pub struct UnitInfoWindowCharaModel(/* private fields */);Expand description
IL2CPP class: App.UnitInfoWindowCharaModel
Inherits: Object
Implementations§
Source§impl UnitInfoWindowCharaModel
impl UnitInfoWindowCharaModel
pub fn prefab_path() -> Il2CppString
pub fn set_prefab_path(value: Il2CppString)
pub fn anim_hash_is_chara_only() -> i32
pub fn set_anim_hash_is_chara_only(value: i32)
pub fn anim_hash_is_stand_by() -> i32
pub fn set_anim_hash_is_stand_by(value: i32)
pub fn anim_hash_is_transition() -> i32
pub fn set_anim_hash_is_transition(value: i32)
pub fn anim_hash_is_transparent() -> i32
pub fn set_anim_hash_is_transparent(value: i32)
pub fn anim_hash_basic_face() -> i32
pub fn set_anim_hash_basic_face(value: i32)
pub fn anim_hash_basic_body() -> i32
pub fn set_anim_hash_basic_body(value: i32)
pub fn anim_hash_ring_select_face() -> i32
pub fn set_anim_hash_ring_select_face(value: i32)
pub fn anim_hash_ring_select_body() -> i32
pub fn set_anim_hash_ring_select_body(value: i32)
pub fn anim_hash_fortune_telling_body_idle() -> i32
pub fn set_anim_hash_fortune_telling_body_idle(value: i32)
pub fn anim_hash_fortune_telling_face_good() -> i32
pub fn set_anim_hash_fortune_telling_face_good(value: i32)
pub fn anim_hash_fortune_telling_body_good() -> i32
pub fn set_anim_hash_fortune_telling_body_good(value: i32)
pub fn anim_hash_fortune_telling_face_bad() -> i32
pub fn set_anim_hash_fortune_telling_face_bad(value: i32)
pub fn anim_hash_fortune_telling_body_bad() -> i32
pub fn set_anim_hash_fortune_telling_body_bad(value: i32)
pub fn anim_hash_stand_by_face() -> i32
pub fn set_anim_hash_stand_by_face(value: i32)
pub fn anim_hash_stand_by_face_pain() -> i32
pub fn set_anim_hash_stand_by_face_pain(value: i32)
pub fn anim_hash_stand_by_body_no_weapon() -> i32
pub fn set_anim_hash_stand_by_body_no_weapon(value: i32)
pub fn stand_by_anime_hash_table() -> Array<i32>
pub fn set_stand_by_anime_hash_table(value: Array<i32>)
pub fn c_look_speed() -> f32
pub fn set_c_look_speed(value: f32)
Source§impl UnitInfoWindowCharaModel
impl UnitInfoWindowCharaModel
pub fn set_on_setup_done_callback_method_info() -> &'static MethodInfo
pub fn ctor_method_info() -> &'static MethodInfo
pub fn create_async_method_info() -> &'static MethodInfo
pub fn is_creating_method_info() -> &'static MethodInfo
pub fn destroy_method_info() -> &'static MethodInfo
pub fn is_loading_model_method_info() -> &'static MethodInfo
pub fn set_unit_method_info() -> &'static MethodInfo
pub fn forced_set_unit_method_info() -> &'static MethodInfo
pub fn set_unit_hub_method_info() -> &'static MethodInfo
pub fn set_unit_relay_method_info() -> &'static MethodInfo
pub fn set_unit_impl_method_info() -> &'static MethodInfo
pub fn tick_method_info() -> &'static MethodInfo
pub fn update_motion_method_info() -> &'static MethodInfo
pub fn update_visible_method_info() -> &'static MethodInfo
pub fn create_impl_method_info() -> &'static MethodInfo
pub fn delete_chara_model_method_info() -> &'static MethodInfo
pub fn delete_chara_model_2_method_info() -> &'static MethodInfo
pub fn create_chara_model_method_info() -> &'static MethodInfo
pub fn update_character_animation_method_info() -> &'static MethodInfo
pub fn set_god_method_info() -> &'static MethodInfo
