pub trait IMagicSignalProcessor: IMonoBehaviour {
Show 42 methods
// Provided methods
fn cp(self) -> Character { ... }
fn set_cp(self, value: Character) { ... }
fn m_flying_object(self) -> MagicFlying { ... }
fn set_m_flying_object(self, value: MagicFlying) { ... }
fn m_cached_node_constraint(self) -> CharacterNodeConstraint { ... }
fn set_m_cached_node_constraint(self, value: CharacterNodeConstraint) { ... }
fn m_phase(self) -> Phase { ... }
fn set_m_phase(self, value: Phase) { ... }
fn m_decay_time(self) -> f32 { ... }
fn set_m_decay_time(self, value: f32) { ... }
fn m_is_focus_enemy_passed(self) -> bool { ... }
fn set_m_is_focus_enemy_passed(self, value: bool) { ... }
fn m_b_reached(self) -> bool { ... }
fn set_m_b_reached(self, value: bool) { ... }
fn tl開始時処理(self) -> MagicSignalTimeline { ... }
fn set_tl開始時処理(self, value: MagicSignalTimeline) { ... }
fn tl魔法動作1処理(self) -> MagicSignalTimeline { ... }
fn set_tl魔法動作1処理(self, value: MagicSignalTimeline) { ... }
fn tl魔法動作2処理(self) -> MagicSignalTimeline { ... }
fn set_tl魔法動作2処理(self, value: MagicSignalTimeline) { ... }
fn tl魔法動作3処理(self) -> MagicSignalTimeline { ... }
fn set_tl魔法動作3処理(self, value: MagicSignalTimeline) { ... }
fn tlヒット時処理(self) -> MagicSignalTimeline { ... }
fn set_tlヒット時処理(self, value: MagicSignalTimeline) { ... }
fn tlミス時処理(self) -> MagicSignalTimeline { ... }
fn set_tlミス時処理(self, value: MagicSignalTimeline) { ... }
fn tlガード時処理(self) -> MagicSignalTimeline { ... }
fn set_tlガード時処理(self, value: MagicSignalTimeline) { ... }
fn tlパリィ時処理(self) -> MagicSignalTimeline { ... }
fn set_tlパリィ時処理(self, value: MagicSignalTimeline) { ... }
fn tl衝突時処理(self) -> MagicSignalTimeline { ... }
fn set_tl衝突時処理(self, value: MagicSignalTimeline) { ... }
fn tl自然消滅処理(self) -> MagicSignalTimeline { ... }
fn set_tl自然消滅処理(self, value: MagicSignalTimeline) { ... }
fn tl打撃命中処理(self) -> MagicSignalTimeline { ... }
fn set_tl打撃命中処理(self, value: MagicSignalTimeline) { ... }
fn m_managed_objects(self) -> List_1<GameObject> { ... }
fn set_m_managed_objects(self, value: List_1<GameObject>) { ... }
fn m_deleted_objects(self) -> List_1<GameObject> { ... }
fn set_m_deleted_objects(self, value: List_1<GameObject>) { ... }
fn m_knockoff_attack_hash(self) -> i32 { ... }
fn set_m_knockoff_attack_hash(self, value: i32) { ... }
}Provided Methods§
fn cp(self) -> Character
fn set_cp(self, value: Character)
fn m_flying_object(self) -> MagicFlying
fn set_m_flying_object(self, value: MagicFlying)
fn m_cached_node_constraint(self) -> CharacterNodeConstraint
fn set_m_cached_node_constraint(self, value: CharacterNodeConstraint)
fn m_phase(self) -> Phase
fn set_m_phase(self, value: Phase)
fn m_decay_time(self) -> f32
fn set_m_decay_time(self, value: f32)
fn m_is_focus_enemy_passed(self) -> bool
fn set_m_is_focus_enemy_passed(self, value: bool)
fn m_b_reached(self) -> bool
fn set_m_b_reached(self, value: bool)
fn tl開始時処理(self) -> MagicSignalTimeline
fn set_tl開始時処理(self, value: MagicSignalTimeline)
fn tl魔法動作1処理(self) -> MagicSignalTimeline
fn set_tl魔法動作1処理(self, value: MagicSignalTimeline)
fn tl魔法動作2処理(self) -> MagicSignalTimeline
fn set_tl魔法動作2処理(self, value: MagicSignalTimeline)
fn tl魔法動作3処理(self) -> MagicSignalTimeline
fn set_tl魔法動作3処理(self, value: MagicSignalTimeline)
fn tlヒット時処理(self) -> MagicSignalTimeline
fn set_tlヒット時処理(self, value: MagicSignalTimeline)
fn tlミス時処理(self) -> MagicSignalTimeline
fn set_tlミス時処理(self, value: MagicSignalTimeline)
fn tlガード時処理(self) -> MagicSignalTimeline
fn set_tlガード時処理(self, value: MagicSignalTimeline)
fn tlパリィ時処理(self) -> MagicSignalTimeline
fn set_tlパリィ時処理(self, value: MagicSignalTimeline)
fn tl衝突時処理(self) -> MagicSignalTimeline
fn set_tl衝突時処理(self, value: MagicSignalTimeline)
fn tl自然消滅処理(self) -> MagicSignalTimeline
fn set_tl自然消滅処理(self, value: MagicSignalTimeline)
fn tl打撃命中処理(self) -> MagicSignalTimeline
fn set_tl打撃命中処理(self, value: MagicSignalTimeline)
fn m_managed_objects(self) -> List_1<GameObject>
fn set_m_managed_objects(self, value: List_1<GameObject>)
fn m_deleted_objects(self) -> List_1<GameObject>
fn set_m_deleted_objects(self, value: List_1<GameObject>)
fn m_knockoff_attack_hash(self) -> i32
fn set_m_knockoff_attack_hash(self, value: i32)
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.