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ICharacterAnimset

Trait ICharacterAnimset 

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pub trait ICharacterAnimset: IObject {
Show 148 methods // Provided methods fn body_daoc(self) -> AnimatorOverrideController { ... } fn set_body_daoc(self, value: AnimatorOverrideController) { ... } fn ride_daoc(self) -> AnimatorOverrideController { ... } fn set_ride_daoc(self, value: AnimatorOverrideController) { ... } fn attack1(self) -> AnimAsset { ... } fn set_attack1(self, value: AnimAsset) { ... } fn attack1_r(self) -> AnimAsset { ... } fn set_attack1_r(self, value: AnimAsset) { ... } fn attack2(self) -> AnimAsset { ... } fn set_attack2(self, value: AnimAsset) { ... } fn attack2_r(self) -> AnimAsset { ... } fn set_attack2_r(self, value: AnimAsset) { ... } fn attack3(self) -> AnimAsset { ... } fn set_attack3(self, value: AnimAsset) { ... } fn attack3_r(self) -> AnimAsset { ... } fn set_attack3_r(self, value: AnimAsset) { ... } fn attack4(self) -> AnimAsset { ... } fn set_attack4(self, value: AnimAsset) { ... } fn attack4_r(self) -> AnimAsset { ... } fn set_attack4_r(self, value: AnimAsset) { ... } fn attack5(self) -> AnimAsset { ... } fn set_attack5(self, value: AnimAsset) { ... } fn attack5_r(self) -> AnimAsset { ... } fn set_attack5_r(self, value: AnimAsset) { ... } fn attack_c(self) -> AnimAsset { ... } fn set_attack_c(self, value: AnimAsset) { ... } fn attack_cr(self) -> AnimAsset { ... } fn set_attack_cr(self, value: AnimAsset) { ... } fn attack_t(self) -> AnimAsset { ... } fn set_attack_t(self, value: AnimAsset) { ... } fn attack_tr(self) -> AnimAsset { ... } fn set_attack_tr(self, value: AnimAsset) { ... } fn damage_high(self) -> AnimAsset { ... } fn set_damage_high(self, value: AnimAsset) { ... } fn damage_high_r(self) -> AnimAsset { ... } fn set_damage_high_r(self, value: AnimAsset) { ... } fn damage_mid_b(self) -> AnimAsset { ... } fn set_damage_mid_b(self, value: AnimAsset) { ... } fn damage_mid_br(self) -> AnimAsset { ... } fn set_damage_mid_br(self, value: AnimAsset) { ... } fn damage_mid_du(self) -> AnimAsset { ... } fn set_damage_mid_du(self, value: AnimAsset) { ... } fn damage_mid_dur(self) -> AnimAsset { ... } fn set_damage_mid_dur(self, value: AnimAsset) { ... } fn damage_mid_ud(self) -> AnimAsset { ... } fn set_damage_mid_ud(self, value: AnimAsset) { ... } fn damage_mid_udr(self) -> AnimAsset { ... } fn set_damage_mid_udr(self, value: AnimAsset) { ... } fn die_b(self) -> AnimAsset { ... } fn set_die_b(self, value: AnimAsset) { ... } fn die_br(self) -> AnimAsset { ... } fn set_die_br(self, value: AnimAsset) { ... } fn die_l(self) -> AnimAsset { ... } fn set_die_l(self, value: AnimAsset) { ... } fn die_lr(self) -> AnimAsset { ... } fn set_die_lr(self, value: AnimAsset) { ... } fn die_r(self) -> AnimAsset { ... } fn set_die_r(self, value: AnimAsset) { ... } fn die_rr(self) -> AnimAsset { ... } fn set_die_rr(self, value: AnimAsset) { ... } fn dive(self) -> AnimAsset { ... } fn set_dive(self, value: AnimAsset) { ... } fn dive_r(self) -> AnimAsset { ... } fn set_dive_r(self, value: AnimAsset) { ... } fn engage1(self) -> AnimAsset { ... } fn set_engage1(self, value: AnimAsset) { ... } fn engage1_r(self) -> AnimAsset { ... } fn set_engage1_r(self, value: AnimAsset) { ... } fn engage2(self) -> AnimAsset { ... } fn set_engage2(self, value: AnimAsset) { ... } fn engage2_r(self) -> AnimAsset { ... } fn