pub fn chara_only_on_method_info() -> &'static MethodInfo
pub fn chara_only_off_method_info() -> &'static MethodInfo
pub fn is_chara_only_transition_method_info() -> &'static MethodInfo
pub fn set_create_reserve_unit_item_method_info() -> &'static MethodInfo
pub fn update_stand_by_anime_method_info() -> &'static MethodInfo
pub fn set_efficacy_attack_method_info() -> &'static MethodInfo
pub fn set_relax_anime_method_info() -> &'static MethodInfo
pub fn set_status_anime_method_info() -> &'static MethodInfo
pub fn set_fortune_telling_good_anime_method_info() -> &'static MethodInfo
pub fn set_fortune_telling_bad_anime_method_info() -> &'static MethodInfo
pub fn set_weapon_shop_chara_method_info() -> &'static MethodInfo
pub fn set_summon_chara_method_info() -> &'static MethodInfo
pub fn update_god_select_normal_face_anime_method_info() -> &'static MethodInfo
pub fn show_weapon_method_info() -> &'static MethodInfo
pub fn hide_weapon_method_info() -> &'static MethodInfo
pub fn transparent_on_method_info() -> &'static MethodInfo
pub fn transparent_off_method_info() -> &'static MethodInfo
pub fn activate_method_info() -> &'static MethodInfo
pub fn deactivate_method_info() -> &'static MethodInfo
pub fn set_chara_image_method_info() -> &'static MethodInfo
pub fn get_render_texture_method_info() -> &'static MethodInfo
pub fn get_face_camera_component_method_info() -> &'static MethodInfo
pub fn get_head_locator_method_info() -> &'static MethodInfo
pub fn set_head_locator_method_info() -> &'static MethodInfo
pub fn set_head_locator_2_method_info() -> &'static MethodInfo
pub fn set_look_at_method_info() -> &'static MethodInfo
pub fn set_look_at_camera_method_info() -> &'static MethodInfo
pub fn set_eyes_weight_method_info() -> &'static MethodInfo
pub fn is_chara_visible_method_info() -> &'static MethodInfo
pub fn play_chara_voice_method_info() -> &'static MethodInfo
pub fn reserve_chara_voice_method_info() -> &'static MethodInfo
pub fn play_reserved_chara_voice_method_info() -> &'static MethodInfo
pub fn add_chara_rot_method_info() -> &'static MethodInfo
pub fn set_camera_adjust_y_method_info() -> &'static MethodInfo
pub fn setup_method_info() -> &'static MethodInfo
pub fn get_game_object_method_info() -> &'static MethodInfo
pub fn create_unit_model_method_info() -> &'static MethodInfo
pub fn create_god_model_method_info() -> &'static MethodInfo
pub fn create_unit_model_relay_method_info() -> &'static MethodInfo
pub fn wait_loading_method_info() -> &'static MethodInfo
pub fn hide_chara_image_method_info() -> &'static MethodInfo
pub fn on_setup_done_method_info() -> &'static MethodInfo
pub fn create_chara_model_2_method_info() -> &'static MethodInfo
pub fn is_pain_method_info() -> &'static MethodInfo
pub fn get_game_object_2_method_info() -> &'static MethodInfo
pub fn cctor_method_info() -> &'static MethodInfo
Trait Implementations§
Source§impl Clone for UnitInfoWindowCharaModel
impl Clone for UnitInfoWindowCharaModel
Source§fn clone(&self) -> UnitInfoWindowCharaModel
fn clone(&self) -> UnitInfoWindowCharaModel
Returns a duplicate of the value. Read more
1.0.0§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreSource§impl FromIlInstance for UnitInfoWindowCharaModel
impl FromIlInstance for UnitInfoWindowCharaModel
fn from_il_instance(instance: IlInstance) -> Self
