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IVibrationManagerMethods

Trait IVibrationManagerMethods 

Source
pub trait IVibrationManagerMethods: IVibrationManager {
    // Provided methods
    fn ctor(self) { ... }
    fn set_file(self, file: impl Into<VibrationFile>, is_loop: impl Into<bool>) { ... }
    fn set_amplitude_magnitude(self, amplitude_magnitude: impl Into<f32>) { ... }
    fn set_amplitude(self, amp_low: impl Into<f32>, amp_high: impl Into<f32>) { ... }
    fn set_frequecy(self, freq_low: impl Into<f32>, freq_high: impl Into<f32>) { ... }
    fn one_shot(
        self,
        time: impl Into<f32>,
        amplitude_magnitude: impl Into<f32>,
        amp_low: impl Into<f32>,
        amp_high: impl Into<f32>,
    ) { ... }
    fn one_shot_2(
        self,
        time: impl Into<f32>,
        amplitude_magnitude: impl Into<f32>,
        amp_low: impl Into<f32>,
        amp_high: impl Into<f32>,
        freq_low: impl Into<f32>,
        freq_high: impl Into<f32>,
    ) { ... }
    fn stop_vibe(self) { ... }
    fn play_by_game_sound_event(
        self,
        event_name: impl Into<Il2CppString>,
        time: impl Into<f32>,
        is_loop: impl Into<bool>,
    ) { ... }
    fn play_by_vibration_file_name(
        self,
        vib_file_name: impl Into<Il2CppString>,
        amplitude_magnitude: impl Into<f32>,
        time: impl Into<f32>,
        is_loop: impl Into<bool>,
    ) { ... }
    fn update(self) { ... }
    fn setup_pad(
        self,
        npad_id: impl Into<NpadId>,
        npad_style: impl Into<NpadStyle>,
    ) { ... }
}

Provided Methods§

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fn ctor(self)

.ctor() overload

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fn set_file(self, file: impl Into<VibrationFile>, is_loop: impl Into<bool>)

SetFile(crate::app::vibrationfile::VibrationFile, bool) overload

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fn set_amplitude_magnitude(self, amplitude_magnitude: impl Into<f32>)

SetAmplitudeMagnitude(f32) overload

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fn set_amplitude(self, amp_low: impl Into<f32>, amp_high: impl Into<f32>)

SetAmplitude(f32, f32) overload

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fn set_frequecy(self, freq_low: impl Into<f32>, freq_high: impl Into<f32>)

SetFrequecy(f32, f32) overload

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fn one_shot( self, time: impl Into<f32>, amplitude_magnitude: impl Into<f32>, amp_low: impl Into<f32>, amp_high: impl Into<f32>, )

OneShot(f32, f32, f32, f32) overload

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fn one_shot_2( self, time: impl Into<f32>, amplitude_magnitude: impl Into<f32>, amp_low: impl Into<f32>, amp_high: impl Into<f32>, freq_low: impl Into<f32>, freq_high: impl Into<f32>, )

OneShot(f32, f32, f32, f32, f32, f32) overload

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fn stop_vibe(self)

StopVibe() overload

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fn play_by_game_sound_event( self, event_name: impl Into<Il2CppString>, time: impl Into<f32>, is_loop: impl Into<bool>, )

PlayByGameSoundEvent(::unity::Il2CppString, f32, bool) overload

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fn play_by_vibration_file_name( self, vib_file_name: impl Into<Il2CppString>, amplitude_magnitude: impl Into<f32>, time: impl Into<f32>, is_loop: impl Into<bool>, )

PlayByVibrationFileName(::unity::Il2CppString, f32, f32, bool) overload

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fn update(self)

Update() overload

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fn setup_pad(self, npad_id: impl Into<NpadId>, npad_style: impl Into<NpadStyle>)

SetupPad(crate::nn::hid::npadid::NpadId, crate::nn::hid::npadstyle::NpadStyle) 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§

Source§

impl<__T: IVibrationManager> IVibrationManagerMethods for __T

Available on crate feature app-vibrationmanager only.