pub trait ICharacter: IMonoBehaviour {
Show 104 methods
// Provided methods
fn observable(self) -> CharacterObservable { ... }
fn set_observable(self, value: CharacterObservable) { ... }
fn fsm(self) -> FSM { ... }
fn set_fsm(self, value: FSM) { ... }
fn m_brain(self) -> GrandewBrain { ... }
fn set_m_brain(self, value: GrandewBrain) { ... }
fn gs(self) -> CharacterGameStatus { ... }
fn set_gs(self, value: CharacterGameStatus) { ... }
fn head_look_at_ik(self) -> LookAtIK { ... }
fn set_head_look_at_ik(self, value: LookAtIK) { ... }
fn body_look_at_ik(self) -> LookAtIK { ... }
fn set_body_look_at_ik(self, value: LookAtIK) { ... }
fn m_enemy_side(self) -> i32 { ... }
fn set_m_enemy_side(self, value: i32) { ... }
fn rush_dir(self) -> FXZ { ... }
fn set_rush_dir(self, value: FXZ) { ... }
fn body_animator(self) -> Animator { ... }
fn set_body_animator(self, value: Animator) { ... }
fn ride_animator(self) -> Animator { ... }
fn set_ride_animator(self, value: Animator) { ... }
fn face_animator(self) -> Animator { ... }
fn set_face_animator(self, value: Animator) { ... }
fn play直後_idle誤判断防止フレーム数(self) -> i32 { ... }
fn set_play直後_idle誤判断防止フレーム数(self, value: i32) { ... }
fn 同じアニメ再生時の前回の再生時刻(self) -> f32 { ... }
fn set_同じアニメ再生時の前回の再生時刻(self, value: f32) { ... }
fn m_play_end_world_pos(self) -> FXZ { ... }
fn set_m_play_end_world_pos(self, value: FXZ) { ... }
fn dither_fade(self) -> Iron19CharacterFader { ... }
fn set_dither_fade(self, value: Iron19CharacterFader) { ... }
fn cached_dither_fade(self) -> bool { ... }
fn set_cached_dither_fade(self, value: bool) { ... }
fn material_engage(self) -> Iron19CharacterSuperEngage { ... }
fn set_material_engage(self, value: Iron19CharacterSuperEngage) { ... }
fn cached_material_engage(self) -> bool { ... }
fn set_cached_material_engage(self, value: bool) { ... }
fn signal(self) -> CharacterSignal { ... }
fn set_signal(self, value: CharacterSignal) { ... }
fn lying(self) -> CharacterLying { ... }
fn set_lying(self, value: CharacterLying) { ... }
fn joint(self) -> CharacterJoint { ... }
fn set_joint(self, value: CharacterJoint) { ... }
fn cached_joint(self) -> bool { ... }
fn set_cached_joint(self, value: bool) { ... }
fn proportion(self) -> CharacterProportion { ... }
fn set_proportion(self, value: CharacterProportion) { ... }
fn cached_proportion(self) -> bool { ... }
fn set_cached_proportion(self, value: bool) { ... }
fn config(self) -> CharacterConfig { ... }
fn set_config(self, value: CharacterConfig) { ... }
fn cached_config(self) -> bool { ... }
fn set_cached_config(self, value: bool) { ... }
fn move(self) -> CharacterMove { ... }
fn set_move(self, value: CharacterMove) { ... }
fn cached_move(self) -> bool { ... }
fn set_cached_move(self, value: bool) { ... }
fn turn(self) -> CharacterTurn { ... }
fn set_turn(self, value: CharacterTurn) { ... }
fn cached_turn(self) -> bool { ... }
fn set_cached_turn(self, value: bool) { ... }
fn timespace(self) -> CharacterTimespace { ... }
fn set_timespace(self, value: CharacterTimespace) { ... }
fn cached_timespace(self) -> bool { ... }
fn set_cached_timespace(self, value: bool) { ... }
fn hud(self) -> CharacterHUD { ... }
fn set_hud(self, value: CharacterHUD) { ... }
fn cached_hud(self) -> bool { ... }
fn set_cached_hud(self, value: bool) { ... }
fn sound(self) -> CharacterSound { ... }
fn set_sound(self, value: CharacterSound) { ... }
fn cached_sound(self) -> bool { ... }
fn set_cached_sound(self, value: bool) { ... }
fn builder(self) -> CharacterBuilder { ... }
fn set_builder(self, value: CharacterBuilder) { ... }
fn cached_builder(self) -> bool { ... }
fn set_cached_builder(self, value: bool) { ... }
fn aura(self) -> CharacterAura { ... }
fn set_aura(self, value: CharacterAura) { ... }
fn cached_aura(self) -> bool { ... }
fn set_cached_aura(self, value: bool) { ... }
fn illusion(self) -> CharacterIllusion { ... }
fn set_illusion(self, value: CharacterIllusion) { ... }
fn cached_illusion(self) -> bool { ... }
fn set_cached_illusion(self, value: bool) { ... }
fn ik_foot(self) -> CharacterIKFoot { ... }
fn set_ik_foot(self, value: CharacterIKFoot) { ... }
fn cached_ik_foot(self) -> bool { ... }
fn set_cached_ik_foot(self, value: bool) { ... }
fn ik_look_at(self) -> CharacterIKLookAt { ... }
fn set_ik_look_at(self, value: CharacterIKLookAt) { ... }
fn cached_ik_look_at(self) -> bool { ... }
fn set_cached_ik_look_at(self, value: bool) { ... }
fn ik_aim(self) -> CharacterIKAim { ... }
fn set_ik_aim(self, value: CharacterIKAim) { ... }
fn cached_ik_aim(self) -> bool { ... }
fn set_cached_ik_aim(self, value: bool) { ... }
