pub trait ICombatWorldMethods: ICombatWorld {
Show 38 methods
// Provided methods
fn awake(self) { ... }
fn on_destroy(self) { ... }
fn get_characters(self) -> Array<Character> { ... }
fn get_chain_attackers(self) -> Array<Character> { ... }
fn set_chain_attackers(self, value: impl Into<Array<Character>>) { ... }
fn get_chara_dragonic(self) -> Array<Character> { ... }
fn set_chara_dragonic(self, value: impl Into<Array<Character>>) { ... }
fn get_record(self) -> CombatRecord { ... }
fn set_record(self, value: impl Into<CombatRecord>) { ... }
fn get_effect_catalog(self) -> EffectCatalog { ... }
fn set_effect_catalog(self, value: impl Into<EffectCatalog>) { ... }
fn get_fsm_builder(self) -> FSMBuilder { ... }
fn set_fsm_builder(self, value: impl Into<FSMBuilder>) { ... }
fn get_combat_time(self) -> f32 { ... }
fn set_combat_time(self, value: impl Into<f32>) { ... }
fn get_timespace(self) -> CombatTimespace { ... }
fn get_staging(self) -> CombatStaging { ... }
fn get_observable(self) -> CombatObservable { ... }
fn get_config(self) -> CombatConfig { ... }
fn get_skip(self) -> CombatSkip { ... }
fn get_input(self) -> CombatInput { ... }
fn run(self, record: impl Into<CombatRecord>) { ... }
fn initialize_after_create_chara(self) -> IEnumerator { ... }
fn register_hit_observer(self) { ... }
fn sync_params(self) { ... }
fn create_characters(self) { ... }
fn create_characters_impl(
self,
side: impl Into<i32>,
gs: impl Into<CharacterGameStatus>,
chain_id: impl Into<i32>,
) { ... }
fn is_character_created(self) -> bool { ... }
fn setup_characters(self) { ... }
fn load_animset(self) { ... }
fn is_anim_set_loading(self) -> bool { ... }
fn fade_in_hud(self) { ... }
fn fade_out_hud(self) { ... }
fn instant_out_hud(self) { ... }
fn force_end(self) { ... }
fn update(self) { ... }
fn finalize_when_trans_camera(self) { ... }
fn ctor(self) { ... }
}Provided Methods§
Sourcefn on_destroy(self)
fn on_destroy(self)
OnDestroy() overload
Sourcefn get_characters(self) -> Array<Character>
fn get_characters(self) -> Array<Character>
get_Characters() overload
Sourcefn get_chain_attackers(self) -> Array<Character>
fn get_chain_attackers(self) -> Array<Character>
get_ChainAttackers() overload
Sourcefn set_chain_attackers(self, value: impl Into<Array<Character>>)
fn set_chain_attackers(self, value: impl Into<Array<Character>>)
set_ChainAttackers(::unity::Array<crate::combat::character::Character>) overload
Sourcefn get_chara_dragonic(self) -> Array<Character>
fn get_chara_dragonic(self) -> Array<Character>
get_CharaDragonic() overload
Sourcefn set_chara_dragonic(self, value: impl Into<Array<Character>>)
fn set_chara_dragonic(self, value: impl Into<Array<Character>>)
set_CharaDragonic(::unity::Array<crate::combat::character::Character>) overload
Sourcefn get_record(self) -> CombatRecord
fn get_record(self) -> CombatRecord
get_Record() overload
Sourcefn set_record(self, value: impl Into<CombatRecord>)
fn set_record(self, value: impl Into<CombatRecord>)
set_Record(crate::combat::combatrecord::CombatRecord) overload
Sourcefn get_effect_catalog(self) -> EffectCatalog
fn get_effect_catalog(self) -> EffectCatalog
get_EffectCatalog() overload
Sourcefn set_effect_catalog(self, value: impl Into<EffectCatalog>)
fn set_effect_catalog(self, value: impl Into<EffectCatalog>)
set_EffectCatalog(crate::combat::effectcatalog::EffectCatalog) overload
Sourcefn get_fsm_builder(self) -> FSMBuilder
fn get_fsm_builder(self) -> FSMBuilder
get_FSMBuilder() overload
Sourcefn set_fsm_builder(self, value: impl Into<FSMBuilder>)
fn set_fsm_builder(self, value: impl Into<FSMBuilder>)
set_FSMBuilder(crate::combat::fsmbuilder::FSMBuilder) overload
Sourcefn get_combat_time(self) -> f32
fn get_combat_time(self) -> f32
get_CombatTime() overload
Sourcefn set_combat_time(self, value: impl Into<f32>)
fn set_combat_time(self, value: impl Into<f32>)
set_CombatTime(f32) overload
Sourcefn get_timespace(self) -> CombatTimespace
fn get_timespace(self) -> CombatTimespace
get_Timespace() overload
Sourcefn get_staging(self) -> CombatStaging
fn get_staging(self) -> CombatStaging
get_Staging() overload
Sourcefn get_observable(self) -> CombatObservable
fn get_observable(self) -> CombatObservable
get_Observable() overload
Sourcefn get_config(self) -> CombatConfig
fn get_config(self) -> CombatConfig
get_Config() overload
Sourcefn get_skip(self) -> CombatSkip
fn get_skip(self) -> CombatSkip
get_Skip() overload
Sourcefn get_input(self) -> CombatInput
fn get_input(self) -> CombatInput
get_Input() overload
Sourcefn run(self, record: impl Into<CombatRecord>)
fn run(self, record: impl Into<CombatRecord>)
Run(crate::combat::combatrecord::CombatRecord) overload
Sourcefn initialize_after_create_chara(self) -> IEnumerator
fn initialize_after_create_chara(self) -> IEnumerator
InitializeAfterCreateChara() overload
Sourcefn register_hit_observer(self)
fn register_hit_observer(self)
RegisterHitObserver() overload
Sourcefn sync_params(self)
fn sync_params(self)
SyncParams() overload
Sourcefn create_characters(self)
fn create_characters(self)
CreateCharacters() overload
Sourcefn create_characters_impl(
self,
side: impl Into<i32>,
gs: impl Into<CharacterGameStatus>,
chain_id: impl Into<i32>,
)
fn create_characters_impl( self, side: impl Into<i32>, gs: impl Into<CharacterGameStatus>, chain_id: impl Into<i32>, )
CreateCharactersImpl(i32, crate::combat::charactergamestatus::CharacterGameStatus, i32) overload
Sourcefn is_character_created(self) -> bool
fn is_character_created(self) -> bool
IsCharacterCreated() overload
Sourcefn setup_characters(self)
fn setup_characters(self)
SetupCharacters() overload
Sourcefn load_animset(self)
fn load_animset(self)
LoadAnimset() overload
Sourcefn is_anim_set_loading(self) -> bool
fn is_anim_set_loading(self) -> bool
IsAnimSetLoading() overload
Sourcefn fade_in_hud(self)
fn fade_in_hud(self)
FadeInHUD() overload
Sourcefn fade_out_hud(self)
fn fade_out_hud(self)
FadeOutHUD() overload
Sourcefn instant_out_hud(self)
fn instant_out_hud(self)
InstantOutHUD() overload
Sourcefn finalize_when_trans_camera(self)
fn finalize_when_trans_camera(self)
FinalizeWhenTransCamera() 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§
impl<__T: ICombatWorld> ICombatWorldMethods for __T
combat-combatworld only.