fn instantiate() -> Option<Self>
§fn instantiate_with_class(class: Class) -> Option<Self>
fn instantiate_with_class(class: Class) -> Option<Self>
Caller swears
class is a subtype of Self or layout compatibleSource§impl IUnitInfoWindowCharaModel for UnitInfoWindowCharaModel
impl IUnitInfoWindowCharaModel for UnitInfoWindowCharaModel
fn m_anim_hash_fortune_telling_face(self) -> i32
fn set_m_anim_hash_fortune_telling_face(self, value: i32)
fn m_reserved_chara_voice(self) -> UnitInfoWindowCharaModel_ReservedCharaVoice
fn set_m_reserved_chara_voice( self, value: UnitInfoWindowCharaModel_ReservedCharaVoice, )
fn m_prefab_handle(self) -> TResourceHandle_1<GameObject>
fn set_m_prefab_handle(self, value: TResourceHandle_1<GameObject>)
fn m_game_object(self) -> GameObject
fn set_m_game_object(self, value: GameObject)
fn m_camera_object(self) -> GameObject
fn set_m_camera_object(self, value: GameObject)
fn m_render_texture(self) -> RenderTexture
fn set_m_render_texture(self, value: RenderTexture)
fn m_offscreen_camera(self) -> CustomOffscreenCamera
fn set_m_offscreen_camera(self, value: CustomOffscreenCamera)
fn m_chara_updater(self) -> UnitInfoWindowCharaUpdater
fn set_m_chara_updater(self, value: UnitInfoWindowCharaUpdater)
fn m_animator(self) -> Animator
fn set_m_animator(self, value: Animator)
fn m_is_valid(self) -> bool
fn set_m_is_valid(self, value: bool)
fn m_is_chara_stand_by(self) -> bool
fn set_m_is_chara_stand_by(self, value: bool)
fn m_is_reverse(self) -> bool
fn set_m_is_reverse(self, value: bool)
fn m_is_reverse_rotation(self) -> bool
fn set_m_is_reverse_rotation(self, value: bool)
fn m_unit(self) -> Unit
fn set_m_unit(self, value: Unit)
fn m_god(self) -> GodUnit
fn set_m_god(self, value: GodUnit)
fn m_next_load_unit(self) -> Unit
fn set_m_next_load_unit(self, value: Unit)
fn m_next_load_god(self) -> GodUnit
fn set_m_next_load_god(self, value: GodUnit)
fn m_next_callback(self) -> CharacterFactoryAsync_onLoad
fn set_m_next_callback(self, value: CharacterFactoryAsync_onLoad)
fn m_chara(self) -> Character
fn set_m_chara(self, value: Character)
fn m_create_reserve_unit_item(self) -> UnitItem
fn set_m_create_reserve_unit_item(self, value: UnitItem)
fn m_is_efficacy(self) -> bool
fn set_m_is_efficacy(self, value: bool)
fn m_look_at_transform(self) -> Transform
fn set_m_look_at_transform(self, value: Transform)
fn m_on_setup_done_callback(self) -> Action
fn set_m_on_setup_done_callback(self, value: Action)
fn m_delay_frame_count(self) -> GameParam_Holder
fn set_m_delay_frame_count(self, value: GameParam_Holder)
impl Copy for UnitInfoWindowCharaModel
impl IObject for UnitInfoWindowCharaModel
Auto Trait Implementations§
impl Freeze for UnitInfoWindowCharaModel
impl RefUnwindSafe for UnitInfoWindowCharaModel
impl !Send for UnitInfoWindowCharaModel
impl !Sync for UnitInfoWindowCharaModel
impl Unpin for UnitInfoWindowCharaModel
impl UnwindSafe for UnitInfoWindowCharaModel
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fn system_i_disposable_dispose(self)where
Self: Sized,
Source§impl<T0, __U> IQueue_1_EnumeratorMethods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
impl<T0, __U> IQueue_1_EnumeratorMethods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
fn ctor(self, q: Queue_1<T0>)where
