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ICharacterGameStatusMethods

Trait ICharacterGameStatusMethods 

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pub trait ICharacterGameStatusMethods: ICharacterGameStatus {
Show 73 methods // Provided methods fn get_debugger_display(self) -> Il2CppString { ... } fn get_is_empty(self) -> bool { ... } fn get_emblem_identifier(self) -> Il2CppString { ... } fn set_emblem_identifier(self, value: impl Into<Il2CppString>) { ... } fn stun(self) { ... } fn get_unit(self) -> Unit { ... } fn set_unit(self, value: impl Into<Unit>) { ... } fn get_person(self) -> PersonData { ... } fn set_person(self, value: impl Into<PersonData>) { ... } fn get_job(self) -> JobData { ... } fn set_job(self, value: impl Into<JobData>) { ... } fn get_force(self) -> Force { ... } fn set_force(self, value: impl Into<Force>) { ... } fn get_name(self) -> Il2CppString { ... } fn set_name(self, value: impl Into<Il2CppString>) { ... } fn get_max_hp(self) -> i32 { ... } fn set_max_hp(self, value: impl Into<i32>) { ... } fn get_hp(self) -> i32 { ... } fn set_hp(self, value: impl Into<i32>) { ... } fn get_max_stun(self) -> i32 { ... } fn set_max_stun(self, value: impl Into<i32>) { ... } fn get_stun_value(self) -> i32 { ... } fn set_stun_value(self, value: impl Into<i32>) { ... } fn get_is_stun(self) -> bool { ... } fn get_engage_count(self) -> i32 { ... } fn set_engage_count(self, value: impl Into<i32>) { ... } fn get_map_x(self) -> i32 { ... } fn set_map_x(self, value: impl Into<i32>) { ... } fn get_map_y(self) -> i32 { ... } fn set_map_y(self, value: impl Into<i32>) { ... } fn get_battle_x(self) -> i32 { ... } fn set_battle_x(self, value: impl Into<i32>) { ... } fn get_battle_y(self) -> i32 { ... } fn set_battle_y(self, value: impl Into<i32>) { ... } fn get_weapon(self) -> UnitItem { ... } fn set_weapon(self, value: impl Into<UnitItem>) { ... } fn get_weapon_style(self) -> WeaponStyle { ... } fn get_engage_style(self) -> EngageStyle { ... } fn set_engage_style(self, value: impl Into<EngageStyle>) { ... } fn set_engage_style_as_eng_attack_paired_grandew(self) { ... } fn get_is_engaging(self) -> bool { ... } fn get_is_grandew(self) -> bool { ... } fn get_is_dying(self) -> bool { ... } fn get_is_dead(self) -> bool { ... } fn get_is_hp_max(self) -> bool { ... } fn get_star_rush_combo_count789(self) -> i32 { ... } fn set_star_rush_combo_count789(self, value: impl Into<i32>) { ... } fn get_後キャン発動位置(self) -> f32 { ... } fn set_後キャン発動位置(self, value: impl Into<f32>) { ... } fn get_ブレイク時後キャン発動位置(self) -> f32 { ... } fn set_ブレイク時後キャン発動位置(self, value: impl Into<f32>) { ... } fn get_重い動作速度(self) -> f32 { ... } fn set_重い動作速度(self, value: impl Into<f32>) { ... } fn get_素早い動作速度(self) -> f32 { ... } fn set_素早い動作速度(self, value: impl Into<f32>) { ... } fn get_world_pos(self) -> FXZ { ... } fn set_world_pos(self, value: impl Into<FXZ>) { ... } fn get_rod_use_type(self) -> ItemData_UseTypes { ... } fn clear(self) { ... } fn import( self, unit: impl Into<Unit>, is_hp_max: impl Into<bool>, conditions: impl Into<Array<Il2CppString>>, ) { ... } fn import_2( self, unit: impl Into<Unit>, weapon: impl Into<UnitItem>, conditions: impl Into<Array<Il2CppString>>, ) { ... } fn import_3( self, god: impl Into<GodUnit>, conditions: impl Into<Array<Il2CppString>>, ) { ... } fn import_4( self, side: impl Into<i32>, calc: impl Into<BattleCalculator>, side_type: impl Into<BattleSide_Type>, map_distance: impl Into<i32>, ) { ... } fn import_5( self, side: impl Into<i32>, pid: impl Into<Il2CppString>, jid: impl Into<Il2CppString>, iid: impl Into<Il2CppString>, x: impl Into<i32>, z: impl Into<i32>, conditions: impl Into<Array<Il2CppString>>, ) { ... } fn import_empty(self) { ... } fn import_impl( self, weapon: impl Into<UnitItem>, map_distance: impl Into<i32>, conditions: impl Into<Array<Il2CppString>>, ) { ... } fn update_pos(self) { ... } fn calc_engage_style(self) -> EngageStyle { ... } fn import_grandew(self, master: impl Into<CharacterGameStatus>) { ... } fn init_for_viewer( self, side: impl Into<i32>, ap: impl Into<CharacterAppearance>, engage_style: impl Into<EngageStyle>, ) { ... } fn sync_params(self, phase: impl Into<Phase>) { ... } fn remove_weapons(self) { ... } fn ctor(self) { ... }
}