set_engage2_r(self, value: AnimAsset) { ... } fn engage3(self) -> AnimAsset { ... } fn set_engage3(self, value: AnimAsset) { ... } fn engage3_r(self) -> AnimAsset { ... } fn set_engage3_r(self, value: AnimAsset) { ... } fn evasion_b(self) -> AnimAsset { ... } fn set_evasion_b(self, value: AnimAsset) { ... } fn evasion_br(self) -> AnimAsset { ... } fn set_evasion_br(self, value: AnimAsset) { ... } fn evasion_l(self) -> AnimAsset { ... } fn set_evasion_l(self, value: AnimAsset) { ... } fn evasion_lr(self) -> AnimAsset { ... } fn set_evasion_lr(self, value: AnimAsset) { ... } fn evasion_r(self) -> AnimAsset { ... } fn set_evasion_r(self, value: AnimAsset) { ... } fn evasion_rr(self) -> AnimAsset { ... } fn set_evasion_rr(self, value: AnimAsset) { ... } fn guard(self) -> AnimAsset { ... } fn set_guard(self, value: AnimAsset) { ... } fn guard_r(self) -> AnimAsset { ... } fn set_guard_r(self, value: AnimAsset) { ... } fn hovering_loop(self) -> AnimAsset { ... } fn set_hovering_loop(self, value: AnimAsset) { ... } fn hovering_loop_r(self) -> AnimAsset { ... } fn set_hovering_loop_r(self, value: AnimAsset) { ... } fn idle_dying(self) -> AnimAsset { ... } fn set_idle_dying(self, value: AnimAsset) { ... } fn idle_dying_r(self) -> AnimAsset { ... } fn set_idle_dying_r(self, value: AnimAsset) { ... } fn idle_normal(self) -> AnimAsset { ... } fn set_idle_normal(self, value: AnimAsset) { ... } fn idle_normal_r(self) -> AnimAsset { ... } fn set_idle_normal_r(self, value: AnimAsset) { ... } fn parry_l(self) -> AnimAsset { ... } fn set_parry_l(self, value: AnimAsset) { ... } fn parry_lr(self) -> AnimAsset { ... } fn set_parry_lr(self, value: AnimAsset) { ... } fn parry_r(self) -> AnimAsset { ... } fn set_parry_r(self, value: AnimAsset) { ... } fn parry_rr(self) -> AnimAsset { ... } fn set_parry_rr(self, value: AnimAsset) { ... } fn ready(self) -> AnimAsset { ... } fn set_ready(self, value: AnimAsset) { ... } fn ready_r(self) -> AnimAsset { ... } fn set_ready_r(self, value: AnimAsset) { ... } fn relax_loop(self) -> AnimAsset { ... } fn set_relax_loop(self, value: AnimAsset) { ... } fn relax_loop_r(self) -> AnimAsset { ... } fn set_relax_loop_r(self, value: AnimAsset) { ... } fn repelled(self) -> AnimAsset { ... } fn set_repelled(self, value: AnimAsset) { ... } fn repelled_r(self) -> AnimAsset { ... } fn set_repelled_r(self, value: AnimAsset) { ... } fn run_loop(self) -> AnimAsset { ... } fn set_run_loop(self, value: AnimAsset) { ... } fn run_loop_r(self) -> AnimAsset { ... } fn set_run_loop_r(self, value: AnimAsset) { ... } fn run_start(self) -> AnimAsset { ... } fn set_run_start(self, value: AnimAsset) { ... } fn run_start_r(self) -> AnimAsset { ... } fn set_run_start_r(self, value: AnimAsset) { ... } fn special1(self) -> AnimAsset { ... } fn set_special1(self, value: AnimAsset) { ... } fn special1_r(self) -> AnimAsset { ... } fn set_special1_r(self, value: AnimAsset) { ... } fn start(self) -> AnimAsset { ... } fn set_start(self, value: AnimAsset) { ... } fn start_r(self) -> AnimAsset { ... } fn set_start_r(self, value: AnimAsset) { ... } fn win(self) -> AnimAsset { ... } fn set_win(self, value: AnimAsset) { ... } fn win_r(self) -> AnimAsset { ... } fn set_win_r(self, value: AnimAsset) { ... } fn win_loop(self) -> AnimAsset { ... } fn set_win_loop(self, value: AnimAsset) { ... } fn win_loop_r(self) -> AnimAsset { ... } fn set_win_loop_r(self, value: AnimAsset) { ... }
}

