pub trait IUnitModelMethods: IUnitModel {
Show 67 methods
// Provided methods
fn get_model_hash(self) -> i32 { ... }
fn get_equip_hash(self) -> i32 { ... }
fn get_proportion_parameters(self) -> ProportionParameters { ... }
fn get_sound(self) -> AssetTable_Sound { ... }
fn get_is_visible(self) -> bool { ... }
fn get_head(self) -> GameObject { ... }
fn get_body(self) -> GameObject { ... }
fn get_ride(self) -> GameObject { ... }
fn find_object(self, name: impl Into<Il2CppString>) -> GameObject { ... }
fn get_alpha(self) -> f32 { ... }
fn initialize(self, unit: impl Into<Unit>, god_unit: impl Into<GodUnit>) { ... }
fn bright_on(self) { ... }
fn bright_off(self) { ... }
fn shine(self, time: impl Into<f32>) { ... }
fn fade_in(self, time: impl Into<f32>) { ... }
fn fade_out(self, time: impl Into<f32>) { ... }
fn god_change(
self,
time: impl Into<f32>,
alpha: impl Into<f32>,
name: impl Into<Il2CppString>,
) { ... }
fn god_in(self, time: impl Into<f32>) { ... }
fn god_out(self, time: impl Into<f32>) { ... }
fn set_material_float(
self,
name: impl Into<Il2CppString>,
value: impl Into<f32>,
) { ... }
fn set_material_color(
self,
name: impl Into<Il2CppString>,
color: impl Into<Color>,
) { ... }
fn set_material_color_2(
self,
material: impl Into<Il2CppString>,
name: impl Into<Il2CppString>,
color: impl Into<Color>,
) { ... }
fn set_material_alpha(self, alpha: impl Into<f32>) { ... }
fn commit_model(self) { ... }
fn commit_renader(self) { ... }
fn commit_acc_skin(
self,
root: impl Into<Transform>,
acc: impl Into<GameObject>,
) { ... }
fn set_animator_controller(
self,
go: impl Into<GameObject>,
controller: impl Into<RuntimeAnimatorController>,
) { ... }
fn get_animator(self, go: impl Into<GameObject>) -> Animator { ... }
fn get_animator_controller(
self,
go: impl Into<GameObject>,
) -> RuntimeAnimatorController { ... }
fn swap(self) { ... }
fn load_async(self, result: impl Into<AssetTable_Result>) -> bool { ... }
fn load_async_2(self, name: impl Into<Il2CppString>) { ... }
fn try_destroy(self) -> (bool, GameObject) { ... }
fn ctor(self) { ... }
fn on_destroy(self) { ... }
fn unload(self) { ... }
fn is_loading(self) -> bool { ... }
fn update_loading(self) { ... }
fn update_visible(self) { ... }
fn update_visible_2(self, visible: impl Into<bool>) { ... }
fn tick_color(self) { ... }
fn update_color(self) { ... }
fn commit_color(self, flags: impl Into<UnitModel_ColorFlags>) { ... }
fn update_dirty(self) { ... }
fn update_weight(self) { ... }
fn pre_tick(self) { ... }
fn post_tick(self) { ... }
fn get_anim(self) -> UnitAnim_Types { ... }
fn get_idle_anim(self) -> UnitAnim_Types { ... }
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_idle(self, time: impl Into<UnitAnim_Times>) { ... }
fn play_anim(
self,
type: impl Into<UnitAnim_Types>,
time: impl Into<UnitAnim_Times>,
) { ... }
fn instantiate(
self,
go: impl Into<GameObject>,
name: impl Into<Il2CppString>,
) -> GameObject { ... }
fn instantiate_left_weapon(self, go: impl Into<GameObject>) { ... }
fn instantiate_right_weapon(self, go: impl Into<GameObject>) { ... }
fn update_weapon(self, equip_item: impl Into<ItemData>) { ... }
fn get_animator_2(self) -> Animator { ... }
fn update_anim(self) { ... }
fn set_force_item(self, item: impl Into<ItemData>) { ... }
fn update_speed(self) { ... }
fn set_speed(self, speed: impl Into<f32>) { ... }
fn get_speed(self) -> f32 { ... }
fn commit_proportion(self) { ... }
fn get_animators(self) -> Array<Animator> { ... }
fn on_game_color_validate(self) { ... }
fn get_effect_position(self) -> Vector3 { ... }
}Provided Methods§
Sourcefn get_model_hash(self) -> i32
fn get_model_hash(self) -> i32
get_ModelHash() overload
Sourcefn get_equip_hash(self) -> i32
fn get_equip_hash(self) -> i32
get_EquipHash() overload
Sourcefn get_proportion_parameters(self) -> ProportionParameters
