pub trait IBaseCombatLocationMethods: IBaseCombatLocation {
Show 88 methods
// Provided methods
fn get_item(self, i: impl Into<i32>) -> Vector3 { ... }
fn get_is_calculated(self) -> bool { ... }
fn set_is_calculated(self, value: impl Into<bool>) { ... }
fn get_is_located(self) -> bool { ... }
fn set_is_located(self, value: impl Into<bool>) { ... }
fn get_standard_flying_hight(self) -> f32 { ... }
fn get_shoot_flying_hight(self) -> f32 { ... }
fn get_height_over_flying_hight(self) -> f32 { ... }
fn get_try_count(self) -> i32 { ... }
fn set_try_count(self, value: impl Into<i32>) { ... }
fn get_pattern(self) -> i32 { ... }
fn set_pattern(self, value: impl Into<i32>) { ... }
fn get_use_open_style(self) -> bool { ... }
fn set_use_open_style(self, value: impl Into<bool>) { ... }
fn calculate(self, gs: impl Into<Array<CharacterGameStatus>>) { ... }
fn locate(
self,
chara_array: impl Into<Array<Character>>,
locate_style: impl Into<LocationParams_LocateStyle>,
) { ... }
fn locate_emblem(
self,
master_side: impl Into<i32>,
master: impl Into<Character>,
emblem: impl Into<Character>,
locate_style: impl Into<LocationParams_LocateStyle>,
) { ... }
fn get_record(self) -> CombatRecord { ... }
fn get_world_pos(self) -> Array<FXZ> { ... }
fn set_world_pos(self, value: impl Into<Array<FXZ>>) { ... }
fn get_damage_count(self) -> Array<i32> { ... }
fn set_damage_count(self, value: impl Into<Array<i32>>) { ... }
fn get_chara_tall(self) -> Array<f32> { ... }
fn set_chara_tall(self, value: impl Into<Array<f32>>) { ... }
fn get_chara_body_size(self) -> Array<f32> { ... }
fn set_chara_body_size(self, value: impl Into<Array<f32>>) { ... }
fn get_is_riding(self) -> Array<bool> { ... }
fn set_is_riding(self, value: impl Into<Array<bool>>) { ... }
fn get_is_flying(self) -> Array<bool> { ... }
fn set_is_flying(self, value: impl Into<Array<bool>>) { ... }
fn get_can_fly(self) -> Array<bool> { ... }
fn set_can_fly(self, value: impl Into<Array<bool>>) { ... }
fn get_is_big_dragon(self) -> Array<bool> { ... }
fn set_is_big_dragon(self, value: impl Into<Array<bool>>) { ... }
fn get_rough_pos(self) -> Array<FXZ> { ... }
fn set_rough_pos(self, value: impl Into<Array<FXZ>>) { ... }
fn get_out_pos(self) -> Array<Vector3> { ... }
fn set_out_pos(self, value: impl Into<Array<Vector3>>) { ... }
fn get_out_dir(self) -> Array<FXZ> { ... }
fn set_out_dir(self, value: impl Into<Array<FXZ>>) { ... }
fn get_set_flying(self) -> Array<bool> { ... }
fn set_set_flying(self, value: impl Into<Array<bool>>) { ... }
fn get_skip_check_over_wall(self) -> bool { ... }
fn set_skip_check_over_wall(self, value: impl Into<bool>) { ... }
fn get_start_distance(self) -> f32 { ... }
fn ctor(self, record: impl Into<CombatRecord>) { ... }
fn base_setup(self, gs: impl Into<Array<CharacterGameStatus>>) { ... }
fn setup(self, gs: impl Into<Array<CharacterGameStatus>>) { ... }
fn get_rough_pos_count(self) -> i32 { ... }
fn set_rough_pos_2(self, try_count: impl Into<i32>) { ... }
fn get_pattern_count(self) -> i32 { ... }
fn set_battle_patern(self, pattern: impl Into<i32>) { ... }
fn calc_location(self) { ... }
