pub trait IPrivateEffectCatalog: IScriptableObject {
// Provided methods
fn trail_mesh_prefab(self) -> GameObject { ... }
fn set_trail_mesh_prefab(self, value: GameObject) { ... }
fn appear_effect(self) -> GameObject { ... }
fn set_appear_effect(self, value: GameObject) { ... }
fn disappear_effect(self) -> GameObject { ... }
fn set_disappear_effect(self, value: GameObject) { ... }
fn sync_hit_effect(self) -> GameObject { ... }
fn set_sync_hit_effect(self, value: GameObject) { ... }
fn guard_effect_prefab(self) -> GameObject { ... }
fn set_guard_effect_prefab(self, value: GameObject) { ... }
fn guard_effect_node_name(self) -> Il2CppString { ... }
fn set_guard_effect_node_name(self, value: Il2CppString) { ... }
}Provided Methods§
fn trail_mesh_prefab(self) -> GameObject
fn set_trail_mesh_prefab(self, value: GameObject)
fn appear_effect(self) -> GameObject
fn set_appear_effect(self, value: GameObject)
fn disappear_effect(self) -> GameObject
fn set_disappear_effect(self, value: GameObject)
fn sync_hit_effect(self) -> GameObject
fn set_sync_hit_effect(self, value: GameObject)
fn guard_effect_prefab(self) -> GameObject
fn set_guard_effect_prefab(self, value: GameObject)
fn guard_effect_node_name(self) -> Il2CppString
fn set_guard_effect_node_name(self, value: Il2CppString)
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.