Self: Sized,
fn dispose(self)where
Self: Sized,
fn move_next(self) -> boolwhere
Self: Sized,
fn get_current(self) -> T0where
Self: Sized,
fn throw_enumeration_not_started_or_ended(self)where
Self: Sized,
fn system_collections_i_enumerator_get_current(self) -> Objectwhere
Self: Sized,
fn system_collections_i_enumerator_reset(self)where
Self: Sized,
Source§impl<T0, __U> IScriptPlayable_1Methods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
impl<T0, __U> IScriptPlayable_1Methods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
fn get_null() -> ScriptPlayable_1<T0>
fn create(graph: PlayableGraph, input_count: i32) -> ScriptPlayable_1<T0>
fn create_2( graph: PlayableGraph, template: T0, input_count: i32, ) -> ScriptPlayable_1<T0>
fn create_handle( graph: PlayableGraph, template: T0, input_count: i32, ) -> PlayableHandle
fn create_script_instance() -> Object
fn clone_script_instance(source: IPlayableBehaviour_Interface) -> Object
fn clone_script_instance_from_engine_object(source: Object_2) -> Object
fn ctor(self, handle: PlayableHandle)where
Self: Sized,
fn get_handle(self) -> PlayableHandlewhere
Self: Sized,
fn get_behaviour(self) -> T0where
Self: Sized,
fn op_implicit(playable: ScriptPlayable_1<T0>) -> Playable
fn op_explicit(playable: Playable) -> ScriptPlayable_1<T0>
fn equals(self, other: ScriptPlayable_1<T0>) -> boolwhere
Self: Sized,
fn cctor()
Source§impl<T0, T1, __U> ISortedDictionary_2_EnumeratorMethods<T0, T1> for __U
impl<T0, T1, __U> ISortedDictionary_2_EnumeratorMethods<T0, T1> for __U
fn ctor(
self,
dictionary: SortedDictionary_2<T0, T1>,
get_enumerator_ret_type: i32,
)where
Self: Sized,
fn move_next(self) -> boolwhere
Self: Sized,
fn dispose(self)where
Self: Sized,
fn get_current(self) -> KeyValuePair_2<T0, T1>where
Self: Sized,
fn get_not_started_or_ended(self) -> boolwhere
Self: Sized,
fn reset(self)where
Self: Sized,
fn system_collections_i_enumerator_reset(self)where
Self: Sized,
fn system_collections_i_enumerator_get_current(self) -> Objectwhere
Self: Sized,
fn system_collections_i_dictionary_enumerator_get_key(self) -> Objectwhere
Self: Sized,
fn system_collections_i_dictionary_enumerator_get_value(self) -> Objectwhere
Self: Sized,
fn system_collections_i_dictionary_enumerator_get_entry(self) -> DictionaryEntrywhere
Self: Sized,
Source§impl<T0, T1, __U> ISortedDictionary_2_KeyCollection_EnumeratorMethods<T0, T1> for __U
impl<T0, T1, __U> ISortedDictionary_2_KeyCollection_EnumeratorMethods<T0, T1> for __U
fn ctor(self, dictionary: SortedDictionary_2<T0, T1>)where
Self: Sized,
fn dispose(self)where
Self: Sized,
fn move_next(self) -> boolwhere
Self: Sized,
fn get_current(self) -> T0where
Self: Sized,
fn system_collections_i_enumerator_get_current(self) -> Objectwhere
Self: Sized,
fn system_collections_i_enumerator_reset(self)where
Self: Sized,
Source§impl<T0, T1, __U> ISortedDictionary_2_ValueCollection_EnumeratorMethods<T0, T1> for __U
impl<T0, T1, __U> ISortedDictionary_2_ValueCollection_EnumeratorMethods<T0, T1> for __U
fn ctor(self, dictionary: SortedDictionary_2<T0, T1>)where
Self: Sized,
fn dispose(self)where
Self: Sized,
fn move_next(self) -> boolwhere
Self: Sized,
fn get_current(self) -> T1where
Self: Sized,
fn system_collections_i_enumerator_get_current(self) -> Objectwhere