fn get_proportion_parameters(self) -> ProportionParameters
get_ProportionParameters() overload
Sourcefn get_sound(self) -> AssetTable_Sound
fn get_sound(self) -> AssetTable_Sound
get_Sound() overload
Sourcefn get_is_visible(self) -> bool
fn get_is_visible(self) -> bool
get_IsVisible() overload
Sourcefn get_head(self) -> GameObject
fn get_head(self) -> GameObject
get_Head() overload
Sourcefn get_body(self) -> GameObject
fn get_body(self) -> GameObject
get_Body() overload
Sourcefn get_ride(self) -> GameObject
fn get_ride(self) -> GameObject
get_Ride() overload
Sourcefn find_object(self, name: impl Into<Il2CppString>) -> GameObject
fn find_object(self, name: impl Into<Il2CppString>) -> GameObject
FindObject(::unity::Il2CppString) overload
Sourcefn initialize(self, unit: impl Into<Unit>, god_unit: impl Into<GodUnit>)
fn initialize(self, unit: impl Into<Unit>, god_unit: impl Into<GodUnit>)
Initialize(crate::app::unit::Unit, crate::app::godunit::GodUnit) overload
Sourcefn bright_off(self)
fn bright_off(self)
BrightOff() overload
Sourcefn god_change(
self,
time: impl Into<f32>,
alpha: impl Into<f32>,
name: impl Into<Il2CppString>,
)
fn god_change( self, time: impl Into<f32>, alpha: impl Into<f32>, name: impl Into<Il2CppString>, )
GodChange(f32, f32, ::unity::Il2CppString) overload
Sourcefn set_material_float(
self,
name: impl Into<Il2CppString>,
value: impl Into<f32>,
)
fn set_material_float( self, name: impl Into<Il2CppString>, value: impl Into<f32>, )
SetMaterialFloat(::unity::Il2CppString, f32) overload
Sourcefn set_material_color(
self,
name: impl Into<Il2CppString>,
color: impl Into<Color>,
)
fn set_material_color( self, name: impl Into<Il2CppString>, color: impl Into<Color>, )
SetMaterialColor(::unity::Il2CppString, crate::unity_engine::color::Color) overload
Sourcefn set_material_color_2(
self,
material: impl Into<Il2CppString>,
name: impl Into<Il2CppString>,
color: impl Into<Color>,
)
fn set_material_color_2( self, material: impl Into<Il2CppString>, name: impl Into<Il2CppString>, color: impl Into<Color>, )
SetMaterialColor(::unity::Il2CppString, ::unity::Il2CppString, crate::unity_engine::color::Color) overload
Sourcefn set_material_alpha(self, alpha: impl Into<f32>)
fn set_material_alpha(self, alpha: impl Into<f32>)
SetMaterialAlpha(f32) overload
Sourcefn commit_model(self)
fn commit_model(self)
CommitModel() overload
Sourcefn commit_renader(self)
fn commit_renader(self)
CommitRenader() overload
Sourcefn commit_acc_skin(self, root: impl Into<Transform>, acc: impl Into<GameObject>)
fn commit_acc_skin(self, root: impl Into<Transform>, acc: impl Into<GameObject>)
CommitAccSkin(crate::unity_engine::transform::Transform, crate::unity_engine::gameobject::GameObject) overload
Sourcefn set_animator_controller(
self,
go: impl Into<GameObject>,
controller: impl Into<RuntimeAnimatorController>,
)
fn set_animator_controller( self, go: impl Into<GameObject>, controller: impl Into<RuntimeAnimatorController>, )
SetAnimatorController(crate::unity_engine::gameobject::GameObject, crate::unity_engine::runtimeanimatorcontroller::RuntimeAnimatorController) overload
Sourcefn get_animator(self, go: impl Into<GameObject>) -> Animator
fn get_animator(self, go: impl Into<GameObject>) -> Animator
GetAnimator(crate::unity_engine::gameobject::GameObject) overload
Sourcefn get_animator_controller(
self,
go: impl Into<GameObject>,
) -> RuntimeAnimatorController
fn get_animator_controller( self, go: impl Into<GameObject>, ) -> RuntimeAnimatorController
GetAnimatorController(crate::unity_engine::gameobject::GameObject) overload
Sourcefn load_async(self, result: impl Into<AssetTable_Result>) -> bool
fn load_async(self, result: impl Into<AssetTable_Result>) -> bool
LoadAsync(crate::app::assettable::AssetTable_Result) overload
Sourcefn load_async_2(self, name: impl Into<Il2CppString>)
