pub trait IUnitInfo_WindowMethods: IUnitInfo_Window {
Show 56 methods
// Provided methods
fn ctor(
self,
mode_stack: impl Into<Stack_1<UnitInfo_Mode>>,
unit: impl Into<Unit>,
is_duplicate_render_texture: impl Into<bool>,
is_reverse: impl Into<bool>,
is_hide_status: impl Into<bool>,
) { ... }
fn destroy(self) { ... }
fn prepare_chara_model(self) { ... }
fn is_preparing_chara_model(self) -> bool { ... }
fn prepare_window(self) { ... }
fn is_preparing_window(self) -> bool { ... }
fn postprepare(self) { ... }
fn tick(self) { ... }
fn set_unit(
self,
unit: impl Into<Unit>,
b_update_status: impl Into<bool>,
b_relax: impl Into<bool>,
b_reverse_rotation: impl Into<bool>,
is_delay_load: impl Into<bool>,
on_setup_done_callback: impl Into<Action>,
) { ... }
fn reset_unit(
self,
b_relax: impl Into<bool>,
b_reverse_rotation: impl Into<bool>,
is_delay_load: impl Into<bool>,
) { ... }
fn set_unit_hub(
self,
unit: impl Into<Unit>,
b_relax: impl Into<bool>,
b_reverse_rotation: impl Into<bool>,
is_delay_load: impl Into<bool>,
) { ... }
fn set_unit_relay(
self,
person: impl Into<PersonData>,
job: impl Into<JobData>,
edit: impl Into<UnitEdit>,
) { ... }
fn play_chara_voice(
self,
person_switch_name: impl Into<Il2CppString>,
engage_switch_name: impl Into<Il2CppString>,
event_name: impl Into<Il2CppString>,
) { ... }
fn reserve_chara_voice(
self,
person_switch_name: impl Into<Il2CppString>,
engage_switch_name: impl Into<Il2CppString>,
event_name: impl Into<Il2CppString>,
) { ... }
fn play_reserved_chara_voice(self) { ... }
fn add_chara_rot(self, quaternion: impl Into<Quaternion>) { ... }
fn set_left_camera_adjust_y(self) { ... }
fn set_weapon_shop_chara(self) { ... }
fn set_summon_chara(self) { ... }
fn set_god(
self,
god: impl Into<GodUnit>,
b_relax: impl Into<bool>,
b_reverse_rotation: impl Into<bool>,
on_setup_done_callback: impl Into<Action>,
) { ... }
fn set_efficacy_attack(self, is_efficacy: impl Into<bool>) { ... }
fn set_relax_anime(self, transition_duration: impl Into<f32>) { ... }
fn set_status_anime(self, transition_duration: impl Into<f32>) { ... }
fn set_fortune_telling_good_anime(self, is_allow_unit_null: impl Into<bool>) { ... }
fn set_fortune_telling_bad_anime(self, is_allow_unit_null: impl Into<bool>) { ... }
fn set_select_god_normal_face(self) { ... }
fn update_current_unit(self) { ... }
fn get_unit(self) -> Unit { ... }
fn get_god(self) -> GodUnit { ... }
fn get_render_texture(self) -> RenderTexture { ... }
fn get_face_camera_component(self) -> Camera { ... }
fn get_chara_image_mask(self) -> UnitInfoCharaImageMaskOffset { ... }
fn set_visible(self, is_visible: impl Into<bool>) { ... }
fn toggle_visible(self) { ... }
fn is_visible(self) -> bool { ... }
fn set_visible_of_status(
self,
mode: impl Into<UnitInfo_Mode>,
is_visible: impl Into<bool>,
) { ... }
fn is_visible_status(self, mode: impl Into<UnitInfo_Mode>) -> bool { ... }
fn chara_only_on(self, is_change_chara_model_anim: impl Into<bool>) { ... }
fn chara_only_off(self) { ... }
fn is_chara_only_transition(self) -> bool { ... }
fn update_stand_by_anime(
self,
unit_item: impl Into<UnitItem>,
is_weapon_shop: impl Into<bool>,
) { ... }
fn set_create_reserve_unit_item(
self,
unit_item: impl Into<UnitItem>,
is_override: impl Into<bool>,
) { ... }
fn hide_weapon(self) { ... }
fn is_loading_chara_model(self) -> bool { ... }
fn transparent_on(self) { ... }