Self: Sized,
fn system_collections_i_enumerator_reset(self)where
Self: Sized,
Source§impl<T0, __U> ISortedSet_1_EnumeratorMethods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
impl<T0, __U> ISortedSet_1_EnumeratorMethods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
fn ctor(self, set: SortedSet_1<T0>)where
Self: Sized,
fn ctor_2(self, set: SortedSet_1<T0>, reverse: bool)where
Self: Sized,
fn system_runtime_serialization_i_deserialization_callback_on_deserialization(
self,
sender: Object,
)where
Self: Sized,
fn initialize(self)where
Self: Sized,
fn move_next(self) -> boolwhere
Self: Sized,
fn dispose(self)where
Self: Sized,
fn get_current(self) -> T0where
Self: Sized,
fn system_collections_i_enumerator_get_current(self) -> Objectwhere
Self: Sized,
fn get_not_started_or_ended(self) -> boolwhere
Self: Sized,
fn reset(self)where
Self: Sized,
fn system_collections_i_enumerator_reset(self)where
Self: Sized,
fn cctor()
Source§impl<T0, __U> IStack_1_EnumeratorMethods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
impl<T0, __U> IStack_1_EnumeratorMethods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
fn ctor(self, stack: Stack_1<T0>)where
Self: Sized,
fn dispose(self)where
Self: Sized,
fn move_next(self) -> boolwhere
Self: Sized,
fn get_current(self) -> T0where
Self: Sized,
fn throw_enumeration_not_started_or_ended(self)where
Self: Sized,
fn system_collections_i_enumerator_get_current(self) -> Objectwhere
Self: Sized,
fn system_collections_i_enumerator_reset(self)where
Self: Sized,
Source§impl<T0, __U> ITMP_TextProcessingStack_1Methods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
impl<T0, __U> ITMP_TextProcessingStack_1Methods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
fn ctor(self, stack: Array<T0>)where
Self: Sized,
fn ctor_2(self, capacity: i32)where
Self: Sized,
fn ctor_3(self, capacity: i32, rollover_size: i32)where
Self: Sized,
fn get_count(self) -> i32where
Self: Sized,
fn get_current(self) -> T0where
Self: Sized,
fn get_rollover_size(self) -> i32where
Self: Sized,
fn set_rollover_size(self, value: i32)where
Self: Sized,
fn set_default(stack: Array<TMP_TextProcessingStack_1<T0>>, item: T0)
fn clear(self)where
Self: Sized,
fn set_default_2(self, item: T0)where
Self: Sized,
fn add(self, item: T0)where
Self: Sized,
fn remove(self) -> T0where
Self: Sized,
fn push(self, item: T0)where
Self: Sized,
fn pop(self) -> T0where
Self: Sized,
fn peek(self) -> T0where
Self: Sized,
fn current_item(self) -> T0where
Self: Sized,
fn previous_item(self) -> T0where
Self: Sized,
Source§impl<__T> IUnitInfoWindowCharaModelMethods for __Twhere
__T: IUnitInfoWindowCharaModel,
impl<__T> IUnitInfoWindowCharaModelMethods for __Twhere
__T: IUnitInfoWindowCharaModel,
Source§fn set_on_setup_done_callback(self, callback: impl Into<Action>)
fn set_on_setup_done_callback(self, callback: impl Into<Action>)
SetOnSetupDoneCallback(crate::system::action::Action) overloadSource§fn ctor(
self,
is_duplicate_render_texture: impl Into<bool>,
is_reverse: impl Into<bool>,
)
fn ctor( self, is_duplicate_render_texture: impl Into<bool>, is_reverse: impl Into<bool>, )
.ctor(bool, bool) overloadSource§fn create_async(
self,
is_duplicate_render_texture: impl Into<bool>,
is_reverse: impl Into<bool>,
)
