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IUnitActorMethods

Trait IUnitActorMethods 

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pub trait IUnitActorMethods: IUnitActor {
Show 102 methods // Provided methods fn get_unit(self) -> Unit { ... } fn set_unit(self, value: impl Into<Unit>) { ... } fn get_unit_model(self) -> UnitModel { ... } fn get_god_model(self) -> UnitModel { ... } fn get_is_visible(self) -> bool { ... } fn get_sound(self) -> AssetTable_Sound { ... } fn get_position(self) -> Vector3 { ... } fn set_position(self, value: impl Into<Vector3>) { ... } fn get_cell_center_position(self) -> Vector3 { ... } fn get_target_position(self) -> Vector3 { ... } fn get_target_x(self) -> i32 { ... } fn get_target_z(self) -> i32 { ... } fn get_is_moving(self) -> bool { ... } fn move(self, pos: impl Into<Vector3>, time: impl Into<f32>) { ... } fn get_start_pos(self) -> Vector3 { ... } fn get_goal_pos(self) -> Vector3 { ... } fn get_rate(self) -> f32 { ... } fn try_create_unit_model(self) { ... } fn try_create_god_unit_model(self, reverse: impl Into<bool>) { ... } fn load_async(self, conditions: impl Into<Array<Il2CppString>>) -> bool { ... } fn unload(self) { ... } fn awake(self) { ... } fn pre_tick(self) { ... } fn post_tick(self) { ... } fn update_effect(self) { ... } fn is_loading(self) -> bool { ... } fn update_loading(self) { ... } fn reload(self) { ... } fn update_status(self) { ... } fn update_moving(self) { ... } fn update_rotate(self) { ... } fn update_shake(self) { ... } fn get_anim(self) -> UnitAnim_Types { ... } fn get_idle_anim(self) -> UnitAnim_Types { ... } fn get_animator(self) -> Animator { ... } fn set_idle_anim( self, type: impl Into<UnitAnim_Types>, time: impl Into<UnitAnim_Times>, ) { ... } fn set_idle_anim_2( self, action: impl Into<UnitSequence_Action>, time: impl Into<UnitAnim_Times>, ) { ... } fn play_action(self, action: impl Into<UnitSequence_Action>) { ... } fn play_cancel(self, action: impl Into<UnitSequence_Action>) { ... } fn try_play_action(self, action: impl Into<UnitSequence_Action>) -> bool { ... } fn reset_idle_anim(self) { ... } fn play_idle(self, time: impl Into<UnitAnim_Times>) { ... } fn play_idle_2( self, action: impl Into<UnitSequence_Action>, time: impl Into<UnitAnim_Times>, ) { ... } fn play_anim( self, type: impl Into<UnitAnim_Types>, time: impl Into<UnitAnim_Times>, ) { ... } fn play_skill( self, skill: impl Into<SkillData>, kind: impl Into<EffectSequence_Kind>, ) -> bool { ... } fn play_skill_2( self, skill: impl Into<SkillData>, kind: impl Into<EffectSequence_Kind>, position: impl Into<Vector3>, rotation: impl Into<Quaternion>, is_caption: impl Into<bool>, ) -> bool { ... } fn play_active_skill(self, skill: impl Into<SkillData>) -> bool { ... } fn play_shoot_skill(self, skill: impl Into<SkillData>) -> bool { ... } fn play_shoot_skill_2( self, skill: impl Into<SkillData>, position: impl Into<Vector3>, rotation: impl Into<Quaternion>, ) -> bool { ... } fn play_effect(self, eid: impl Into<Il2CppString>) -> bool { ... } fn play_effect_2(self, data: impl Into<EffectData>) -> bool { ... } fn play_effect_3( self, data: impl Into<EffectData>, position: impl Into<Vector3>, rotation: impl Into<Quaternion>, ) -> bool { ... } fn play_engage_count( self, start: impl Into<Vector3>, goal: impl Into<Vector3>, count: impl Into<i32>, delay_time: impl Into<f32>, ) { ... } fn get_effect_position(self) -> Vector3 { ... } fn get_effect_rotation(self) -> Quaternion { ... } fn play_hit_skill(self, skill: impl Into<SkillData>) { ... } fn set_speed(self, speed: impl Into<f32>) { ... } fn get_speed(self) -> f32 { ... } fn action_bind(self) { ... } fn action_unbind(self) { ... } fn is_action_bind(self) -> bool { ... } fn set_status(self, status: impl Into<UnitActor_Status>) { ... } fn clear_status(self, status: impl Into<UnitActor_Status>) { ... } fn check_status(self, status: impl Into<UnitActor_Status>) -> bool { ... } fn commit_position(self) { ... } fn commit_rotation(self) { ... } fn update_position(self) { ... } fn get_cell_x(self) -> i32 { ... } fn get_cell_z(self) -> i32 { ... } fn get_size_offset(self) -> Vector3 { ... } fn get_bmap_size(self) -> i32 { ... } fn rotation(self, angle: impl Into<f32>) { ... } fn rotation_2(self, dir: impl Into<Dir_Type>) { ... } fn rotation_3(self, dir: impl Into<Vector3>) { ... } fn rotation_4(self, x: impl Into<i32>, z: impl Into<i32>) { ... } fn rotation_5(self, target: impl Into<Unit>) { ... } fn set_slope( self, rotation: impl Into<Quaternion>, offset: impl Into<Vector3>, ) { ... } fn is_rider(self) -> bool { ... } fn get_front_angle(self) -> f32 { ... } fn get_front_range(self) -> f32 { ... } fn get_front_delta( self, angle: impl Into<f32>, range: impl Into<f32>, ) -> f32 { ... } fn rotation_fixed(self) { ... } fn get_direction_2(self) -> Vector3 { ... } fn instant_rotation(self) { ... } fn shake(self, scale: impl Into<f32>) { ... } fn get_alpha(self) -> f32 { ... } fn impact_shine(self) { ... } fn heal_shine(self) { ... } fn skill_shine(self) { ... } fn shine(self, time: impl Into<f32>) { ... } fn bright_on(self) { ... } fn bright_off(self) { ... } fn fade_in(self, time: impl Into<f32>) { ... } fn fade_out(self, time: impl Into<f32>) { ... } fn god_in(self) { ... } fn god_out(self) { ... } fn move_route( self, super_: impl Into<ProcInst>, routes: impl Into<Array<Dir_Type>>, flag: impl Into<MapMoveFlag>, ) { ... } fn move_route_2( self, super_: impl Into<ProcInst>, routes: impl Into<Array<Dir_Type>>, from_x: impl Into<i32>, from_z: impl Into<i32>, flag: impl Into<MapMoveFlag>, ) { ... } fn move_route_instant( self, routes: impl Into<Array<Dir_Type>>, flag: impl Into<MapMoveFlag>, ) { ... } fn move_route_instant_2( self, routes: impl Into<Array<Dir_Type>>, from_x: impl Into<i32>, from_z: impl Into<i32>, flag: impl Into<MapMoveFlag>, ) { ... } fn update_moved(self, flag: impl Into<MapMoveFlag>) { ... } fn ctor(self) { ... }
}

