pub trait ICameraControllerDie: IBaseCameraController {
Show 34 methods
// Provided methods
fn height_fixer(self) -> f32 { ... }
fn set_height_fixer(self, value: f32) { ... }
fn look_down_max(self) -> f32 { ... }
fn set_look_down_max(self, value: f32) { ... }
fn distance(self) -> f32 { ... }
fn set_distance(self, value: f32) { ... }
fn base_degree(self) -> f32 { ... }
fn set_base_degree(self, value: f32) { ... }
fn start_camera_down_time(self) -> f32 { ... }
fn set_start_camera_down_time(self, value: f32) { ... }
fn start_rotate_time(self) -> f32 { ... }
fn set_start_rotate_time(self, value: f32) { ... }
fn m_is_before_dead(self) -> bool { ... }
fn set_m_is_before_dead(self, value: bool) { ... }
fn m_degree(self) -> f32 { ... }
fn set_m_degree(self, value: f32) { ... }
fn m_dead_time(self) -> f32 { ... }
fn set_m_dead_time(self, value: f32) { ... }
fn m_dead_height(self) -> f32 { ... }
fn set_m_dead_height(self, value: f32) { ... }
fn m_is_enemy(self) -> bool { ... }
fn set_m_is_enemy(self, value: bool) { ... }
fn m_is_inverse(self) -> bool { ... }
fn set_m_is_inverse(self, value: bool) { ... }
fn m_is_standing_die(self) -> bool { ... }
fn set_m_is_standing_die(self, value: bool) { ... }
fn m_look_down(self) -> f32 { ... }
fn set_m_look_down(self, value: f32) { ... }
fn m_is_engage_atk(self) -> bool { ... }
fn set_m_is_engage_atk(self, value: bool) { ... }
fn look_down_time(self) -> f32 { ... }
fn set_look_down_time(self, value: f32) { ... }
fn m_forward_vec(self) -> Vector3 { ... }
fn set_m_forward_vec(self, value: Vector3) { ... }
}Provided Methods§
fn height_fixer(self) -> f32
fn set_height_fixer(self, value: f32)
fn look_down_max(self) -> f32
fn set_look_down_max(self, value: f32)
fn distance(self) -> f32
fn set_distance(self, value: f32)
fn base_degree(self) -> f32
fn set_base_degree(self, value: f32)
fn start_camera_down_time(self) -> f32
fn set_start_camera_down_time(self, value: f32)
fn start_rotate_time(self) -> f32
fn set_start_rotate_time(self, value: f32)
fn m_is_before_dead(self) -> bool
fn set_m_is_before_dead(self, value: bool)
fn m_degree(self) -> f32
fn set_m_degree(self, value: f32)
fn m_dead_time(self) -> f32
fn set_m_dead_time(self, value: f32)
fn m_dead_height(self) -> f32
fn set_m_dead_height(self, value: f32)
fn m_is_enemy(self) -> bool
fn set_m_is_enemy(self, value: bool)
fn m_is_inverse(self) -> bool
fn set_m_is_inverse(self, value: bool)
fn m_is_standing_die(self) -> bool
fn set_m_is_standing_die(self, value: bool)
fn m_look_down(self) -> f32
fn set_m_look_down(self, value: f32)
fn m_is_engage_atk(self) -> bool
fn set_m_is_engage_atk(self, value: bool)
fn look_down_time(self) -> f32
fn set_look_down_time(self, value: f32)
fn m_forward_vec(self) -> Vector3
fn set_m_forward_vec(self, value: Vector3)
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.