fn load_async_2(self, name: impl Into<Il2CppString>)
LoadAsync(::unity::Il2CppString) overload
Sourcefn try_destroy(self) -> (bool, GameObject)
fn try_destroy(self) -> (bool, GameObject)
TryDestroy(*mutcrate::unity_engine::gameobject::GameObject) overload
Sourcefn on_destroy(self)
fn on_destroy(self)
OnDestroy() overload
Sourcefn is_loading(self) -> bool
fn is_loading(self) -> bool
IsLoading() overload
Sourcefn update_loading(self)
fn update_loading(self)
UpdateLoading() overload
Sourcefn update_visible(self)
fn update_visible(self)
UpdateVisible() overload
Sourcefn update_visible_2(self, visible: impl Into<bool>)
fn update_visible_2(self, visible: impl Into<bool>)
UpdateVisible(bool) overload
Sourcefn tick_color(self)
fn tick_color(self)
TickColor() overload
Sourcefn update_color(self)
fn update_color(self)
UpdateColor() overload
Sourcefn commit_color(self, flags: impl Into<UnitModel_ColorFlags>)
fn commit_color(self, flags: impl Into<UnitModel_ColorFlags>)
CommitColor(crate::app::unitmodel::UnitModel_ColorFlags) overload
Sourcefn update_dirty(self)
fn update_dirty(self)
UpdateDirty() overload
Sourcefn update_weight(self)
fn update_weight(self)
UpdateWeight() overload
Sourcefn get_anim(self) -> UnitAnim_Types
fn get_anim(self) -> UnitAnim_Types
GetAnim() overload
Sourcefn get_idle_anim(self) -> UnitAnim_Types
fn get_idle_anim(self) -> UnitAnim_Types
GetIdleAnim() overload
Sourcefn set_idle_anim(
self,
type: impl Into<UnitAnim_Types>,
time: impl Into<UnitAnim_Times>,
)
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
Sourcefn set_idle_anim_2(
self,
action: impl Into<UnitSequence_Action>,
time: impl Into<UnitAnim_Times>,
)
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
Sourcefn play_idle(self, time: impl Into<UnitAnim_Times>)
fn play_idle(self, time: impl Into<UnitAnim_Times>)
PlayIdle(crate::app::unitanim::UnitAnim_Times) overload
Sourcefn play_anim(
self,
type: impl Into<UnitAnim_Types>,
time: impl Into<UnitAnim_Times>,
)
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
Sourcefn instantiate(
self,
go: impl Into<GameObject>,
name: impl Into<Il2CppString>,
) -> GameObject
fn instantiate( self, go: impl Into<GameObject>, name: impl Into<Il2CppString>, ) -> GameObject
Instantiate(crate::unity_engine::gameobject::GameObject, ::unity::Il2CppString) overload
Sourcefn instantiate_left_weapon(self, go: impl Into<GameObject>)
fn instantiate_left_weapon(self, go: impl Into<GameObject>)
InstantiateLeftWeapon(crate::unity_engine::gameobject::GameObject) overload
Sourcefn instantiate_right_weapon(self, go: impl Into<GameObject>)
fn instantiate_right_weapon(self, go: impl Into<GameObject>)
InstantiateRightWeapon(crate::unity_engine::gameobject::GameObject) overload
Sourcefn update_weapon(self, equip_item: impl Into<ItemData>)
fn update_weapon(self, equip_item: impl Into<ItemData>)
UpdateWeapon(crate::app::itemdata::ItemData) overload
Sourcefn get_animator_2(self) -> Animator
fn get_animator_2(self) -> Animator
GetAnimator() overload
Sourcefn update_anim(self)
fn update_anim(self)
UpdateAnim() overload
Sourcefn set_force_item(self, item: impl Into<ItemData>)
fn set_force_item(self, item: impl Into<ItemData>)
SetForceItem(crate::app::itemdata::ItemData) overload
Sourcefn update_speed(self)
fn update_speed(self)
UpdateSpeed() overload
Sourcefn commit_proportion(self)
fn commit_proportion(self)
CommitProportion() overload
Sourcefn get_animators(self) -> Array<Animator>
fn get_animators(self) -> Array<Animator>
GetAnimators() overload
Sourcefn on_game_color_validate(self)
fn on_game_color_validate(self)
OnGameColorValidate() overload
Sourcefn get_effect_position(self) -> Vector3
fn get_effect_position(self) -> Vector3
GetEffectPosition() 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: IUnitModel> IUnitModelMethods for __T
app-unitmodel only.