Provided Methods§

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fn get_unit(self) -> Unit

get_Unit() overload

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fn set_unit(self, value: impl Into<Unit>)

set_Unit(crate::app::unit::Unit) overload

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fn get_unit_model(self) -> UnitModel

get_UnitModel() overload

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fn get_god_model(self) -> UnitModel

get_GodModel() overload

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fn get_is_visible(self) -> bool

get_IsVisible() overload

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fn get_sound(self) -> AssetTable_Sound

get_Sound() overload

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fn get_position(self) -> Vector3

get_Position() overload

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fn set_position(self, value: impl Into<Vector3>)

set_Position(crate::unity_engine::vector3::Vector3) overload

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fn get_cell_center_position(self) -> Vector3

GetCellCenterPosition() overload

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fn get_target_position(self) -> Vector3

GetTargetPosition() overload

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fn get_target_x(self) -> i32

GetTargetX() overload

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fn get_target_z(self) -> i32

GetTargetZ() overload

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fn get_is_moving(self) -> bool

get_IsMoving() overload

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fn move(self, pos: impl Into<Vector3>, time: impl Into<f32>)

Move(crate::unity_engine::vector3::Vector3, f32) overload

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fn get_start_pos(self) -> Vector3

GetStartPos() overload

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fn get_goal_pos(self) -> Vector3

GetGoalPos() overload

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fn get_rate(self) -> f32

GetRate() overload

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fn try_create_unit_model(self)

TryCreateUnitModel() overload

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fn try_create_god_unit_model(self, reverse: impl Into<bool>)

TryCreateGodUnitModel(bool) overload

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fn load_async(self, conditions: impl Into<Array<Il2CppString>>) -> bool

LoadAsync(::unity::Array<::unity::Il2CppString>) overload

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fn unload(self)

Unload() overload

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fn awake(self)

Awake() overload

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fn pre_tick(self)

PreTick() overload

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fn post_tick(self)

PostTick() overload

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fn update_effect(self)

UpdateEffect() overload

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fn is_loading(self) -> bool

IsLoading() overload

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fn update_loading(self)

UpdateLoading() overload

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fn reload(self)

Reload() overload

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fn update_status(self)

UpdateStatus() overload

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fn update_moving(self)

UpdateMoving() overload

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fn update_rotate(self)