fn get_side_atk(self) -> i32 { ... }
fn get_side_dmg(self) -> i32 { ... }
fn is_move_over_wall(self) -> bool { ... }
fn is_move_over_wall_2(self, side: impl Into<i32>) -> bool { ... }
fn is_over_wall(
self,
s_x: impl Into<i32>,
s_z: impl Into<i32>,
g_x: impl Into<i32>,
g_z: impl Into<i32>,
is_fly: impl Into<bool>,
) -> bool { ... }
fn is_wall(self, side: impl Into<i32>, is_brawl: impl Into<bool>) -> bool { ... }
fn is_wall_2(
self,
x: impl Into<i32>,
z: impl Into<i32>,
is_brawl: impl Into<bool>,
is_fly: impl Into<bool>,
) -> bool { ... }
fn is_over_border(self, is_debug: impl Into<bool>) -> bool { ... }
fn is_over_head_border(self, is_debug: impl Into<bool>) -> bool { ... }
fn is_over_head_border_2(
self,
side: impl Into<i32>,
is_debug: impl Into<bool>,
) -> bool { ... }
fn is_rotate_too_much(self) -> bool { ... }
fn is_standable(self, is_debug: impl Into<bool>) -> bool { ... }
fn is_standable_2(
self,
side: impl Into<i32>,
is_debug: impl Into<bool>,
) -> bool { ... }
fn is_standable_3(
self,
side: impl Into<i32>,
size: impl Into<f32>,
is_debug: impl Into<bool>,
) -> bool { ... }
fn is_standable_4(
self,
center: impl Into<Vector3>,
size: impl Into<f32>,
mask: impl Into<i32>,
is_debug: impl Into<bool>,
) -> bool { ... }
fn is_out_of_map(self) -> bool { ... }
fn aboid_step(self) { ... }
fn aboid_step_2(self, side: impl Into<i32>, dist: impl Into<f32>) { ... }
fn get_height_for_fly(
self,
pos: impl Into<FXZ>,
fly: impl Into<f32>,
is_debug: impl Into<bool>,
) -> f32 { ... }
fn get_dist2_cliff_or_wall(
self,
side: impl Into<i32>,
dir: impl Into<FXZ>,
check_dist: impl Into<f32>,
is_debug: impl Into<bool>,
) -> f32 { ... }
fn get_dist2_cliff(
self,
side: impl Into<i32>,
dir: impl Into<FXZ>,
check_dist: impl Into<f32>,
is_debug: impl Into<bool>,
) -> f32 { ... }
fn get_dist2_wall(
self,
side: impl Into<i32>,
dir: impl Into<FXZ>,
check_dist: impl Into<f32>,
is_debug: impl Into<bool>,
) -> f32 { ... }
fn is_shootable(self, is_debug: impl Into<bool>) -> bool { ... }
fn check_camera_space(
self,
side: impl Into<i32>,
forward_dist: impl Into<f32>,
side_dist: impl Into<f32>,
is_debug: impl Into<bool>,
) -> bool { ... }
fn locate_for_solo(
self,
side: impl Into<i32>,
try_count: impl Into<i32>,
) -> bool { ... }
fn locate_to_open_space(self, is_debug: impl Into<bool>) -> bool { ... }
fn relocate_to_space(self, is_start: impl Into<bool>) { ... }
fn locate_for_win(self, chara_array: impl Into<Array<Character>>) { ... }
fn locate_solo_for_win(
self,
side: impl Into<i32>,
check_en_pos: impl Into<bool>,
forward: impl Into<FXZ>,
check_radius: impl Into<f32>,
) -> i32 { ... }
fn locate_for_skip(self, chara_array: impl Into<Array<Character>>) { ... }
fn locate_for_end_training(self, chara_array: impl Into<Array<Character>>) { ... }
fn locate_for_chain_attack(
self,
chain: impl Into<Character>,
chars: impl Into<Array<Character>>,
attack_hash: impl Into<i32>,
chain_attack_time: impl Into<f32>,
) { ... }
fn relocate_after_chain_guard(
self,
chara_array: impl Into<Array<Character>>,
guard: impl Into<Character>,
) { ... }
fn locate_emblem_after_combat(self, emblem: impl Into<Character>) { ... }