Provided Methods§

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fn get_debugger_display(self) -> Il2CppString

get_DebuggerDisplay() overload

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fn get_is_empty(self) -> bool

get_IsEmpty() overload

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fn get_emblem_identifier(self) -> Il2CppString

get_EmblemIdentifier() overload

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fn set_emblem_identifier(self, value: impl Into<Il2CppString>)

set_EmblemIdentifier(::unity::Il2CppString) overload

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fn stun(self)

Stun() overload

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fn get_unit(self) -> Unit

get_Unit() overload

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fn set_unit(self, value: impl Into<Unit>)

set_Unit(crate::app::unit::Unit) overload

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fn get_person(self) -> PersonData

get_Person() overload

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fn set_person(self, value: impl Into<PersonData>)

set_Person(crate::app::persondata::PersonData) overload

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fn get_job(self) -> JobData

get_Job() overload

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fn set_job(self, value: impl Into<JobData>)

set_Job(crate::app::jobdata::JobData) overload

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fn get_force(self) -> Force

get_Force() overload

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fn set_force(self, value: impl Into<Force>)

set_Force(crate::app::force::Force) overload

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fn get_name(self) -> Il2CppString

get_Name() overload

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fn set_name(self, value: impl Into<Il2CppString>)

set_Name(::unity::Il2CppString) overload

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fn get_max_hp(self) -> i32

get_MaxHP() overload

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fn set_max_hp(self, value: impl Into<i32>)

set_MaxHP(i32) overload

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fn get_hp(self) -> i32

get_HP() overload

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fn set_hp(self, value: impl Into<i32>)

set_HP(i32) overload

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fn get_max_stun(self) -> i32

get_MaxStun() overload

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fn set_max_stun(self, value: impl Into<i32>)

set_MaxStun(i32) overload

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fn get_stun_value(self) -> i32

get_StunValue() overload

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fn set_stun_value(self, value: impl Into<i32>)

set_StunValue(i32) overload

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fn get_is_stun(self) -> bool

get_IsStun() overload

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fn get_engage_count(self) -> i32

get_EngageCount() overload

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fn set_engage_count(self, value: impl Into<i32>)

set_EngageCount(i32) overload

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fn get_map_x(self) -> i32

get_MapX() overload

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fn set_map_x(self, value: impl Into<i32>)

set_MapX(i32) overload

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fn get_map_y(self) -> i32

get_MapY() overload

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fn set_map_y(self, value: impl Into<i32>)

set_MapY(i32) overload

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fn get_battle_x(self) -> i32

get_BattleX() overload

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fn set_battle_x(self, value: impl Into<i32>)

set_BattleX(i32) overload

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fn get_battle_y(self) -> i32

get_BattleY() overload

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fn set_battle_y(self, value: impl Into<i32>)

set_BattleY(i32) overload

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fn get_weapon(self) -> UnitItem

get_Weapon() overload

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fn set_weapon(self, value: impl Into<UnitItem>)

set_Weapon(crate::app::unititem::UnitItem) overload

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fn get_weapon_style(self) -> WeaponStyle

get_WeaponStyle() overload

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fn get_engage_style(self) -> EngageStyle

get_EngageStyle() overload

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fn set_engage_style(self, value: impl Into<EngageStyle>)

set_EngageStyle(crate::combat::engagestyle::EngageStyle) overload

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fn set_engage_style_as_eng_attack_paired_grandew(self)