fn create_async( self, is_duplicate_render_texture: impl Into<bool>, is_reverse: impl Into<bool>, )
CreateAsync(bool, bool) overloadSource§fn is_creating(self) -> bool
fn is_creating(self) -> bool
IsCreating() overloadSource§fn is_loading_model(self) -> bool
fn is_loading_model(self) -> bool
IsLoadingModel() overloadSource§fn set_unit(
self,
unit: impl Into<Unit>,
x: impl Into<i32>,
z: impl Into<i32>,
b_relax: impl Into<bool>,
b_reverse_rotation: impl Into<bool>,
is_delay_load: impl Into<bool>,
)
fn set_unit( self, unit: impl Into<Unit>, x: impl Into<i32>, z: impl Into<i32>, b_relax: impl Into<bool>, b_reverse_rotation: impl Into<bool>, is_delay_load: impl Into<bool>, )
SetUnit(crate::app::unit::Unit, i32, i32, bool, bool, bool) overloadSource§fn forced_set_unit(
self,
unit: impl Into<Unit>,
b_relax: impl Into<bool>,
b_reverse_rotation: impl Into<bool>,
is_delay_load: impl Into<bool>,
)
fn forced_set_unit( self, unit: impl Into<Unit>, b_relax: impl Into<bool>, b_reverse_rotation: impl Into<bool>, is_delay_load: impl Into<bool>, )
ForcedSetUnit(crate::app::unit::Unit, bool, bool, bool) overloadSource§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_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) overloadSource§fn 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) overloadSource§fn set_unit_impl(
self,
unit: impl Into<Unit>,
b_relax: impl Into<bool>,
b_reverse_rotation: impl Into<bool>,
is_delay_load: impl Into<bool>,
is_changed: impl Into<bool>,
is_hub: impl Into<bool>,
)
fn set_unit_impl( self, unit: impl Into<Unit>, b_relax: impl Into<bool>, b_reverse_rotation: impl Into<bool>, is_delay_load: impl Into<bool>, is_changed: impl Into<bool>, is_hub: impl Into<bool>, )
SetUnitImpl(crate::app::unit::Unit, bool, bool, bool, bool, bool) overloadSource§fn update_motion(self)
fn update_motion(self)
UpdateMotion() overloadSource§fn update_visible(self)
fn update_visible(self)
UpdateVisible() overloadSource§fn create_impl(
self,
is_duplicate_render_texture: impl Into<bool>,
is_reverse: impl Into<bool>,
)
fn create_impl( self, is_duplicate_render_texture: impl Into<bool>, is_reverse: impl Into<bool>, )
CreateImpl(bool, bool) overloadSource§fn delete_chara_model(self)
fn delete_chara_model(self)
DeleteCharaModel() overloadSource§fn delete_chara_model_2(self, chara: impl Into<Character>)
fn delete_chara_model_2(self, chara: impl Into<Character>)
DeleteCharaModel(crate::combat::character::Character) overloadSource§fn create_chara_model(self, b_relax: impl Into<bool>, is_hub: impl Into<bool>)
fn create_chara_model(self, b_relax: impl Into<bool>, is_hub: impl Into<bool>)
CreateCharaModel(bool, bool) overloadSource§fn update_character_animation(
self,
chara: impl Into<Character>,
b_relax: impl Into<bool>,
is_hub: impl Into<bool>,
unit_item: impl Into<UnitItem>,
)
fn update_character_animation( self, chara: impl Into<Character>, b_relax: impl Into<bool>, is_hub: impl Into<bool>, unit_item: impl Into<UnitItem>, )
UpdateCharacterAnimation(crate::combat::character::Character, bool, bool, crate::app::unititem::UnitItem) overloadSource§fn set_god(
self,
god: impl Into<GodUnit>,
b_relax: impl Into<bool>,
b_reverse_rotation: impl Into<bool>,
is_delay_load: impl Into<bool>,
)