fn transparent_off(self) { ... }
fn update_visible(self) { ... }
fn get_current_window_object(self) -> GameObject { ... }
fn get_head_locator(self) -> Transform { ... }
fn set_head_locator(
self,
loc: impl Into<Transform>,
weight: impl Into<f32>,
is_weight_interpolated: impl Into<bool>,
) { ... }
fn set_head_locator_2(self, pos: impl Into<Vector3>) { ... }
fn set_look_at(self, transform: impl Into<Transform>) { ... }
fn set_look_at_camera(self) { ... }
fn set_eyes_weight(self, eyes_weight: impl Into<f32>) { ... }
fn is_chara_visible(self) -> bool { ... }
fn set_unit_status_window(self) { ... }
}Provided Methods§
Sourcefn ctor(
self,
mode_stack: impl Into<Stack_1<UnitInfo_Mode>>,
unit: impl Into<Unit>,
is_duplicate_render_texture: impl Into<bool>,
is_reverse: impl Into<bool>,
is_hide_status: impl Into<bool>,
)
fn ctor( self, mode_stack: impl Into<Stack_1<UnitInfo_Mode>>, unit: impl Into<Unit>, is_duplicate_render_texture: impl Into<bool>, is_reverse: impl Into<bool>, is_hide_status: impl Into<bool>, )
.ctor(crate::system::collections::generic::stack_1::Stack_1<crate::app::unitinfo::UnitInfo_Mode>, crate::app::unit::Unit, bool, bool, bool) overload
Sourcefn prepare_chara_model(self)
fn prepare_chara_model(self)
PrepareCharaModel() overload
Sourcefn is_preparing_chara_model(self) -> bool
fn is_preparing_chara_model(self) -> bool
IsPreparingCharaModel() overload
Sourcefn prepare_window(self)
fn prepare_window(self)
PrepareWindow() overload
Sourcefn is_preparing_window(self) -> bool
fn is_preparing_window(self) -> bool
IsPreparingWindow() overload
Sourcefn postprepare(self)
fn postprepare(self)
Postprepare() overload
Sourcefn set_unit(
self,
unit: impl Into<Unit>,
b_update_status: impl Into<bool>,
b_relax: impl Into<bool>,
b_reverse_rotation: impl Into<bool>,
is_delay_load: impl Into<bool>,
on_setup_done_callback: impl Into<Action>,
)
fn set_unit( self, unit: impl Into<Unit>, b_update_status: impl Into<bool>, b_relax: impl Into<bool>, b_reverse_rotation: impl Into<bool>, is_delay_load: impl Into<bool>, on_setup_done_callback: impl Into<Action>, )
SetUnit(crate::app::unit::Unit, bool, bool, bool, bool, crate::system::action::Action) overload
Sourcefn reset_unit(
self,
b_relax: impl Into<bool>,
b_reverse_rotation: impl Into<bool>,
is_delay_load: impl Into<bool>,
)
fn reset_unit( self, b_relax: impl Into<bool>, b_reverse_rotation: impl Into<bool>, is_delay_load: impl Into<bool>, )
ResetUnit(bool, bool, bool) overload
Sourcefn set_unit_hub(
self,
unit: impl Into<Unit>,
b_relax: impl Into<bool>,
b_reverse_rotation: impl Into<bool>,
is_delay_load: impl Into<bool>,
)
fn set_unit_hub( self, unit: impl Into<Unit>, b_relax: impl Into<bool>, b_reverse_rotation: impl Into<bool>, is_delay_load: impl Into<bool>, )
SetUnitHub(crate::app::unit::Unit, bool, bool, bool) overload
Sourcefn set_unit_relay(
self,
person: impl Into<PersonData>,
job: impl Into<JobData>,
edit: impl Into<UnitEdit>,
)
fn set_unit_relay( self, person: impl Into<PersonData>, job: impl Into<JobData>, edit: impl Into<UnitEdit>, )
SetUnitRelay(crate::app::persondata::PersonData, crate::app::jobdata::JobData, crate::app::unitedit::UnitEdit) overload
Sourcefn play_chara_voice(
self,
person_switch_name: impl Into<Il2CppString>,
engage_switch_name: impl Into<Il2CppString>,
event_name: impl Into<Il2CppString>,
)