fn weapon(self) -> CharacterWeapon { ... }
fn set_weapon(self, value: CharacterWeapon) { ... }
fn cached_weapon(self) -> bool { ... }
fn set_cached_weapon(self, value: bool) { ... }
fn signal_observer(self) -> CharacterSignalObserver { ... }
fn set_signal_observer(self, value: CharacterSignalObserver) { ... }
fn cached_signal_observer(self) -> bool { ... }
fn set_cached_signal_observer(self, value: bool) { ... }
}Provided Methods§
fn observable(self) -> CharacterObservable
fn set_observable(self, value: CharacterObservable)
fn fsm(self) -> FSM
fn set_fsm(self, value: FSM)
fn m_brain(self) -> GrandewBrain
fn set_m_brain(self, value: GrandewBrain)
fn gs(self) -> CharacterGameStatus
fn set_gs(self, value: CharacterGameStatus)
fn head_look_at_ik(self) -> LookAtIK
fn set_head_look_at_ik(self, value: LookAtIK)
fn body_look_at_ik(self) -> LookAtIK
fn set_body_look_at_ik(self, value: LookAtIK)
fn m_enemy_side(self) -> i32
fn set_m_enemy_side(self, value: i32)
fn rush_dir(self) -> FXZ
fn set_rush_dir(self, value: FXZ)
fn body_animator(self) -> Animator
fn set_body_animator(self, value: Animator)
fn ride_animator(self) -> Animator
fn set_ride_animator(self, value: Animator)
fn face_animator(self) -> Animator
fn set_face_animator(self, value: Animator)
fn play直後_idle誤判断防止フレーム数(self) -> i32
fn set_play直後_idle誤判断防止フレーム数(self, value: i32)
fn 同じアニメ再生時の前回の再生時刻(self) -> f32
fn set_同じアニメ再生時の前回の再生時刻(self, value: f32)
fn m_play_end_world_pos(self) -> FXZ
fn set_m_play_end_world_pos(self, value: FXZ)
fn dither_fade(self) -> Iron19CharacterFader
fn set_dither_fade(self, value: Iron19CharacterFader)
fn cached_dither_fade(self) -> bool
fn set_cached_dither_fade(self, value: bool)
fn material_engage(self) -> Iron19CharacterSuperEngage
fn set_material_engage(self, value: Iron19CharacterSuperEngage)
fn cached_material_engage(self) -> bool
fn set_cached_material_engage(self, value: bool)
fn signal(self) -> CharacterSignal
fn set_signal(self, value: CharacterSignal)
fn lying(self) -> CharacterLying
fn set_lying(self, value: CharacterLying)
fn joint(self) -> CharacterJoint
fn set_joint(self, value: CharacterJoint)
fn cached_joint(self) -> bool
fn set_cached_joint(self, value: bool)
fn proportion(self) -> CharacterProportion
fn set_proportion(self, value: CharacterProportion)
fn cached_proportion(self) -> bool
fn set_cached_proportion(self, value: bool)
fn config(self) -> CharacterConfig
fn set_config(self, value: CharacterConfig)
fn cached_config(self) -> bool
fn set_cached_config(self, value: bool)
fn move(self) -> CharacterMove
fn set_move(self, value: CharacterMove)
fn cached_move(self) -> bool
fn set_cached_move(self, value: bool)
fn turn(self) -> CharacterTurn
fn set_turn(self, value: CharacterTurn)
fn cached_turn(self) -> bool
fn set_cached_turn(self, value: bool)
fn timespace(self) -> CharacterTimespace
fn set_timespace(self, value: CharacterTimespace)
fn cached_timespace(self) -> bool
fn set_cached_timespace(self, value: bool)
fn hud(self) -> CharacterHUD
fn set_hud(self, value: CharacterHUD)
fn cached_hud(self) -> bool
fn set_cached_hud(self, value: bool)
fn sound(self) -> CharacterSound
fn set_sound(self, value: CharacterSound)
fn cached_sound(self) -> bool
fn set_cached_sound(self, value: bool)
fn builder(self) -> CharacterBuilder
fn set_builder(self, value: CharacterBuilder)
fn cached_builder(self) -> bool
fn set_cached_builder(self, value: bool)
fn aura(self) -> CharacterAura
fn set_aura(self, value: CharacterAura)
fn cached_aura(self) -> bool
fn set_cached_aura(self, value: bool)
fn illusion(self) -> CharacterIllusion
fn set_illusion(self, value: CharacterIllusion)
fn cached_illusion(self) -> bool
fn set_cached_illusion(self, value: bool)
fn ik_foot(self) -> CharacterIKFoot
fn set_ik_foot(self, value: CharacterIKFoot)
fn cached_ik_foot(self) -> bool
fn set_cached_ik_foot(self, value: bool)
fn ik_look_at(self) -> CharacterIKLookAt
fn set_ik_look_at(self, value: CharacterIKLookAt)
fn cached_ik_look_at(self) -> bool
fn set_cached_ik_look_at(self, value: bool)
fn ik_aim(self) -> CharacterIKAim
fn set_ik_aim(self, value: CharacterIKAim)
fn cached_ik_aim(self) -> bool
fn set_cached_ik_aim(self, value: bool)
fn weapon(self) -> CharacterWeapon
fn set_weapon(self, value: CharacterWeapon)
fn cached_weapon(self) -> bool
fn set_cached_weapon(self, value: bool)
fn signal_observer(self) -> CharacterSignalObserver
fn set_signal_observer(self, value: CharacterSignalObserver)
fn cached_signal_observer(self) -> bool
fn set_cached_signal_observer(self, value: bool)
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.