp_arrow(self) -> Image

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fn set_m_hp_arrow(self, value: Image)

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fn m_lv(self) -> UnitStatusSetter_ValueParam

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fn set_m_lv(self, value: UnitStatusSetter_ValueParam)

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fn m_exp_gauge(self) -> GameObject

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fn set_m_exp_gauge(self, value: GameObject)

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fn m_sp_root(self) -> GameObject

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fn set_m_sp_root(self, value: GameObject)

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fn m_sp_value(self) -> TextMeshProUGUI

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fn set_m_sp_value(self, value: TextMeshProUGUI)

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fn m_hp_stock_root(self) -> GameObject

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fn set_m_hp_stock_root(self, value: GameObject)

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fn m_hp_stock(self) -> Array<Image>

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fn set_m_hp_stock(self, value: Array<Image>)

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fn m_is_init(self) -> bool

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fn set_m_is_init(self, value: bool)

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fn m_is_simple_ui(self) -> bool

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fn set_m_is_simple_ui(self, value: bool)

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fn m_prev_unit(self) -> Unit

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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.

Implementors§