fn load_current_pos(self, chara_array: impl Into<Array<Character>>) { ... }
}Provided Methods§
Sourcefn get_is_calculated(self) -> bool
fn get_is_calculated(self) -> bool
get_IsCalculated() overload
Sourcefn set_is_calculated(self, value: impl Into<bool>)
fn set_is_calculated(self, value: impl Into<bool>)
set_IsCalculated(bool) overload
Sourcefn get_is_located(self) -> bool
fn get_is_located(self) -> bool
get_IsLocated() overload
Sourcefn set_is_located(self, value: impl Into<bool>)
fn set_is_located(self, value: impl Into<bool>)
set_IsLocated(bool) overload
Sourcefn get_standard_flying_hight(self) -> f32
fn get_standard_flying_hight(self) -> f32
get_StandardFlyingHight() overload
Sourcefn get_shoot_flying_hight(self) -> f32
fn get_shoot_flying_hight(self) -> f32
get_ShootFlyingHight() overload
Sourcefn get_height_over_flying_hight(self) -> f32
fn get_height_over_flying_hight(self) -> f32
get_HeightOverFlyingHight() overload
Sourcefn get_try_count(self) -> i32
fn get_try_count(self) -> i32
get_TryCount() overload
Sourcefn set_try_count(self, value: impl Into<i32>)
fn set_try_count(self, value: impl Into<i32>)
set_TryCount(i32) overload
Sourcefn get_pattern(self) -> i32
fn get_pattern(self) -> i32
get_Pattern() overload
Sourcefn set_pattern(self, value: impl Into<i32>)
fn set_pattern(self, value: impl Into<i32>)
set_Pattern(i32) overload
Sourcefn get_use_open_style(self) -> bool
fn get_use_open_style(self) -> bool
get_UseOpenStyle() overload
Sourcefn set_use_open_style(self, value: impl Into<bool>)
fn set_use_open_style(self, value: impl Into<bool>)
set_UseOpenStyle(bool) overload
Sourcefn calculate(self, gs: impl Into<Array<CharacterGameStatus>>)
fn calculate(self, gs: impl Into<Array<CharacterGameStatus>>)
Calculate(::unity::Array<crate::combat::charactergamestatus::CharacterGameStatus>) overload
Sourcefn locate(
self,
chara_array: impl Into<Array<Character>>,
locate_style: impl Into<LocationParams_LocateStyle>,
)
fn locate( self, chara_array: impl Into<Array<Character>>, locate_style: impl Into<LocationParams_LocateStyle>, )
Locate(::unity::Array<crate::combat::character::Character>, crate::combat::locationparams::LocationParams_LocateStyle) overload
Sourcefn locate_emblem(
self,
master_side: impl Into<i32>,
master: impl Into<Character>,
emblem: impl Into<Character>,
locate_style: impl Into<LocationParams_LocateStyle>,
)
fn locate_emblem( self, master_side: impl Into<i32>, master: impl Into<Character>, emblem: impl Into<Character>, locate_style: impl Into<LocationParams_LocateStyle>, )
LocateEmblem(i32, crate::combat::character::Character, crate::combat::character::Character, crate::combat::locationparams::LocationParams_LocateStyle) overload
Sourcefn get_record(self) -> CombatRecord
fn get_record(self) -> CombatRecord
get_Record() overload
Sourcefn get_world_pos(self) -> Array<FXZ>
fn get_world_pos(self) -> Array<FXZ>
get_WorldPos() overload
Sourcefn set_world_pos(self, value: impl Into<Array<FXZ>>)
fn set_world_pos(self, value: impl Into<Array<FXZ>>)
set_WorldPos(::unity::Array<crate::combat::fxz::FXZ>) overload
Sourcefn get_damage_count(self) -> Array<i32>