UpdateRotate() overload

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fn update_shake(self)

UpdateShake() overload

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fn get_anim(self) -> UnitAnim_Types

GetAnim() overload

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fn get_idle_anim(self) -> UnitAnim_Types

GetIdleAnim() overload

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fn get_animator(self) -> Animator

GetAnimator() overload

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fn set_idle_anim( self, type: impl Into<UnitAnim_Types>, time: impl Into<UnitAnim_Times>, )

SetIdleAnim(crate::app::unitanim::UnitAnim_Types, crate::app::unitanim::UnitAnim_Times) overload

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fn set_idle_anim_2( self, action: impl Into<UnitSequence_Action>, time: impl Into<UnitAnim_Times>, )

SetIdleAnim(crate::app::unitsequence::UnitSequence_Action, crate::app::unitanim::UnitAnim_Times) overload

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fn play_action(self, action: impl Into<UnitSequence_Action>)

PlayAction(crate::app::unitsequence::UnitSequence_Action) overload

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fn play_cancel(self, action: impl Into<UnitSequence_Action>)

PlayCancel(crate::app::unitsequence::UnitSequence_Action) overload

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fn try_play_action(self, action: impl Into<UnitSequence_Action>) -> bool

TryPlayAction(crate::app::unitsequence::UnitSequence_Action) overload

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fn reset_idle_anim(self)

ResetIdleAnim() overload

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fn play_idle(self, time: impl Into<UnitAnim_Times>)

PlayIdle(crate::app::unitanim::UnitAnim_Times) overload

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fn play_idle_2( self, action: impl Into<UnitSequence_Action>, time: impl Into<UnitAnim_Times>, )

PlayIdle(crate::app::unitsequence::UnitSequence_Action, crate::app::unitanim::UnitAnim_Times) overload

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fn play_anim( self, type: impl Into<UnitAnim_Types>, time: impl Into<UnitAnim_Times>, )

PlayAnim(crate::app::unitanim::UnitAnim_Types, crate::app::unitanim::UnitAnim_Times) overload

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fn play_skill( self, skill: impl Into<SkillData>, kind: impl Into<EffectSequence_Kind>, ) -> bool

PlaySkill(crate::app::skilldata::SkillData, crate::app::effectsequence::EffectSequence_Kind) overload

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fn play_skill_2( self, skill: impl Into<SkillData>, kind: impl Into<EffectSequence_Kind>, position: impl Into<Vector3>, rotation: impl Into<Quaternion>, is_caption: impl Into<bool>, ) -> bool

PlaySkill(crate::app::skilldata::SkillData, crate::app::effectsequence::EffectSequence_Kind, crate::unity_engine::vector3::Vector3, crate::unity_engine::quaternion::Quaternion, bool) overload

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fn play_active_skill(self, skill: impl Into<SkillData>) -> bool

PlayActiveSkill(crate::app::skilldata::SkillData) overload

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fn play_shoot_skill(self, skill: impl Into<SkillData>) -> bool

PlayShootSkill(crate::app::skilldata::SkillData) overload

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fn play_shoot_skill_2( self, skill: impl Into<SkillData>, position: impl Into<Vector3>, rotation: impl Into<Quaternion>, ) -> bool

PlayShootSkill(crate::app::skilldata::SkillData, crate::unity_engine::vector3::Vector3, crate::unity_engine::quaternion::Quaternion) overload

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fn play_effect(self, eid: impl Into<Il2CppString>) -> bool

PlayEffect(::unity::Il2CppString) overload

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fn play_effect_2(self, data: impl Into<EffectData>) -> bool

PlayEffect(crate::app::effectdata::EffectData) overload

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fn play_effect_3( self, data: impl Into<EffectData>, position: impl Into<Vector3>, rotation: impl Into<Quaternion>, ) -> bool

PlayEffect(crate::app::effectdata::EffectData, crate::unity_engine::vector3::Vector3, crate::unity_engine::quaternion::Quaternion) overload

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fn play_engage_count( self, start: impl Into<Vector3>, goal: impl Into<Vector3>, count: impl Into<i32>, delay_time: impl Into<f32>, )

PlayEngageCount(crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3, i32, f32) overload

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fn get_effect_position(self) -> Vector3

GetEffectPosition() overload

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fn get_effect_rotation(self) -> Quaternion

GetEffectRotation() overload

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fn play_hit_skill(self, skill: impl Into<SkillData>)

PlayHitSkill(crate::app::skilldata::SkillData) overload

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fn set_speed(self, speed: impl Into<f32>)

SetSpeed(f32) overload

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fn get_speed(self) -> f32

GetSpeed() overload

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fn action_bind(self)

ActionBind() overload

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fn action_unbind(self)

ActionUnbind() overload

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fn is_action_bind(self) -> bool