fn set_god( self, god: impl Into<GodUnit>, b_relax: impl Into<bool>, b_reverse_rotation: impl Into<bool>, is_delay_load: impl Into<bool>, )
SetGod(crate::app::godunit::GodUnit, bool, bool, bool) overloadSource§fn chara_only_on(self)
fn chara_only_on(self)
CharaOnlyOn() overloadSource§fn chara_only_off(self)
fn chara_only_off(self)
CharaOnlyOff() overloadSource§fn is_chara_only_transition(self) -> bool
fn is_chara_only_transition(self) -> bool
IsCharaOnlyTransition() overloadSource§fn 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) overloadSource§fn 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) overloadSource§fn set_efficacy_attack(self, is_efficacy: impl Into<bool>)
fn set_efficacy_attack(self, is_efficacy: impl Into<bool>)
SetEfficacyAttack(bool) overloadSource§fn set_relax_anime(self, transition_duration: impl Into<f32>)
fn set_relax_anime(self, transition_duration: impl Into<f32>)
SetRelaxAnime(f32) overloadSource§fn set_status_anime(self, transition_duration: impl Into<f32>)
fn set_status_anime(self, transition_duration: impl Into<f32>)
SetStatusAnime(f32) overloadSource§fn 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) overloadSource§fn 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) overloadSource§fn set_weapon_shop_chara(self)
fn set_weapon_shop_chara(self)
SetWeaponShopChara() overloadSource§fn set_summon_chara(self)
fn set_summon_chara(self)
SetSummonChara() overloadSource§fn update_god_select_normal_face_anime(self)
fn update_god_select_normal_face_anime(self)
UpdateGodSelectNormalFaceAnime() overloadSource§fn show_weapon(self, item: impl Into<ItemData>)
fn show_weapon(self, item: impl Into<ItemData>)
ShowWeapon(crate::app::itemdata::ItemData) overloadSource§fn hide_weapon(self)
fn hide_weapon(self)
HideWeapon() overloadSource§fn transparent_on(self)
fn transparent_on(self)
TransparentOn() overloadSource§fn transparent_off(self)
fn transparent_off(self)
TransparentOff() overloadSource§fn deactivate(self, b_clear_stand_by: impl Into<bool>)
fn deactivate(self, b_clear_stand_by: impl Into<bool>)
Deactivate(bool) overloadSource§fn set_chara_image(self, image_simple: impl Into<Image>)
fn set_chara_image(self, image_simple: impl Into<Image>)
SetCharaImage(crate::unity_engine::ui::image::Image) overloadSource§fn get_render_texture(self) -> RenderTexture
fn get_render_texture(self) -> RenderTexture
get_RenderTexture() overloadSource§fn get_face_camera_component(self) -> Camera
fn get_face_camera_component(self) -> Camera
get_FaceCameraComponent() overloadSource§fn get_head_locator(self) -> Transform
fn get_head_locator(self) -> Transform
GetHeadLocator() overloadSource§fn set_head_locator(
self,
pos: impl Into<Vector3>,
default_weight: impl Into<f32>,
)
fn set_head_locator( self, pos: impl Into<Vector3>, default_weight: impl Into<f32>, )
SetHeadLocator(crate::unity_engine::vector3::Vector3, f32) overloadSource§fn set_head_locator_2(
self,
loc: impl Into<Transform>,
default_weight: impl Into<f32>,
is_weight_interpolated: impl Into<bool>,
)
fn set_head_locator_2( self, loc: impl Into<Transform>, default_weight: impl Into<f32>, is_weight_interpolated: impl Into<bool>, )
SetHeadLocator(crate::unity_engine::transform::Transform, f32, bool) overloadSource§fn set_look_at(self, transform: impl Into<Transform>)
fn set_look_at(self, transform: impl Into<Transform>)
