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§
Sourcefn get_follow(self) -> Transform
fn get_follow(self) -> Transform
get_Follow() overload
Sourcefn set_follow(self, value: impl Into<Transform>)
fn set_follow(self, value: impl Into<Transform>)
set_Follow(crate::unity_engine::transform::Transform) overload
Sourcefn get_look_at(self) -> Transform
fn get_look_at(self) -> Transform
get_LookAt() overload
Sourcefn set_look_at(self, value: impl Into<Transform>)
fn set_look_at(self, value: impl Into<Transform>)
set_LookAt(crate::unity_engine::transform::Transform) overload
Sourcefn get_base_follow(self) -> Vector3
fn get_base_follow(self) -> Vector3
get_BaseFollow() overload
Sourcefn set_base_follow(self, value: impl Into<Vector3>)
fn set_base_follow(self, value: impl Into<Vector3>)
set_BaseFollow(crate::unity_engine::vector3::Vector3) overload
Sourcefn get_base_look_at(self) -> Vector3
fn get_base_look_at(self) -> Vector3
get_BaseLookAt() overload
Sourcefn set_base_look_at(self, value: impl Into<Vector3>)
fn set_base_look_at(self, value: impl Into<Vector3>)
set_BaseLookAt(crate::unity_engine::vector3::Vector3) overload
Sourcefn get_is_usable(self) -> bool
fn get_is_usable(self) -> bool
get_IsUsable() overload
Sourcefn set_is_usable(self, value: impl Into<bool>)
fn set_is_usable(self, value: impl Into<bool>)
set_IsUsable(bool) overload
Sourcefn get_positions(self) -> List_1<CameraPosition>
fn get_positions(self) -> List_1<CameraPosition>
get_Positions() overload
Sourcefn set_positions(self, value: impl Into<List_1<CameraPosition>>)
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
Sourcefn get_move_quick(self) -> bool
fn get_move_quick(self) -> bool
get_MoveQuick() overload
Sourcefn set_move_quick(self, value: impl Into<bool>)
fn set_move_quick(self, value: impl Into<bool>)
set_MoveQuick(bool) overload
Sourcefn get_pos_data(self) -> CameraPositionData
fn get_pos_data(self) -> CameraPositionData
get_PosData() overload
Sourcefn set_pos_data(self, value: impl Into<CameraPositionData>)
fn set_pos_data(self, value: impl Into<CameraPositionData>)
set_PosData(crate::combat::camerapositiondata::CameraPositionData) overload
Sourcefn get_is_updated(self) -> bool
fn get_is_updated(self) -> bool
get_IsUpdated() overload
Sourcefn set_is_updated(self, value: impl Into<bool>)
fn set_is_updated(self, value: impl Into<bool>)
set_IsUpdated(bool) overload
Sourcefn get_rotate_by_transition(self) -> f32
fn get_rotate_by_transition(self) -> f32
get_RotateByTransition() overload
Sourcefn set_rotate_by_transition(self, value: impl Into<f32>)
fn set_rotate_by_transition(self, value: impl Into<f32>)
set_RotateByTransition(f32) overload
Sourcefn set_inverse(self, inv_side: impl Into<bool>, inv_camera: impl Into<bool>)
fn set_inverse(self, inv_side: impl Into<bool>, inv_camera: impl Into<bool>)
SetInverse(bool, bool) overload
Sourcefn get_switch(self) -> CameraSwitch
fn get_switch(self) -> CameraSwitch
get_Switch() overload
Sourcefn set_switch(self, value: impl Into<CameraSwitch>)
fn set_switch(self, value: impl Into<CameraSwitch>)
set_Switch(crate::combat::cameraswitch::CameraSwitch) overload
Sourcefn get_is_active_v_cam(self) -> bool
fn get_is_active_v_cam(self) -> bool
get_IsActiveVCam() overload
Sourcefn late_update(self)
fn late_update(self)
LateUpdate() overload
Sourcefn update_position(self, force: impl Into<bool>)
fn update_position(self, force: impl Into<bool>)
UpdatePosition(bool) overload
Sourcefn check_usable(self, is_routine: impl Into<bool>)
fn check_usable(self, is_routine: impl Into<bool>)
CheckUsable(bool) overload
Sourcefn deactivate(self)
fn deactivate(self)
Deactivate() overload
Sourcefn set_follow_lookup_pos(
self,
follow_pos: impl Into<Vector3>,
lookat_pos: impl Into<Vector3>,
)
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
Sourcefn fix_height(
self,
current: impl Into<Vector3>,
next_pos: impl Into<Vector3>,
delta: impl Into<f32>,
) -> f32
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
Sourcefn check_collision(self) -> bool
fn check_collision(self) -> bool
CheckCollision() overload
Sourcefn 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( 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
Sourcefn check_obstacle_impl(
self,
side: impl Into<i32>,
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
CheckObstacleImpl(i32, f32, bool) overload
Sourcefn distance_to_camera(self, pos: impl Into<Vector3>) -> f32
fn distance_to_camera(self, pos: impl Into<Vector3>) -> f32
DistanceToCamera(crate::unity_engine::vector3::Vector3) overload
Sourcefn get_camera_speed(
self,
curve: impl Into<AnimationCurve>,
current_pos: impl Into<Vector3>,
best_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
GetCameraSpeed(crate::unity_engine::animationcurve::AnimationCurve, crate::unity_engine::vector3::Vector3, crate::unity_engine::vector3::Vector3) overload
Sourcefn get_camera_targets(self) -> Array<i32>
fn get_camera_targets(self) -> Array<i32>
GetCameraTargets() 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: IBaseCameraController> IBaseCameraControllerMethods for __T
combat-basecameracontroller only.