fn get_damage_count(self) -> Array<i32>
get_DamageCount() overload
Sourcefn set_damage_count(self, value: impl Into<Array<i32>>)
fn set_damage_count(self, value: impl Into<Array<i32>>)
set_DamageCount(::unity::Array<i32>) overload
Sourcefn get_chara_tall(self) -> Array<f32>
fn get_chara_tall(self) -> Array<f32>
get_CharaTall() overload
Sourcefn set_chara_tall(self, value: impl Into<Array<f32>>)
fn set_chara_tall(self, value: impl Into<Array<f32>>)
set_CharaTall(::unity::Array<f32>) overload
Sourcefn get_chara_body_size(self) -> Array<f32>
fn get_chara_body_size(self) -> Array<f32>
get_CharaBodySize() overload
Sourcefn set_chara_body_size(self, value: impl Into<Array<f32>>)
fn set_chara_body_size(self, value: impl Into<Array<f32>>)
set_CharaBodySize(::unity::Array<f32>) overload
Sourcefn get_is_riding(self) -> Array<bool>
fn get_is_riding(self) -> Array<bool>
get_IsRiding() overload
Sourcefn set_is_riding(self, value: impl Into<Array<bool>>)
fn set_is_riding(self, value: impl Into<Array<bool>>)
set_IsRiding(::unity::Array<bool>) overload
Sourcefn get_is_flying(self) -> Array<bool>
fn get_is_flying(self) -> Array<bool>
get_IsFlying() overload
Sourcefn set_is_flying(self, value: impl Into<Array<bool>>)
fn set_is_flying(self, value: impl Into<Array<bool>>)
set_IsFlying(::unity::Array<bool>) overload
Sourcefn get_can_fly(self) -> Array<bool>
fn get_can_fly(self) -> Array<bool>
get_CanFly() overload
Sourcefn set_can_fly(self, value: impl Into<Array<bool>>)
fn set_can_fly(self, value: impl Into<Array<bool>>)
set_CanFly(::unity::Array<bool>) overload
Sourcefn get_is_big_dragon(self) -> Array<bool>
fn get_is_big_dragon(self) -> Array<bool>
get_IsBigDragon() overload
Sourcefn set_is_big_dragon(self, value: impl Into<Array<bool>>)
fn set_is_big_dragon(self, value: impl Into<Array<bool>>)
set_IsBigDragon(::unity::Array<bool>) overload
Sourcefn get_rough_pos(self) -> Array<FXZ>
fn get_rough_pos(self) -> Array<FXZ>
get_RoughPos() overload
Sourcefn set_rough_pos(self, value: impl Into<Array<FXZ>>)
fn set_rough_pos(self, value: impl Into<Array<FXZ>>)
set_RoughPos(::unity::Array<crate::combat::fxz::FXZ>) overload
Sourcefn get_out_pos(self) -> Array<Vector3>
fn get_out_pos(self) -> Array<Vector3>
get_OutPos() overload
Sourcefn set_out_pos(self, value: impl Into<Array<Vector3>>)
fn set_out_pos(self, value: impl Into<Array<Vector3>>)
set_OutPos(::unity::Array<crate::unity_engine::vector3::Vector3>) overload
Sourcefn get_out_dir(self) -> Array<FXZ>
fn get_out_dir(self) -> Array<FXZ>
get_OutDir() overload
Sourcefn set_out_dir(self, value: impl Into<Array<FXZ>>)
fn set_out_dir(self, value: impl Into<Array<FXZ>>)
set_OutDir(::unity::Array<crate::combat::fxz::FXZ>) overload
Sourcefn get_set_flying(self) -> Array<bool>
fn get_set_flying(self) -> Array<bool>
get_SetFlying() overload
Sourcefn set_set_flying(self, value: impl Into<Array<bool>>)
fn set_set_flying(self, value: impl Into<Array<bool>>)
set_SetFlying(::unity::Array<bool>) overload
Sourcefn get_skip_check_over_wall(self) -> bool
fn get_skip_check_over_wall(self) -> bool
get_SkipCheckOverWall() overload