SetLookAt(crate::unity_engine::transform::Transform) overloadSource§fn set_look_at_camera(self)
fn set_look_at_camera(self)
SetLookAtCamera() overloadSource§fn set_eyes_weight(self, default_eyes_weight: impl Into<f32>)
fn set_eyes_weight(self, default_eyes_weight: impl Into<f32>)
SetEyesWeight(f32) overloadSource§fn is_chara_visible(self) -> bool
fn is_chara_visible(self) -> bool
IsCharaVisible() overloadSource§fn 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) overloadSource§fn 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) overloadSource§fn play_reserved_chara_voice(self)
fn play_reserved_chara_voice(self)
PlayReservedCharaVoice() overloadSource§fn add_chara_rot(self, quaternion: impl Into<Quaternion>)
fn add_chara_rot(self, quaternion: impl Into<Quaternion>)
AddCharaRot(crate::unity_engine::quaternion::Quaternion) overloadSource§fn set_camera_adjust_y(self)
fn set_camera_adjust_y(self)
SetCameraAdjustY() overloadSource§fn setup(
self,
is_duplicate_render_texture: impl Into<bool>,
is_reverse: impl Into<bool>,
) -> bool
fn setup( self, is_duplicate_render_texture: impl Into<bool>, is_reverse: impl Into<bool>, ) -> bool
Setup(bool, bool) overloadSource§fn get_game_object(self, obj_name: impl Into<Il2CppString>) -> GameObject
fn get_game_object(self, obj_name: impl Into<Il2CppString>) -> GameObject
GetGameObject(::unity::Il2CppString) overloadSource§fn create_unit_model(
self,
unit: impl Into<Unit>,
callback: impl Into<CharacterFactoryAsync_onLoad>,
is_hub: impl Into<bool>,
)
fn create_unit_model( self, unit: impl Into<Unit>, callback: impl Into<CharacterFactoryAsync_onLoad>, is_hub: impl Into<bool>, )
CreateUnitModel(crate::app::unit::Unit, crate::app::talk3_d::characterfactoryasync_2::CharacterFactoryAsync_onLoad, bool) overloadSource§fn create_god_model(
self,
god: impl Into<GodUnit>,
callback: impl Into<CharacterFactoryAsync_onLoad>,
)
fn create_god_model( self, god: impl Into<GodUnit>, callback: impl Into<CharacterFactoryAsync_onLoad>, )
CreateGodModel(crate::app::godunit::GodUnit, crate::app::talk3_d::characterfactoryasync_2::CharacterFactoryAsync_onLoad) overloadSource§fn create_unit_model_relay(
self,
person: impl Into<PersonData>,
job: impl Into<JobData>,
edit: impl Into<UnitEdit>,
callback: impl Into<CharacterFactoryAsync_onLoad>,
)
fn create_unit_model_relay( self, person: impl Into<PersonData>, job: impl Into<JobData>, edit: impl Into<UnitEdit>, callback: impl Into<CharacterFactoryAsync_onLoad>, )
CreateUnitModelRelay(crate::app::persondata::PersonData, crate::app::jobdata::JobData, crate::app::unitedit::UnitEdit, crate::app::talk3_d::characterfactoryasync_2::CharacterFactoryAsync_onLoad) overloadSource§fn wait_loading(self) -> IEnumerator
fn wait_loading(self) -> IEnumerator
WaitLoading() overloadSource§fn hide_chara_image(self)
fn hide_chara_image(self)
HideCharaImage() overloadSource§fn on_setup_done(self)
fn on_setup_done(self)
OnSetupDone() overloadSource§fn create_chara_model_2(self, chara: impl Into<Character>) -> Character
fn create_chara_model_2(self, chara: impl Into<Character>) -> Character
CreateCharaModel(crate::combat::character::Character) overloadSource§fn get_game_object_2(self) -> GameObject
fn get_game_object_2(self) -> GameObject
get_GameObject() overload