fn play_chara_voice( self, person_switch_name: impl Into<Il2CppString>, engage_switch_name: impl Into<Il2CppString>, event_name: impl Into<Il2CppString>, )
PlayCharaVoice(::unity::Il2CppString, ::unity::Il2CppString, ::unity::Il2CppString) overload
Sourcefn reserve_chara_voice(
self,
person_switch_name: impl Into<Il2CppString>,
engage_switch_name: impl Into<Il2CppString>,
event_name: impl Into<Il2CppString>,
)
fn reserve_chara_voice( self, person_switch_name: impl Into<Il2CppString>, engage_switch_name: impl Into<Il2CppString>, event_name: impl Into<Il2CppString>, )
ReserveCharaVoice(::unity::Il2CppString, ::unity::Il2CppString, ::unity::Il2CppString) overload
Sourcefn play_reserved_chara_voice(self)
fn play_reserved_chara_voice(self)
PlayReservedCharaVoice() overload
Sourcefn add_chara_rot(self, quaternion: impl Into<Quaternion>)
fn add_chara_rot(self, quaternion: impl Into<Quaternion>)
AddCharaRot(crate::unity_engine::quaternion::Quaternion) overload
Sourcefn set_left_camera_adjust_y(self)
fn set_left_camera_adjust_y(self)
SetLeftCameraAdjustY() overload
Sourcefn set_weapon_shop_chara(self)
fn set_weapon_shop_chara(self)
SetWeaponShopChara() overload
Sourcefn set_summon_chara(self)
fn set_summon_chara(self)
SetSummonChara() overload
Sourcefn set_god(
self,
god: impl Into<GodUnit>,
b_relax: impl Into<bool>,
b_reverse_rotation: impl Into<bool>,
on_setup_done_callback: impl Into<Action>,
)
fn set_god( self, god: impl Into<GodUnit>, b_relax: impl Into<bool>, b_reverse_rotation: impl Into<bool>, on_setup_done_callback: impl Into<Action>, )
SetGod(crate::app::godunit::GodUnit, bool, bool, crate::system::action::Action) overload
Sourcefn set_efficacy_attack(self, is_efficacy: impl Into<bool>)
fn set_efficacy_attack(self, is_efficacy: impl Into<bool>)
SetEfficacyAttack(bool) overload
Sourcefn set_relax_anime(self, transition_duration: impl Into<f32>)
fn set_relax_anime(self, transition_duration: impl Into<f32>)
SetRelaxAnime(f32) overload
Sourcefn set_status_anime(self, transition_duration: impl Into<f32>)
fn set_status_anime(self, transition_duration: impl Into<f32>)
SetStatusAnime(f32) overload
Sourcefn set_fortune_telling_good_anime(self, is_allow_unit_null: impl Into<bool>)
fn set_fortune_telling_good_anime(self, is_allow_unit_null: impl Into<bool>)
SetFortuneTellingGoodAnime(bool) overload
Sourcefn set_fortune_telling_bad_anime(self, is_allow_unit_null: impl Into<bool>)
fn set_fortune_telling_bad_anime(self, is_allow_unit_null: impl Into<bool>)
SetFortuneTellingBadAnime(bool) overload
Sourcefn set_select_god_normal_face(self)
fn set_select_god_normal_face(self)
SetSelectGodNormalFace() overload
Sourcefn update_current_unit(self)
fn update_current_unit(self)
UpdateCurrentUnit() overload
Sourcefn get_render_texture(self) -> RenderTexture
fn get_render_texture(self) -> RenderTexture
GetRenderTexture() overload
Sourcefn get_face_camera_component(self) -> Camera
fn get_face_camera_component(self) -> Camera
GetFaceCameraComponent() overload
Sourcefn get_chara_image_mask(self) -> UnitInfoCharaImageMaskOffset
fn get_chara_image_mask(self) -> UnitInfoCharaImageMaskOffset
GetCharaImageMask() overload
Sourcefn set_visible(self, is_visible: impl Into<bool>)
fn set_visible(self, is_visible: impl Into<bool>)
SetVisible(bool) overload
Sourcefn toggle_visible(self)
fn toggle_visible(self)
ToggleVisible() overload
Sourcefn is_visible(self) -> bool