Sourcefn set_skip_check_over_wall(self, value: impl Into<bool>)
fn set_skip_check_over_wall(self, value: impl Into<bool>)
set_SkipCheckOverWall(bool) overload
Sourcefn get_start_distance(self) -> f32
fn get_start_distance(self) -> f32
get_StartDistance() overload
Sourcefn ctor(self, record: impl Into<CombatRecord>)
fn ctor(self, record: impl Into<CombatRecord>)
.ctor(crate::combat::combatrecord::CombatRecord) overload
Sourcefn base_setup(self, gs: impl Into<Array<CharacterGameStatus>>)
fn base_setup(self, gs: impl Into<Array<CharacterGameStatus>>)
BaseSetup(::unity::Array<crate::combat::charactergamestatus::CharacterGameStatus>) overload
Sourcefn setup(self, gs: impl Into<Array<CharacterGameStatus>>)
fn setup(self, gs: impl Into<Array<CharacterGameStatus>>)
Setup(::unity::Array<crate::combat::charactergamestatus::CharacterGameStatus>) overload
Sourcefn get_rough_pos_count(self) -> i32
fn get_rough_pos_count(self) -> i32
get_RoughPosCount() overload
Sourcefn set_rough_pos_2(self, try_count: impl Into<i32>)
fn set_rough_pos_2(self, try_count: impl Into<i32>)
SetRoughPos(i32) overload
Sourcefn get_pattern_count(self) -> i32
fn get_pattern_count(self) -> i32
get_PatternCount() overload
Sourcefn set_battle_patern(self, pattern: impl Into<i32>)
fn set_battle_patern(self, pattern: impl Into<i32>)
SetBattlePatern(i32) overload
Sourcefn calc_location(self)
fn calc_location(self)
CalcLocation() overload
Sourcefn get_side_atk(self) -> i32
fn get_side_atk(self) -> i32
get_SideAtk() overload
Sourcefn get_side_dmg(self) -> i32
fn get_side_dmg(self) -> i32
get_SideDmg() overload
Sourcefn is_move_over_wall(self) -> bool
fn is_move_over_wall(self) -> bool
IsMoveOverWall() overload
Sourcefn is_move_over_wall_2(self, side: impl Into<i32>) -> bool
fn is_move_over_wall_2(self, side: impl Into<i32>) -> bool
IsMoveOverWall(i32) overload
Sourcefn is_over_wall(
self,
s_x: impl Into<i32>,
s_z: impl Into<i32>,
g_x: impl Into<i32>,
g_z: impl Into<i32>,
is_fly: impl Into<bool>,
) -> bool
fn is_over_wall( self, s_x: impl Into<i32>, s_z: impl Into<i32>, g_x: impl Into<i32>, g_z: impl Into<i32>, is_fly: impl Into<bool>, ) -> bool
IsOverWall(i32, i32, i32, i32, bool) overload
Sourcefn is_wall(self, side: impl Into<i32>, is_brawl: impl Into<bool>) -> bool
fn is_wall(self, side: impl Into<i32>, is_brawl: impl Into<bool>) -> bool
IsWall(i32, bool) overload
Sourcefn is_wall_2(
self,
x: impl Into<i32>,
z: impl Into<i32>,
is_brawl: impl Into<bool>,
is_fly: impl Into<bool>,
) -> bool
fn is_wall_2( self, x: impl Into<i32>, z: impl Into<i32>, is_brawl: impl Into<bool>, is_fly: impl Into<bool>, ) -> bool
IsWall(i32, i32, bool, bool) overload
Sourcefn is_over_border(self, is_debug: impl Into<bool>) -> bool
fn is_over_border(self, is_debug: impl Into<bool>) -> bool
IsOverBorder(bool) overload
Sourcefn is_over_head_border(self, is_debug: impl Into<bool>) -> bool
fn is_over_head_border(self, is_debug: impl Into<bool>) -> bool
IsOverHeadBorder(bool) overload
Sourcefn is_over_head_border_2(
self,
side: impl Into<i32>,
is_debug: impl Into<bool>,
) -> bool
