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IBaseCameraControllerMethods

Trait IBaseCameraControllerMethods 

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pub trait IBaseCameraControllerMethods: IBaseCameraController {
Show 42 methods // Provided methods fn get_follow(self) -> Transform { ... } fn set_follow(self, value: impl Into<Transform>) { ... } fn get_look_at(self) -> Transform { ... } fn set_look_at(self, value: impl Into<Transform>) { ... } fn get_base_follow(self) -> Vector3 { ... } fn set_base_follow(self, value: impl Into<Vector3>) { ... } fn get_base_look_at(self) -> Vector3 { ... } fn set_base_look_at(self, value: impl Into<Vector3>) { ... } fn get_is_usable(self) -> bool { ... } fn set_is_usable(self, value: impl Into<bool>) { ... } fn get_positions(self) -> List_1<CameraPosition> { ... } fn set_positions(self, value: impl Into<List_1<CameraPosition>>) { ... } fn get_sss(self) -> f32 { ... } fn set_sss(self, value: impl Into<f32>) { ... } fn get_move_quick(self) -> bool { ... } fn set_move_quick(self, value: impl Into<bool>) { ... } fn get_pos_data(self) -> CameraPositionData { ... } fn set_pos_data(self, value: impl Into<CameraPositionData>) { ... } fn get_is_updated(self) -> bool { ... } fn set_is_updated(self, value: impl Into<bool>) { ... } fn get_rotate_by_transition(self) -> f32 { ... } fn set_rotate_by_transition(self, value: impl Into<f32>) { ... } fn set_inverse(self, inv_side: impl Into<bool>, inv_camera: impl Into<bool>) { ... } fn get_switch(self) -> CameraSwitch { ... } fn set_switch(self, value: impl Into<CameraSwitch>) { ... } fn get_is_active_v_cam(self) -> bool { ... } fn awake(self) { ... } fn late_update(self) { ... } fn update_position(self, force: impl Into<bool>) { ... } fn stabilize(self) { ... } fn check_usable(self, is_routine: impl Into<bool>) { ... } fn activate(self) { ... } fn deactivate(self) { ... } fn set_follow_lookup_pos( self, follow_pos: impl Into<Vector3>, lookat_pos: impl Into<Vector3>, ) { ... } fn fix_height( self, current: impl Into<Vector3>, next_pos: impl Into<Vector3>, delta: impl Into<f32>, ) -> f32 { ... } fn check_collision(self) -> bool { ... } fn check_obstacle( self, side: impl Into<i32>, check_enemy: impl Into<bool>, no_check_range: impl Into<f32>, is_debug: impl Into<bool>, ) -> bool { ... } fn check_obstacle_impl( self, side: impl Into<i32>, no_check_range: impl Into<f32>, is_debug: impl Into<bool>, ) -> bool { ... } fn distance_to_camera(self, pos: impl Into<Vector3>) -> f32 { ... } fn get_camera_speed( self, curve: impl Into<AnimationCurve>, current_pos: impl Into<Vector3>, best_pos: impl Into<Vector3>, ) -> f32 { ... } fn get_camera_targets(self) -> Array<i32> { ... } fn ctor(self) { ... }
}

Provided Methods§

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fn get_follow(self) -> Transform

get_Follow() overload

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fn set_follow(self, value: impl Into<Transform>)

set_Follow(crate::unity_engine::transform::Transform) overload

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fn get_look_at(self) -> Transform

get_LookAt() overload

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fn set_look_at(self, value: impl Into<Transform>)

set_LookAt(crate::unity_engine::transform::Transform) overload

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fn get_base_follow(self) -> Vector3

get_BaseFollow() overload

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fn set_base_follow(self, value: impl Into<Vector3>)

set_BaseFollow(crate::unity_engine::vector3::Vector3) overload

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fn get_base_look_at(self) -> Vector3

get_BaseLookAt() overload

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fn set_base_look_at(self, value: impl Into<Vector3>)

set_BaseLookAt(crate::unity_engine::vector3::Vector3) overload

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fn get_is_usable(self) -> bool

get_IsUsable() overload

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fn set_is_usable(self, value: impl Into<bool>)

set_IsUsable(bool) overload

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fn get_positions(self) -> List_1<CameraPosition>

get_Positions() overload

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fn set_positions(self, value: impl Into<List_1<CameraPosition>>)

set_Positions(crate::system::collections::generic::list_1::List_1<crate::combat::cameraposition::CameraPosition>) overload

