pub trait IVibrationManagerMethods: IVibrationManager {
// Provided methods
fn ctor(self) { ... }
fn set_file(self, file: impl Into<VibrationFile>, is_loop: impl Into<bool>) { ... }
fn set_amplitude_magnitude(self, amplitude_magnitude: impl Into<f32>) { ... }
fn set_amplitude(self, amp_low: impl Into<f32>, amp_high: impl Into<f32>) { ... }
fn set_frequecy(self, freq_low: impl Into<f32>, freq_high: impl Into<f32>) { ... }
fn one_shot(
self,
time: impl Into<f32>,
amplitude_magnitude: impl Into<f32>,
amp_low: impl Into<f32>,
amp_high: impl Into<f32>,
) { ... }
fn one_shot_2(
self,
time: impl Into<f32>,
amplitude_magnitude: impl Into<f32>,
amp_low: impl Into<f32>,
amp_high: impl Into<f32>,
freq_low: impl Into<f32>,
freq_high: impl Into<f32>,
) { ... }
fn stop_vibe(self) { ... }
fn play_by_game_sound_event(
self,
event_name: impl Into<Il2CppString>,
time: impl Into<f32>,
is_loop: impl Into<bool>,
) { ... }
fn play_by_vibration_file_name(
self,
vib_file_name: impl Into<Il2CppString>,
amplitude_magnitude: impl Into<f32>,
time: impl Into<f32>,
is_loop: impl Into<bool>,
) { ... }
fn update(self) { ... }
fn setup_pad(
self,
npad_id: impl Into<NpadId>,
npad_style: impl Into<NpadStyle>,
) { ... }
}Provided Methods§
Sourcefn set_file(self, file: impl Into<VibrationFile>, is_loop: impl Into<bool>)
fn set_file(self, file: impl Into<VibrationFile>, is_loop: impl Into<bool>)
SetFile(crate::app::vibrationfile::VibrationFile, bool) overload
Sourcefn set_amplitude_magnitude(self, amplitude_magnitude: impl Into<f32>)
fn set_amplitude_magnitude(self, amplitude_magnitude: impl Into<f32>)
SetAmplitudeMagnitude(f32) overload
Sourcefn set_amplitude(self, amp_low: impl Into<f32>, amp_high: impl Into<f32>)
fn set_amplitude(self, amp_low: impl Into<f32>, amp_high: impl Into<f32>)
SetAmplitude(f32, f32) overload
Sourcefn set_frequecy(self, freq_low: impl Into<f32>, freq_high: impl Into<f32>)
fn set_frequecy(self, freq_low: impl Into<f32>, freq_high: impl Into<f32>)
SetFrequecy(f32, f32) overload
Sourcefn one_shot(
self,
time: impl Into<f32>,
amplitude_magnitude: impl Into<f32>,
amp_low: impl Into<f32>,
amp_high: impl Into<f32>,
)
fn one_shot( self, time: impl Into<f32>, amplitude_magnitude: impl Into<f32>, amp_low: impl Into<f32>, amp_high: impl Into<f32>, )
OneShot(f32, f32, f32, f32) overload
Sourcefn one_shot_2(
self,
time: impl Into<f32>,
amplitude_magnitude: impl Into<f32>,
amp_low: impl Into<f32>,
amp_high: impl Into<f32>,
freq_low: impl Into<f32>,
freq_high: impl Into<f32>,
)
fn one_shot_2( self, time: impl Into<f32>, amplitude_magnitude: impl Into<f32>, amp_low: impl Into<f32>, amp_high: impl Into<f32>, freq_low: impl Into<f32>, freq_high: impl Into<f32>, )
OneShot(f32, f32, f32, f32, f32, f32) overload
Sourcefn play_by_game_sound_event(
self,
event_name: impl Into<Il2CppString>,
time: impl Into<f32>,
is_loop: impl Into<bool>,
)
fn play_by_game_sound_event( self, event_name: impl Into<Il2CppString>, time: impl Into<f32>, is_loop: impl Into<bool>, )
PlayByGameSoundEvent(::unity::Il2CppString, f32, bool) overload
Sourcefn play_by_vibration_file_name(
self,
vib_file_name: impl Into<Il2CppString>,
amplitude_magnitude: impl Into<f32>,
time: impl Into<f32>,
is_loop: impl Into<bool>,
)
fn play_by_vibration_file_name( self, vib_file_name: impl Into<Il2CppString>, amplitude_magnitude: impl Into<f32>, time: impl Into<f32>, is_loop: impl Into<bool>, )
PlayByVibrationFileName(::unity::Il2CppString, f32, f32, bool) 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: IVibrationManager> IVibrationManagerMethods for __T
Available on crate feature
app-vibrationmanager only.