fn is_over_head_border_2( self, side: impl Into<i32>, is_debug: impl Into<bool>, ) -> bool
IsOverHeadBorder(i32, bool) overload
Sourcefn is_rotate_too_much(self) -> bool
fn is_rotate_too_much(self) -> bool
IsRotateTooMuch() overload
Sourcefn is_standable(self, is_debug: impl Into<bool>) -> bool
fn is_standable(self, is_debug: impl Into<bool>) -> bool
IsStandable(bool) overload
Sourcefn is_standable_2(self, side: impl Into<i32>, is_debug: impl Into<bool>) -> bool
fn is_standable_2(self, side: impl Into<i32>, is_debug: impl Into<bool>) -> bool
IsStandable(i32, bool) overload
Sourcefn is_standable_3(
self,
side: impl Into<i32>,
size: impl Into<f32>,
is_debug: impl Into<bool>,
) -> bool
fn is_standable_3( self, side: impl Into<i32>, size: impl Into<f32>, is_debug: impl Into<bool>, ) -> bool
IsStandable(i32, f32, bool) overload
Sourcefn is_standable_4(
self,
center: impl Into<Vector3>,
size: impl Into<f32>,
mask: impl Into<i32>,
is_debug: impl Into<bool>,
) -> bool
fn is_standable_4( self, center: impl Into<Vector3>, size: impl Into<f32>, mask: impl Into<i32>, is_debug: impl Into<bool>, ) -> bool
IsStandable(crate::unity_engine::vector3::Vector3, f32, i32, bool) overload
Sourcefn is_out_of_map(self) -> bool
fn is_out_of_map(self) -> bool
IsOutOfMap() overload
Sourcefn aboid_step(self)
fn aboid_step(self)
AboidStep() overload
Sourcefn aboid_step_2(self, side: impl Into<i32>, dist: impl Into<f32>)
fn aboid_step_2(self, side: impl Into<i32>, dist: impl Into<f32>)
AboidStep(i32, f32) overload
Sourcefn get_height_for_fly(
self,
pos: impl Into<FXZ>,
fly: impl Into<f32>,
is_debug: impl Into<bool>,
) -> f32
fn get_height_for_fly( self, pos: impl Into<FXZ>, fly: impl Into<f32>, is_debug: impl Into<bool>, ) -> f32
GetHeightForFly(crate::combat::fxz::FXZ, f32, bool) overload
Sourcefn get_dist2_cliff_or_wall(
self,
side: impl Into<i32>,
dir: impl Into<FXZ>,
check_dist: impl Into<f32>,
is_debug: impl Into<bool>,
) -> f32
fn get_dist2_cliff_or_wall( self, side: impl Into<i32>, dir: impl Into<FXZ>, check_dist: impl Into<f32>, is_debug: impl Into<bool>, ) -> f32
GetDist2CliffOrWall(i32, crate::combat::fxz::FXZ, f32, bool) overload
Sourcefn get_dist2_cliff(
self,
side: impl Into<i32>,
dir: impl Into<FXZ>,
check_dist: impl Into<f32>,
is_debug: impl Into<bool>,
) -> f32
fn get_dist2_cliff( self, side: impl Into<i32>, dir: impl Into<FXZ>, check_dist: impl Into<f32>, is_debug: impl Into<bool>, ) -> f32
GetDist2Cliff(i32, crate::combat::fxz::FXZ, f32, bool) overload
Sourcefn get_dist2_wall(
self,
side: impl Into<i32>,
dir: impl Into<FXZ>,
check_dist: impl Into<f32>,
is_debug: impl Into<bool>,
) -> f32
fn get_dist2_wall( self, side: impl Into<i32>, dir: impl Into<FXZ>, check_dist: impl Into<f32>, is_debug: impl Into<bool>, ) -> f32
GetDist2Wall(i32, crate::combat::fxz::FXZ, f32, bool) overload
Sourcefn is_shootable(self, is_debug: impl Into<bool>) -> bool
fn is_shootable(self, is_debug: impl Into<bool>) -> bool
IsShootable(bool) overload
Sourcefn check_camera_space(
self,
side: impl Into<i32>,
forward_dist: impl Into<f32>,
side_dist: impl Into<f32>,
is_debug: impl Into<bool>,
) -> bool
