pub trait ICameraManagerMethods: ICameraManager {
Show 19 methods
// Provided methods
fn get_transition_progress(self) -> f32 { ... }
fn set_transition_progress(self, value: impl Into<f32>) { ... }
fn get_is_position_crossed(self) -> bool { ... }
fn is_targeting(self, side: impl Into<i32>) -> bool { ... }
fn start(self) { ... }
fn late_update(self) { ... }
fn begin_camera(
self,
record: impl Into<CombatRecord>,
transition: impl Into<bool>,
) { ... }
fn begin_camera_2(
self,
chara: impl Into<Array<Character>>,
transition: impl Into<bool>,
) { ... }
fn end_camera(
self,
transition: impl Into<bool>,
camera_mode: impl Into<ViewMode_Mode>,
) { ... }
fn reverse_camera(self) -> IEnumerator { ... }
fn reverse_main_camera(self) { ... }
fn update_situation(
self,
change_style: impl Into<CameraSituation>,
change_force: impl Into<bool>,
) { ... }
fn update_situation_2(
self,
ev: impl Into<AnimationEvent>,
call_side: impl Into<i32>,
) { ... }
fn switch_camera(self, pos: impl Into<CameraPosition>) { ... }
fn start_shake(
self,
magnitude: impl Into<f32>,
source_pos: impl Into<Vector3>,
is_critical: impl Into<bool>,
) { ... }
fn armor_shake(
self,
magnitude: impl Into<f32>,
source_pos: impl Into<Vector3>,
) { ... }
fn stabilize(self) { ... }
fn begin_transition(self, camera_pos: impl Into<CameraPosition>) { ... }
fn ctor(self) { ... }
}Provided Methods§
Sourcefn get_transition_progress(self) -> f32
fn get_transition_progress(self) -> f32
get_TransitionProgress() overload
Sourcefn set_transition_progress(self, value: impl Into<f32>)
fn set_transition_progress(self, value: impl Into<f32>)
set_TransitionProgress(f32) overload
Sourcefn get_is_position_crossed(self) -> bool
fn get_is_position_crossed(self) -> bool
get_IsPositionCrossed() overload
Sourcefn is_targeting(self, side: impl Into<i32>) -> bool
fn is_targeting(self, side: impl Into<i32>) -> bool
IsTargeting(i32) overload
Sourcefn late_update(self)
fn late_update(self)
LateUpdate() overload
Sourcefn begin_camera(
self,
record: impl Into<CombatRecord>,
transition: impl Into<bool>,
)
fn begin_camera( self, record: impl Into<CombatRecord>, transition: impl Into<bool>, )
BeginCamera(crate::combat::combatrecord::CombatRecord, bool) overload
Sourcefn begin_camera_2(
self,
chara: impl Into<Array<Character>>,
transition: impl Into<bool>,
)
fn begin_camera_2( self, chara: impl Into<Array<Character>>, transition: impl Into<bool>, )
BeginCamera(::unity::Array<crate::combat::character::Character>, bool) overload
Sourcefn end_camera(
self,
transition: impl Into<bool>,
camera_mode: impl Into<ViewMode_Mode>,
)
fn end_camera( self, transition: impl Into<bool>, camera_mode: impl Into<ViewMode_Mode>, )
EndCamera(bool, crate::app::viewmode::ViewMode_Mode) overload
Sourcefn reverse_camera(self) -> IEnumerator
fn reverse_camera(self) -> IEnumerator
ReverseCamera() overload
Sourcefn reverse_main_camera(self)
fn reverse_main_camera(self)
ReverseMainCamera() overload
Sourcefn update_situation(
self,
change_style: impl Into<CameraSituation>,
change_force: impl Into<bool>,
)
fn update_situation( self, change_style: impl Into<CameraSituation>, change_force: impl Into<bool>, )
UpdateSituation(crate::combat::camerasituation::CameraSituation, bool) overload
Sourcefn update_situation_2(
self,
ev: impl Into<AnimationEvent>,
call_side: impl Into<i32>,
)
fn update_situation_2( self, ev: impl Into<AnimationEvent>, call_side: impl Into<i32>, )
UpdateSituation(crate::unity_engine::animationevent::AnimationEvent, i32) overload
Sourcefn switch_camera(self, pos: impl Into<CameraPosition>)
fn switch_camera(self, pos: impl Into<CameraPosition>)
SwitchCamera(crate::combat::cameraposition::CameraPosition) overload
Sourcefn start_shake(
self,
magnitude: impl Into<f32>,
source_pos: impl Into<Vector3>,
is_critical: impl Into<bool>,
)
fn start_shake( self, magnitude: impl Into<f32>, source_pos: impl Into<Vector3>, is_critical: impl Into<bool>, )
StartShake(f32, crate::unity_engine::vector3::Vector3, bool) overload
Sourcefn armor_shake(self, magnitude: impl Into<f32>, source_pos: impl Into<Vector3>)
fn armor_shake(self, magnitude: impl Into<f32>, source_pos: impl Into<Vector3>)
ArmorShake(f32, crate::unity_engine::vector3::Vector3) overload
Sourcefn begin_transition(self, camera_pos: impl Into<CameraPosition>)
fn begin_transition(self, camera_pos: impl Into<CameraPosition>)
BeginTransition(crate::combat::cameraposition::CameraPosition) 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: ICameraManager> ICameraManagerMethods for __T
combat-cameramanager only.