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fn get_sss(self) -> f32

get_SSS() overload

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fn set_sss(self, value: impl Into<f32>)

set_SSS(f32) overload

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fn get_move_quick(self) -> bool

get_MoveQuick() overload

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fn set_move_quick(self, value: impl Into<bool>)

set_MoveQuick(bool) overload

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fn get_pos_data(self) -> CameraPositionData

get_PosData() overload

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fn set_pos_data(self, value: impl Into<CameraPositionData>)

set_PosData(crate::combat::camerapositiondata::CameraPositionData) overload

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fn get_is_updated(self) -> bool

get_IsUpdated() overload

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fn set_is_updated(self, value: impl Into<bool>)

set_IsUpdated(bool) overload

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fn get_rotate_by_transition(self) -> f32

get_RotateByTransition() overload

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fn set_rotate_by_transition(self, value: impl Into<f32>)

set_RotateByTransition(f32) overload

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fn set_inverse(self, inv_side: impl Into<bool>, inv_camera: impl Into<bool>)

SetInverse(bool, bool) overload

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fn get_switch(self) -> CameraSwitch

get_Switch() overload

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fn set_switch(self, value: impl Into<CameraSwitch>)

set_Switch(crate::combat::cameraswitch::CameraSwitch) overload

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fn get_is_active_v_cam(self) -> bool

get_IsActiveVCam() overload

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fn awake(self)

Awake() overload

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fn late_update(self)

LateUpdate() overload

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fn update_position(self, force: impl Into<bool>)

UpdatePosition(bool) overload

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fn stabilize(self)

Stabilize() overload

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fn check_usable(self, is_routine: impl Into<bool>)

CheckUsable(bool) overload

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fn activate(self)

Activate() overload

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fn deactivate(self)

Deactivate() overload

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fn set_follow_lookup_pos( self, follow_pos: impl Into<Vector3>, lookat_pos: impl Into<Vector3>, )

SetFollowLookupPos(crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3) overload

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fn fix_height( self, current: impl Into<Vector3>, next_pos: impl Into<Vector3>, delta: impl Into<f32>, ) -> f32

FixHeight(crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3, f32) overload

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fn check_collision(self) -> bool

CheckCollision() overload

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fn check_obstacle( self, side: impl Into<i32>, check_enemy: impl Into<bool>, no_check_range: impl Into<f32>, is_debug: impl Into<bool>, ) -> bool

CheckObstacle(i32, bool, f32, bool) overload

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fn check_obstacle_impl( self, side: impl Into<i32>, no_check_range: impl Into<f32>, is_debug: impl Into<bool>, ) -> bool

CheckObstacleImpl(i32, f32, bool) overload

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fn distance_to_camera(self, pos: impl Into<Vector3>) -> f32

DistanceToCamera(crate::unity_engine::vector3::Vector3) overload

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fn get_camera_speed( self, curve: impl Into<AnimationCurve>, current_pos: impl Into<Vector3>, best_pos: impl Into<Vector3>, ) -> f32

GetCameraSpeed(crate::unity_engine::animationcurve::AnimationCurve, crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3) overload

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fn get_camera_targets(self) -> Array<i32>

GetCameraTargets() overload

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fn ctor(self)

.ctor() 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§

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impl<__T: IBaseCameraController> IBaseCameraControllerMethods for __T

Available on crate feature combat-basecameracontroller only.