SetEngageStyleAsEngAttackPairedGrandew() overload

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fn get_is_engaging(self) -> bool

get_IsEngaging() overload

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fn get_is_grandew(self) -> bool

get_IsGrandew() overload

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fn get_is_dying(self) -> bool

get_IsDying() overload

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fn get_is_dead(self) -> bool

get_IsDead() overload

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fn get_is_hp_max(self) -> bool

get_IsHPMax() overload

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fn get_star_rush_combo_count789(self) -> i32

get_StarRushComboCount789() overload

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fn set_star_rush_combo_count789(self, value: impl Into<i32>)

set_StarRushComboCount789(i32) overload

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fn get_後キャン発動位置(self) -> f32

get_後キャン発動位置() overload

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fn set_後キャン発動位置(self, value: impl Into<f32>)

set_後キャン発動位置(f32) overload

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fn get_ブレイク時後キャン発動位置(self) -> f32

get_ブレイク時後キャン発動位置() overload

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fn set_ブレイク時後キャン発動位置(self, value: impl Into<f32>)

set_ブレイク時後キャン発動位置(f32) overload

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fn get_重い動作速度(self) -> f32

get_重い動作速度() overload

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fn set_重い動作速度(self, value: impl Into<f32>)

set_重い動作速度(f32) overload

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fn get_素早い動作速度(self) -> f32

get_素早い動作速度() overload

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fn set_素早い動作速度(self, value: impl Into<f32>)

set_素早い動作速度(f32) overload

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fn get_world_pos(self) -> FXZ

get_WorldPos() overload

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fn set_world_pos(self, value: impl Into<FXZ>)

set_WorldPos(crate::combat::fxz::FXZ) overload

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fn get_rod_use_type(self) -> ItemData_UseTypes

get_RodUseType() overload

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fn clear(self)

Clear() overload

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fn import( self, unit: impl Into<Unit>, is_hp_max: impl Into<bool>, conditions: impl Into<Array<Il2CppString>>, )

Import(crate::app::unit::Unit, bool, ::unity::Array<::unity::Il2CppString>) overload

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fn import_2( self, unit: impl Into<Unit>, weapon: impl Into<UnitItem>, conditions: impl Into<Array<Il2CppString>>, )

Import(crate::app::unit::Unit, crate::app::unititem::UnitItem, ::unity::Array<::unity::Il2CppString>) overload

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fn import_3( self, god: impl Into<GodUnit>, conditions: impl Into<Array<Il2CppString>>, )

Import(crate::app::godunit::GodUnit, ::unity::Array<::unity::Il2CppString>) overload

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fn import_4( self, side: impl Into<i32>, calc: impl Into<BattleCalculator>, side_type: impl Into<BattleSide_Type>, map_distance: impl Into<i32>, )

Import(i32, crate::app::battlecalculator::BattleCalculator, crate::app::battleside::BattleSide_Type, i32) overload

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fn import_5( self, side: impl Into<i32>, pid: impl Into<Il2CppString>, jid: impl Into<Il2CppString>, iid: impl Into<Il2CppString>, x: impl Into<i32>, z: impl Into<i32>, conditions: impl Into<Array<Il2CppString>>, )

Import(i32, ::unity::Il2CppString, ::unity::Il2CppString, ::unity::Il2CppString, i32, i32, ::unity::Array<::unity::Il2CppString>) overload

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fn import_empty(self)

ImportEmpty() overload

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fn import_impl( self, weapon: impl Into<UnitItem>, map_distance: impl Into<i32>, conditions: impl Into<Array<Il2CppString>>, )

ImportImpl(crate::app::unititem::UnitItem, i32, ::unity::Array<::unity::Il2CppString>) overload

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fn update_pos(self)

UpdatePos() overload

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fn calc_engage_style(self) -> EngageStyle

CalcEngageStyle() overload

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fn import_grandew(self, master: impl Into<CharacterGameStatus>)

ImportGrandew(crate::combat::charactergamestatus::CharacterGameStatus) overload

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fn init_for_viewer( self, side: impl Into<i32>, ap: impl Into<CharacterAppearance>, engage_style: impl Into<EngageStyle>, )

InitForViewer(i32, crate::combat::characterappearance::CharacterAppearance, crate::combat::engagestyle::EngageStyle) overload

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fn sync_params(self, phase: impl Into<Phase>)

SyncParams(crate::combat::phase::Phase) overload

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fn remove_weapons(self)

RemoveWeapons() 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: ICharacterGameStatus> ICharacterGameStatusMethods for __T

Available on crate feature combat-charactergamestatus only.