fn check_camera_space( self, side: impl Into<i32>, forward_dist: impl Into<f32>, side_dist: impl Into<f32>, is_debug: impl Into<bool>, ) -> bool
CheckCameraSpace(i32, f32, f32, bool) overload
Sourcefn locate_for_solo(
self,
side: impl Into<i32>,
try_count: impl Into<i32>,
) -> bool
fn locate_for_solo( self, side: impl Into<i32>, try_count: impl Into<i32>, ) -> bool
LocateForSolo(i32, i32) overload
Sourcefn locate_to_open_space(self, is_debug: impl Into<bool>) -> bool
fn locate_to_open_space(self, is_debug: impl Into<bool>) -> bool
LocateToOpenSpace(bool) overload
Sourcefn relocate_to_space(self, is_start: impl Into<bool>)
fn relocate_to_space(self, is_start: impl Into<bool>)
RelocateToSpace(bool) overload
Sourcefn locate_for_win(self, chara_array: impl Into<Array<Character>>)
fn locate_for_win(self, chara_array: impl Into<Array<Character>>)
LocateForWin(::unity::Array<crate::combat::character::Character>) overload
Sourcefn locate_solo_for_win(
self,
side: impl Into<i32>,
check_en_pos: impl Into<bool>,
forward: impl Into<FXZ>,
check_radius: impl Into<f32>,
) -> i32
fn locate_solo_for_win( self, side: impl Into<i32>, check_en_pos: impl Into<bool>, forward: impl Into<FXZ>, check_radius: impl Into<f32>, ) -> i32
LocateSoloForWin(i32, bool, crate::combat::fxz::FXZ, f32) overload
Sourcefn locate_for_skip(self, chara_array: impl Into<Array<Character>>)
fn locate_for_skip(self, chara_array: impl Into<Array<Character>>)
LocateForSkip(::unity::Array<crate::combat::character::Character>) overload
Sourcefn locate_for_end_training(self, chara_array: impl Into<Array<Character>>)
fn locate_for_end_training(self, chara_array: impl Into<Array<Character>>)
LocateForEndTraining(::unity::Array<crate::combat::character::Character>) overload
Sourcefn locate_for_chain_attack(
self,
chain: impl Into<Character>,
chars: impl Into<Array<Character>>,
attack_hash: impl Into<i32>,
chain_attack_time: impl Into<f32>,
)
fn locate_for_chain_attack( self, chain: impl Into<Character>, chars: impl Into<Array<Character>>, attack_hash: impl Into<i32>, chain_attack_time: impl Into<f32>, )
LocateForChainAttack(crate::combat::character::Character, ::unity::Array<crate::combat::character::Character>, i32, f32) overload
Sourcefn relocate_after_chain_guard(
self,
chara_array: impl Into<Array<Character>>,
guard: impl Into<Character>,
)
fn relocate_after_chain_guard( self, chara_array: impl Into<Array<Character>>, guard: impl Into<Character>, )
RelocateAfterChainGuard(::unity::Array<crate::combat::character::Character>, crate::combat::character::Character) overload
Sourcefn locate_emblem_after_combat(self, emblem: impl Into<Character>)
fn locate_emblem_after_combat(self, emblem: impl Into<Character>)
LocateEmblemAfterCombat(crate::combat::character::Character) overload
Sourcefn load_current_pos(self, chara_array: impl Into<Array<Character>>)
fn load_current_pos(self, chara_array: impl Into<Array<Character>>)
LoadCurrentPos(::unity::Array<crate::combat::character::Character>) 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: IBaseCombatLocation> IBaseCombatLocationMethods for __T
combat-basecombatlocation only.