IsActionBind() overload

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fn set_status(self, status: impl Into<UnitActor_Status>)

SetStatus(crate::app::unitactor::UnitActor_Status) overload

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fn clear_status(self, status: impl Into<UnitActor_Status>)

ClearStatus(crate::app::unitactor::UnitActor_Status) overload

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fn check_status(self, status: impl Into<UnitActor_Status>) -> bool

CheckStatus(crate::app::unitactor::UnitActor_Status) overload

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fn commit_position(self)

CommitPosition() overload

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fn commit_rotation(self)

CommitRotation() overload

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fn update_position(self)

UpdatePosition() overload

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fn get_cell_x(self) -> i32

get_CellX() overload

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fn get_cell_z(self) -> i32

get_CellZ() overload

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fn get_size_offset(self) -> Vector3

get_SizeOffset() overload

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fn get_bmap_size(self) -> i32

get_BmapSize() overload

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fn rotation(self, angle: impl Into<f32>)

Rotation(f32) overload

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fn rotation_2(self, dir: impl Into<Dir_Type>)

Rotation(crate::app::dir_2::Dir_Type) overload

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fn rotation_3(self, dir: impl Into<Vector3>)

Rotation(crate::unity_engine::vector3::Vector3) overload

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fn rotation_4(self, x: impl Into<i32>, z: impl Into<i32>)

Rotation(i32, i32) overload

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fn rotation_5(self, target: impl Into<Unit>)

Rotation(crate::app::unit::Unit) overload

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fn set_slope(self, rotation: impl Into<Quaternion>, offset: impl Into<Vector3>)

SetSlope(crate::unity_engine::quaternion::Quaternion, crate::unity_engine::vector3::Vector3) overload

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fn is_rider(self) -> bool

IsRider() overload

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fn get_front_angle(self) -> f32

GetFrontAngle() overload

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fn get_front_range(self) -> f32

GetFrontRange() overload

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fn get_front_delta(self, angle: impl Into<f32>, range: impl Into<f32>) -> f32

GetFrontDelta(f32, f32) overload

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fn rotation_fixed(self)

RotationFixed() overload

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fn get_direction_2(self) -> Vector3

get_Direction() overload

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fn instant_rotation(self)

InstantRotation() overload

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fn shake(self, scale: impl Into<f32>)

Shake(f32) overload

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fn get_alpha(self) -> f32

GetAlpha() overload

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fn impact_shine(self)

ImpactShine() overload

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fn heal_shine(self)

HealShine() overload

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fn skill_shine(self)

SkillShine() overload

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fn shine(self, time: impl Into<f32>)

Shine(f32) overload

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fn bright_on(self)

BrightOn() overload

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fn bright_off(self)

BrightOff() overload

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fn fade_in(self, time: impl Into<f32>)

FadeIn(f32) overload

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fn fade_out(self, time: impl Into<f32>)

FadeOut(f32) overload

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fn god_in(self)

GodIn() overload

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fn god_out(self)

GodOut() overload

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fn move_route( self, super_: impl Into<ProcInst>, routes: impl Into<Array<Dir_Type>>, flag: impl Into<MapMoveFlag>, )

MoveRoute(crate::app::procinst::ProcInst, ::unity::Array<crate::app::dir_2::Dir_Type>, crate::app::mapmoveflag::MapMoveFlag) overload

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fn move_route_2( self, super_: impl Into<ProcInst>, routes: impl Into<Array<Dir_Type>>, from_x: impl Into<i32>, from_z: impl Into<i32>, flag: impl Into<MapMoveFlag>, )

MoveRoute(crate::app::procinst::ProcInst, ::unity::Array<crate::app::dir_2::Dir_Type>, i32, i32, crate::app::mapmoveflag::MapMoveFlag) overload

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fn move_route_instant( self, routes: impl Into<Array<Dir_Type>>, flag: impl Into<MapMoveFlag>, )

MoveRouteInstant(::unity::Array<crate::app::dir_2::Dir_Type>, crate::app::mapmoveflag::MapMoveFlag) overload

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fn move_route_instant_2( self, routes: impl Into<Array<Dir_Type>>, from_x: impl Into<i32>, from_z: impl Into<i32>, flag: impl Into<MapMoveFlag>, )

MoveRouteInstant(::unity::Array<crate::app::dir_2::Dir_Type>, i32, i32, crate::app::mapmoveflag::MapMoveFlag) overload

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fn update_moved(self, flag: impl Into<MapMoveFlag>)

UpdateMoved(crate::app::mapmoveflag::MapMoveFlag) overload

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fn ctor(self)

.ctor() 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§

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impl<__T: IUnitActor> IUnitActorMethods for __T

Available on crate feature app-unitactor only.