pub trait ICombatViewerSettings: IScriptableObject {
Show 32 methods
// Provided methods
fn viewer_phase_array(self) -> List_1<CombatViewerSettings_ViewerPhase> { ... }
fn set_viewer_phase_array(
self,
value: List_1<CombatViewerSettings_ViewerPhase>,
) { ... }
fn eternal_combat(self) -> bool { ... }
fn set_eternal_combat(self, value: bool) { ... }
fn force_crosscut(self) -> bool { ... }
fn set_force_crosscut(self, value: bool) { ... }
fn force_bullet_camera(self) -> bool { ... }
fn set_force_bullet_camera(self, value: bool) { ... }
fn enemy_is_boss(self) -> bool { ... }
fn set_enemy_is_boss(self, value: bool) { ... }
fn start_camera(self) -> CameraPosition { ... }
fn set_start_camera(self, value: CameraPosition) { ... }
fn camera_style(self) -> CameraSituationConverter_CameraLocateStyle { ... }
fn set_camera_style(self, value: CameraSituationConverter_CameraLocateStyle) { ... }
fn attendance_enemy(self) -> bool { ... }
fn set_attendance_enemy(self, value: bool) { ... }
fn attendance_p_emblem(self) -> bool { ... }
fn set_attendance_p_emblem(self, value: bool) { ... }
fn attendance_e_emblem(self) -> bool { ... }
fn set_attendance_e_emblem(self, value: bool) { ... }
fn attendance_p_chain(self) -> i32 { ... }
fn set_attendance_p_chain(self, value: i32) { ... }
fn attendance_e_chain(self) -> i32 { ... }
fn set_attendance_e_chain(self, value: i32) { ... }
fn map_distance(self) -> i32 { ... }
fn set_map_distance(self, value: i32) { ... }
fn repeat_demo(self) -> bool { ... }
fn set_repeat_demo(self, value: bool) { ... }
fn fake_dead(self) -> bool { ... }
fn set_fake_dead(self, value: bool) { ... }
fn speed_up(self) -> bool { ... }
fn set_speed_up(self, value: bool) { ... }
}Provided Methods§
fn viewer_phase_array(self) -> List_1<CombatViewerSettings_ViewerPhase>
fn set_viewer_phase_array(self, value: List_1<CombatViewerSettings_ViewerPhase>)
fn eternal_combat(self) -> bool
fn set_eternal_combat(self, value: bool)
fn force_crosscut(self) -> bool
fn set_force_crosscut(self, value: bool)
fn force_bullet_camera(self) -> bool
fn set_force_bullet_camera(self, value: bool)
fn enemy_is_boss(self) -> bool
fn set_enemy_is_boss(self, value: bool)
fn start_camera(self) -> CameraPosition
fn set_start_camera(self, value: CameraPosition)
fn camera_style(self) -> CameraSituationConverter_CameraLocateStyle
fn set_camera_style(self, value: CameraSituationConverter_CameraLocateStyle)
fn attendance_enemy(self) -> bool
fn set_attendance_enemy(self, value: bool)
fn attendance_p_emblem(self) -> bool
fn set_attendance_p_emblem(self, value: bool)
fn attendance_e_emblem(self) -> bool
fn set_attendance_e_emblem(self, value: bool)
fn attendance_p_chain(self) -> i32
fn set_attendance_p_chain(self, value: i32)
fn attendance_e_chain(self) -> i32
fn set_attendance_e_chain(self, value: i32)
fn map_distance(self) -> i32
fn set_map_distance(self, value: i32)
fn repeat_demo(self) -> bool
fn set_repeat_demo(self, value: bool)
fn fake_dead(self) -> bool
fn set_fake_dead(self, value: bool)
fn speed_up(self) -> bool
fn set_speed_up(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.