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ICameraManagerMethods

Trait ICameraManagerMethods 

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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§

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fn get_transition_progress(self) -> f32

get_TransitionProgress() overload

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fn set_transition_progress(self, value: impl Into<f32>)

set_TransitionProgress(f32) overload

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fn get_is_position_crossed(self) -> bool

get_IsPositionCrossed() overload

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fn is_targeting(self, side: impl Into<i32>) -> bool

IsTargeting(i32) overload

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fn start(self)

Start() overload

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fn late_update(self)

LateUpdate() overload

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fn begin_camera( self, record: impl Into<CombatRecord>, transition: impl Into<bool>, )

BeginCamera(crate::combat::combatrecord::CombatRecord, bool) overload

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fn begin_camera_2( self, chara: impl Into<Array<Character>>, transition: impl Into<bool>, )

BeginCamera(::unity::Array<crate::combat::character::Character>, bool) overload

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fn end_camera( self, transition: impl Into<bool>, camera_mode: impl Into<ViewMode_Mode>, )

EndCamera(bool, crate::app::viewmode::ViewMode_Mode) overload

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fn reverse_camera(self) -> IEnumerator

ReverseCamera() overload

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fn reverse_main_camera(self)

ReverseMainCamera() overload

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fn update_situation( self, change_style: impl Into<CameraSituation>, change_force: impl Into<bool>, )

UpdateSituation(crate::combat::camerasituation::CameraSituation, bool) overload

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fn update_situation_2( self, ev: impl Into<AnimationEvent>, call_side: impl Into<i32>, )

UpdateSituation(crate::unity_engine::animationevent::AnimationEvent, i32) overload

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fn switch_camera(self, pos: impl Into<CameraPosition>)

SwitchCamera(crate::combat::cameraposition::CameraPosition) overload

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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

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fn armor_shake(self, magnitude: impl Into<f32>, source_pos: impl Into<Vector3>)

ArmorShake(f32, crate::unity_engine::vector3::Vector3) overload

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fn stabilize(self)

Stabilize() overload

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fn begin_transition(self, camera_pos: impl Into<CameraPosition>)

BeginTransition(crate::combat::cameraposition::CameraPosition) overload

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fn ctor(self)

.ctor() 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: ICameraManager> ICameraManagerMethods for __T

Available on crate feature combat-cameramanager only.