fn is_visible(self) -> bool
IsVisible() overload
Sourcefn set_visible_of_status(
self,
mode: impl Into<UnitInfo_Mode>,
is_visible: impl Into<bool>,
)
fn set_visible_of_status( self, mode: impl Into<UnitInfo_Mode>, is_visible: impl Into<bool>, )
SetVisibleOfStatus(crate::app::unitinfo::UnitInfo_Mode, bool) overload
Sourcefn is_visible_status(self, mode: impl Into<UnitInfo_Mode>) -> bool
fn is_visible_status(self, mode: impl Into<UnitInfo_Mode>) -> bool
IsVisibleStatus(crate::app::unitinfo::UnitInfo_Mode) overload
Sourcefn chara_only_on(self, is_change_chara_model_anim: impl Into<bool>)
fn chara_only_on(self, is_change_chara_model_anim: impl Into<bool>)
CharaOnlyOn(bool) overload
Sourcefn chara_only_off(self)
fn chara_only_off(self)
CharaOnlyOff() overload
Sourcefn is_chara_only_transition(self) -> bool
fn is_chara_only_transition(self) -> bool
IsCharaOnlyTransition() overload
Sourcefn update_stand_by_anime(
self,
unit_item: impl Into<UnitItem>,
is_weapon_shop: impl Into<bool>,
)
fn update_stand_by_anime( self, unit_item: impl Into<UnitItem>, is_weapon_shop: impl Into<bool>, )
UpdateStandByAnime(crate::app::unititem::UnitItem, bool) overload
Sourcefn set_create_reserve_unit_item(
self,
unit_item: impl Into<UnitItem>,
is_override: impl Into<bool>,
)
fn set_create_reserve_unit_item( self, unit_item: impl Into<UnitItem>, is_override: impl Into<bool>, )
SetCreateReserveUnitItem(crate::app::unititem::UnitItem, bool) overload
Sourcefn hide_weapon(self)
fn hide_weapon(self)
HideWeapon() overload
Sourcefn is_loading_chara_model(self) -> bool
fn is_loading_chara_model(self) -> bool
IsLoadingCharaModel() overload
Sourcefn transparent_on(self)
fn transparent_on(self)
TransparentOn() overload
Sourcefn transparent_off(self)
fn transparent_off(self)
TransparentOff() overload
Sourcefn update_visible(self)
fn update_visible(self)
UpdateVisible() overload
Sourcefn get_current_window_object(self) -> GameObject
fn get_current_window_object(self) -> GameObject
GetCurrentWindowObject() overload
Sourcefn get_head_locator(self) -> Transform
fn get_head_locator(self) -> Transform
GetHeadLocator() overload
Sourcefn set_head_locator(
self,
loc: impl Into<Transform>,
weight: impl Into<f32>,
is_weight_interpolated: impl Into<bool>,
)
fn set_head_locator( self, loc: impl Into<Transform>, weight: impl Into<f32>, is_weight_interpolated: impl Into<bool>, )
SetHeadLocator(crate::unity_engine::transform::Transform, f32, bool) overload
Sourcefn set_head_locator_2(self, pos: impl Into<Vector3>)
fn set_head_locator_2(self, pos: impl Into<Vector3>)
SetHeadLocator(crate::unity_engine::vector3::Vector3) overload
Sourcefn set_look_at(self, transform: impl Into<Transform>)
fn set_look_at(self, transform: impl Into<Transform>)
SetLookAt(crate::unity_engine::transform::Transform) overload
Sourcefn set_look_at_camera(self)
fn set_look_at_camera(self)
SetLookAtCamera() overload
Sourcefn set_eyes_weight(self, eyes_weight: impl Into<f32>)
fn set_eyes_weight(self, eyes_weight: impl Into<f32>)
SetEyesWeight(f32) overload
Sourcefn is_chara_visible(self) -> bool
fn is_chara_visible(self) -> bool
IsCharaVisible() overload
Sourcefn set_unit_status_window(self)
fn set_unit_status_window(self)
SetUnitStatusWindow() 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: IUnitInfo_Window> IUnitInfo_WindowMethods for __T
app-unitinfo only.