pub trait IPhaseArrayMethods: IPhaseArray {
Show 17 methods
// Provided methods
fn get_current(self) -> Phase { ... }
fn get_last(self) -> Phase { ... }
fn get_attack_right(self) -> i32 { ... }
fn set_attack_right(self, value: impl Into<i32>) { ... }
fn get_has_counter(self) -> bool { ... }
fn add(self, phase: impl Into<Phase>) { ... }
fn next(self) { ... }
fn set_current_to_last(self) { ... }
fn ctor(self) { ... }
fn clear(self) { ... }
fn update_attack_right(self) { ... }
fn post_process(
self,
style: impl Into<CombatStyle>,
game_status: impl Into<Array<CharacterGameStatus>>,
gs_chain_atk: impl Into<Array<CharacterGameStatus>>,
gs_dragonic: impl Into<Array<CharacterGameStatus>>,
) { ... }
fn mark_first_and_last_attack(self) { ... }
fn find_detail_first(self, detail: impl Into<Phase_Detail>) -> Phase { ... }
fn decide_animation_hash(
self,
style: impl Into<CombatStyle>,
game_status: impl Into<Array<CharacterGameStatus>>,
gs_chain_atk: impl Into<Array<CharacterGameStatus>>,
) { ... }
fn mark_use_anims(
self,
game_status: impl Into<Array<CharacterGameStatus>>,
gs_chain_atk: impl Into<Array<CharacterGameStatus>>,
gs_dragonic: impl Into<Array<CharacterGameStatus>>,
) { ... }
fn get_broken_side(self) -> i32 { ... }
}Provided Methods§
Sourcefn get_current(self) -> Phase
fn get_current(self) -> Phase
get_Current() overload
Sourcefn get_attack_right(self) -> i32
fn get_attack_right(self) -> i32
get_AttackRight() overload
Sourcefn set_attack_right(self, value: impl Into<i32>)
fn set_attack_right(self, value: impl Into<i32>)
set_AttackRight(i32) overload
Sourcefn get_has_counter(self) -> bool
fn get_has_counter(self) -> bool
get_HasCounter() overload
Sourcefn set_current_to_last(self)
fn set_current_to_last(self)
SetCurrentToLast() overload
Sourcefn update_attack_right(self)
fn update_attack_right(self)
UpdateAttackRight() overload
Sourcefn post_process(
self,
style: impl Into<CombatStyle>,
game_status: impl Into<Array<CharacterGameStatus>>,
gs_chain_atk: impl Into<Array<CharacterGameStatus>>,
gs_dragonic: impl Into<Array<CharacterGameStatus>>,
)
fn post_process( self, style: impl Into<CombatStyle>, game_status: impl Into<Array<CharacterGameStatus>>, gs_chain_atk: impl Into<Array<CharacterGameStatus>>, gs_dragonic: impl Into<Array<CharacterGameStatus>>, )
PostProcess(crate::combat::combatstyle::CombatStyle, ::unity::Array<crate::combat::charactergamestatus::CharacterGameStatus>, ::unity::Array<crate::combat::charactergamestatus::CharacterGameStatus>, ::unity::Array<crate::combat::charactergamestatus::CharacterGameStatus>) overload
Sourcefn mark_first_and_last_attack(self)
fn mark_first_and_last_attack(self)
MarkFirstAndLastAttack() overload
Sourcefn find_detail_first(self, detail: impl Into<Phase_Detail>) -> Phase
fn find_detail_first(self, detail: impl Into<Phase_Detail>) -> Phase
FindDetailFirst(crate::combat::phase::Phase_Detail) overload
Sourcefn decide_animation_hash(
self,
style: impl Into<CombatStyle>,
game_status: impl Into<Array<CharacterGameStatus>>,
gs_chain_atk: impl Into<Array<CharacterGameStatus>>,
)
fn decide_animation_hash( self, style: impl Into<CombatStyle>, game_status: impl Into<Array<CharacterGameStatus>>, gs_chain_atk: impl Into<Array<CharacterGameStatus>>, )
DecideAnimationHash(crate::combat::combatstyle::CombatStyle, ::unity::Array<crate::combat::charactergamestatus::CharacterGameStatus>, ::unity::Array<crate::combat::charactergamestatus::CharacterGameStatus>) overload
Sourcefn mark_use_anims(
self,
game_status: impl Into<Array<CharacterGameStatus>>,
gs_chain_atk: impl Into<Array<CharacterGameStatus>>,
gs_dragonic: impl Into<Array<CharacterGameStatus>>,
)
fn mark_use_anims( self, game_status: impl Into<Array<CharacterGameStatus>>, gs_chain_atk: impl Into<Array<CharacterGameStatus>>, gs_dragonic: impl Into<Array<CharacterGameStatus>>, )
MarkUseAnims(::unity::Array<crate::combat::charactergamestatus::CharacterGameStatus>, ::unity::Array<crate::combat::charactergamestatus::CharacterGameStatus>, ::unity::Array<crate::combat::charactergamestatus::CharacterGameStatus>) overload
Sourcefn get_broken_side(self) -> i32
fn get_broken_side(self) -> i32
GetBrokenSide() 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: IPhaseArray> IPhaseArrayMethods for __T
combat-phasearray only.