pub trait IUnitInfoWindowCharaModel: IObject {
Show 48 methods
// Provided methods
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) { ... }
}Provided Methods§
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)
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.