Provided Methods§

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fn body_daoc(self) -> AnimatorOverrideController

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fn set_body_daoc(self, value: AnimatorOverrideController)

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fn ride_daoc(self) -> AnimatorOverrideController

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fn set_ride_daoc(self, value: AnimatorOverrideController)

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fn attack1(self) -> AnimAsset

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fn set_attack1(self, value: AnimAsset)

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fn attack1_r(self) -> AnimAsset

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fn set_attack1_r(self, value: AnimAsset)

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fn attack2(self) -> AnimAsset

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fn set_attack2(self, value: AnimAsset)

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fn attack2_r(self) -> AnimAsset

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fn set_attack2_r(self, value: AnimAsset)

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fn attack3(self) -> AnimAsset

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fn set_attack3(self, value: AnimAsset)

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fn attack3_r(self) -> AnimAsset

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fn set_attack3_r(self, value: AnimAsset)

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fn attack4(self) -> AnimAsset

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fn set_attack4(self, value: AnimAsset)

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fn attack4_r(self) -> AnimAsset

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fn set_attack4_r(self, value: AnimAsset)

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fn attack5(self) -> AnimAsset

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fn set_attack5(self, value: AnimAsset)

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fn attack5_r(self) -> AnimAsset

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fn set_attack5_r(self, value: AnimAsset)

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fn attack_c(self) -> AnimAsset

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fn set_attack_c(self, value: AnimAsset)

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fn attack_cr(self) -> AnimAsset

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fn set_attack_cr(self, value: AnimAsset)

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fn attack_t(self) -> AnimAsset

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fn set_attack_t(self, value: AnimAsset)

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fn attack_tr(self) -> AnimAsset

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fn set_attack_tr(self, value: AnimAsset)

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fn damage_high(self) -> AnimAsset

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fn set_damage_high(self, value: AnimAsset)

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fn damage_high_r(self) -> AnimAsset

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fn set_damage_high_r(self, value: AnimAsset)

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fn damage_mid_b(self) -> AnimAsset

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fn set_damage_mid_b(self, value: AnimAsset)

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fn damage_mid_br(self) -> AnimAsset

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fn set_damage_mid_br(self, value: AnimAsset)

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fn damage_mid_du(self) -> AnimAsset

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fn set_damage_mid_du(self, value: AnimAsset)

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fn damage_mid_dur(self) -> AnimAsset

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fn set_damage_mid_dur(self, value: AnimAsset)

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fn damage_mid_ud(self) -> AnimAsset

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fn set_damage_mid_ud(self, value: AnimAsset)

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fn damage_mid_udr(self) -> AnimAsset

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fn set_damage_mid_udr(self, value: AnimAsset)

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fn die_b(self) -> AnimAsset

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fn set_die_b(self, value: AnimAsset)

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fn die_br(self) -> AnimAsset

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fn set_die_br(self, value: AnimAsset)

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fn die_l(self) -> AnimAsset

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fn set_die_l(self, value: AnimAsset)

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fn die_lr(self) -> AnimAsset

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fn set_die_lr(self, value: AnimAsset)

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fn die_r(self) -> AnimAsset

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fn set_die_r(self, value: AnimAsset)

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fn die_rr(self) -> AnimAsset

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fn set_die_rr(self, value: AnimAsset)

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fn dive(self) -> AnimAsset

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fn set_dive(self, value: AnimAsset)

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fn dive_r(self) -> AnimAsset

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fn set_dive_r(self, value: AnimAsset)

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fn engage1(self) -> AnimAsset

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fn set_engage1(self, value: AnimAsset)

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fn engage1_r(self) -> AnimAsset

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fn set_engage1_r(self, value: AnimAsset)

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fn engage2(self) -> AnimAsset

