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IUnitModelMethods

Trait IUnitModelMethods 

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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§

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fn get_model_hash(self) -> i32

get_ModelHash() overload

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fn get_equip_hash(self) -> i32

get_EquipHash() overload

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fn get_proportion_parameters(self) -> ProportionParameters

get_ProportionParameters() overload

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fn get_sound(self) -> AssetTable_Sound

get_Sound() overload

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fn get_is_visible(self) -> bool

get_IsVisible() overload

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fn get_head(self) -> GameObject

get_Head() overload

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fn get_body(self) -> GameObject

get_Body() overload

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fn get_ride(self) -> GameObject

get_Ride() overload

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fn find_object(self, name: impl Into<Il2CppString>) -> GameObject

FindObject(::unity::Il2CppString) overload

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fn get_alpha(self) -> f32

GetAlpha() overload

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fn initialize(self, unit: impl Into<Unit>, god_unit: impl Into<GodUnit>)

Initialize(crate::app::unit::Unit, crate::app::godunit::GodUnit) 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 shine(self, time: impl Into<f32>)

Shine(f32) 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_change( self, time: impl Into<f32>, alpha: impl Into<f32>, name: impl Into<Il2CppString>, )

GodChange(f32, f32, ::unity::Il2CppString) overload

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

GodIn(f32) overload

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

GodOut(f32) overload

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fn set_material_float( self, name: impl Into<Il2CppString>, value: impl Into<f32>, )

SetMaterialFloat(::unity::Il2CppString, f32) overload

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fn set_material_color( self, name: impl Into<Il2CppString>, color: impl Into<Color>, )

SetMaterialColor(::unity::Il2CppString, crate::unity_engine::color::Color) overload

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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

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fn set_material_alpha(self, alpha: impl Into<f32>)

SetMaterialAlpha(f32) overload

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fn commit_model(self)

CommitModel() overload

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fn commit_renader(self)

CommitRenader() overload

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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

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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

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fn get_animator(self, go: impl Into<GameObject>) -> Animator

GetAnimator(crate::unity_engine::gameobject::GameObject) overload

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fn get_animator_controller( self, go: impl Into<GameObject>, ) -> RuntimeAnimatorController

GetAnimatorController(crate::unity_engine::gameobject::GameObject) overload

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fn swap(self)

Swap() overload

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fn load_async(self, result: impl Into<AssetTable_Result>) -> bool

LoadAsync(crate::app::assettable::AssetTable_Result) overload

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fn load_async_2(self, name: impl Into<Il2CppString>)

LoadAsync(::unity::Il2CppString) overload

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fn try_destroy(self) -> (bool, GameObject)

TryDestroy(*mutcrate::unity_engine::gameobject::GameObject) overload

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fn ctor(self)

.ctor() overload

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fn on_destroy(self)

OnDestroy() overload

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fn unload(self)

Unload() 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 update_visible(self)

UpdateVisible() overload

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fn update_visible_2(self, visible: impl Into<bool>)

UpdateVisible(bool) overload

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fn tick_color(self)

TickColor() overload

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fn update_color(self)

UpdateColor() overload

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fn commit_color(self, flags: impl Into<UnitModel_ColorFlags>)

CommitColor(crate::app::unitmodel::UnitModel_ColorFlags) overload

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fn update_dirty(self)

UpdateDirty() overload

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fn update_weight(self)

UpdateWeight() 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 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 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_idle(self, time: impl Into<UnitAnim_Times>)

PlayIdle(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 instantiate( self, go: impl Into<GameObject>, name: impl Into<Il2CppString>, ) -> GameObject

Instantiate(crate::unity_engine::gameobject::GameObject, ::unity::Il2CppString) overload

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fn instantiate_left_weapon(self, go: impl Into<GameObject>)

InstantiateLeftWeapon(crate::unity_engine::gameobject::GameObject) overload

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fn instantiate_right_weapon(self, go: impl Into<GameObject>)

InstantiateRightWeapon(crate::unity_engine::gameobject::GameObject) overload

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fn update_weapon(self, equip_item: impl Into<ItemData>)

UpdateWeapon(crate::app::itemdata::ItemData) overload

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fn get_animator_2(self) -> Animator

GetAnimator() overload

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fn update_anim(self)

UpdateAnim() overload

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fn set_force_item(self, item: impl Into<ItemData>)

SetForceItem(crate::app::itemdata::ItemData) overload

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fn update_speed(self)

UpdateSpeed() 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 commit_proportion(self)

CommitProportion() overload

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fn get_animators(self) -> Array<Animator>

GetAnimators() overload

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fn on_game_color_validate(self)

OnGameColorValidate() overload

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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§

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impl<__T: IUnitModel> IUnitModelMethods for __T

Available on crate feature app-unitmodel only.