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fn set_engage2(self, value: AnimAsset)

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fn engage2_r(self) -> AnimAsset

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fn set_engage2_r(self, value: AnimAsset)

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fn engage3(self) -> AnimAsset

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fn set_engage3(self, value: AnimAsset)

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fn engage3_r(self) -> AnimAsset

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fn set_engage3_r(self, value: AnimAsset)

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fn evasion_b(self) -> AnimAsset

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fn set_evasion_b(self, value: AnimAsset)

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fn evasion_br(self) -> AnimAsset

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fn set_evasion_br(self, value: AnimAsset)

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fn evasion_l(self) -> AnimAsset

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fn set_evasion_l(self, value: AnimAsset)

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fn evasion_lr(self) -> AnimAsset

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fn set_evasion_lr(self, value: AnimAsset)

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fn evasion_r(self) -> AnimAsset

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fn set_evasion_r(self, value: AnimAsset)

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fn evasion_rr(self) -> AnimAsset

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fn set_evasion_rr(self, value: AnimAsset)

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fn guard(self) -> AnimAsset

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fn set_guard(self, value: AnimAsset)

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fn guard_r(self) -> AnimAsset

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fn set_guard_r(self, value: AnimAsset)

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fn hovering_loop(self) -> AnimAsset

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fn set_hovering_loop(self, value: AnimAsset)

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fn hovering_loop_r(self) -> AnimAsset

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fn set_hovering_loop_r(self, value: AnimAsset)

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fn idle_dying(self) -> AnimAsset

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fn set_idle_dying(self, value: AnimAsset)

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fn idle_dying_r(self) -> AnimAsset

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fn set_idle_dying_r(self, value: AnimAsset)

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fn idle_normal(self) -> AnimAsset

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fn set_idle_normal(self, value: AnimAsset)

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fn idle_normal_r(self) -> AnimAsset

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fn set_idle_normal_r(self, value: AnimAsset)

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fn parry_l(self) -> AnimAsset

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fn set_parry_l(self, value: AnimAsset)

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fn parry_lr(self) -> AnimAsset

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fn set_parry_lr(self, value: AnimAsset)

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fn parry_r(self) -> AnimAsset

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fn set_parry_r(self, value: AnimAsset)

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fn parry_rr(self) -> AnimAsset

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fn set_parry_rr(self, value: AnimAsset)

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fn ready(self) -> AnimAsset

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fn set_ready(self, value: AnimAsset)

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fn ready_r(self) -> AnimAsset

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fn set_ready_r(self, value: AnimAsset)

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fn relax_loop(self) -> AnimAsset

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fn set_relax_loop(self, value: AnimAsset)

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fn relax_loop_r(self) -> AnimAsset

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fn set_relax_loop_r(self, value: AnimAsset)

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fn repelled(self) -> AnimAsset

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fn set_repelled(self, value: AnimAsset)

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fn repelled_r(self) -> AnimAsset

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fn set_repelled_r(self, value: AnimAsset)

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fn run_loop(self) -> AnimAsset

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fn set_run_loop(self, value: AnimAsset)

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fn run_loop_r(self) -> AnimAsset

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fn set_run_loop_r(self, value: AnimAsset)

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fn run_start(self) -> AnimAsset

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fn set_run_start(self, value: AnimAsset)

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fn run_start_r(self) -> AnimAsset

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fn set_run_start_r(self, value: AnimAsset)

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fn special1(self) -> AnimAsset

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fn set_special1(self, value: AnimAsset)

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fn special1_r(self) -> AnimAsset

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fn set_special1_r(self, value: AnimAsset)

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fn start(self) -> AnimAsset

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fn set_start(self, value: AnimAsset)

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fn start_r(self) -> AnimAsset

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fn set_start_r(self, value: AnimAsset)

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fn win(self) -> AnimAsset

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fn set_win(self, value: AnimAsset)

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fn win_r(self) -> AnimAsset

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fn set_win_r(self, value: AnimAsset)

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fn win_loop(self) -> AnimAsset

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fn set_win_loop(self, value: AnimAsset)

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fn win_loop_r(self) -> AnimAsset

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fn set_win_loop_r(self, value: AnimAsset)

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§