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IBaseCombatLocationMethods

Trait IBaseCombatLocationMethods 

Source
pub trait IBaseCombatLocationMethods: IBaseCombatLocation {
Show 88 methods // Provided methods fn get_item(self, i: impl Into<i32>) -> Vector3 { ... } fn get_is_calculated(self) -> bool { ... } fn set_is_calculated(self, value: impl Into<bool>) { ... } fn get_is_located(self) -> bool { ... } fn set_is_located(self, value: impl Into<bool>) { ... } fn get_standard_flying_hight(self) -> f32 { ... } fn get_shoot_flying_hight(self) -> f32 { ... } fn get_height_over_flying_hight(self) -> f32 { ... } fn get_try_count(self) -> i32 { ... } fn set_try_count(self, value: impl Into<i32>) { ... } fn get_pattern(self) -> i32 { ... } fn set_pattern(self, value: impl Into<i32>) { ... } fn get_use_open_style(self) -> bool { ... } fn set_use_open_style(self, value: impl Into<bool>) { ... } fn calculate(self, gs: impl Into<Array<CharacterGameStatus>>) { ... } fn locate( self, chara_array: impl Into<Array<Character>>, locate_style: impl Into<LocationParams_LocateStyle>, ) { ... } fn locate_emblem( self, master_side: impl Into<i32>, master: impl Into<Character>, emblem: impl Into<Character>, locate_style: impl Into<LocationParams_LocateStyle>, ) { ... } fn get_record(self) -> CombatRecord { ... } fn get_world_pos(self) -> Array<FXZ> { ... } fn set_world_pos(self, value: impl Into<Array<FXZ>>) { ... } fn get_damage_count(self) -> Array<i32> { ... } fn set_damage_count(self, value: impl Into<Array<i32>>) { ... } fn get_chara_tall(self) -> Array<f32> { ... } fn set_chara_tall(self, value: impl Into<Array<f32>>) { ... } fn get_chara_body_size(self) -> Array<f32> { ... } fn set_chara_body_size(self, value: impl Into<Array<f32>>) { ... } fn get_is_riding(self) -> Array<bool> { ... } fn set_is_riding(self, value: impl Into<Array<bool>>) { ... } fn get_is_flying(self) -> Array<bool> { ... } fn set_is_flying(self, value: impl Into<Array<bool>>) { ... } fn get_can_fly(self) -> Array<bool> { ... } fn set_can_fly(self, value: impl Into<Array<bool>>) { ... } fn get_is_big_dragon(self) -> Array<bool> { ... } fn set_is_big_dragon(self, value: impl Into<Array<bool>>) { ... } fn get_rough_pos(self) -> Array<FXZ> { ... } fn set_rough_pos(self, value: impl Into<Array<FXZ>>) { ... } fn get_out_pos(self) -> Array<Vector3> { ... } fn set_out_pos(self, value: impl Into<Array<Vector3>>) { ... } fn get_out_dir(self) -> Array<FXZ> { ... } fn set_out_dir(self, value: impl Into<Array<FXZ>>) { ... } fn get_set_flying(self) -> Array<bool> { ... } fn set_set_flying(self, value: impl Into<Array<bool>>) { ... } fn get_skip_check_over_wall(self) -> bool { ... } fn set_skip_check_over_wall(self, value: impl Into<bool>) { ... } fn get_start_distance(self) -> f32 { ... } fn ctor(self, record: impl Into<CombatRecord>) { ... } fn base_setup(self, gs: impl Into<Array<CharacterGameStatus>>) { ... } fn setup(self, gs: impl Into<Array<CharacterGameStatus>>) { ... } fn get_rough_pos_count(self) -> i32 { ... } fn set_rough_pos_2(self, try_count: impl Into<i32>) { ... } fn get_pattern_count(self) -> i32 { ... } fn set_battle_patern(self, pattern: impl Into<i32>) { ... } fn calc_location(self) { ... } fn get_side_atk(self) -> i32 { ... } fn get_side_dmg(self) -> i32 { ... } fn is_move_over_wall(self) -> bool { ... } fn is_move_over_wall_2(self, side: impl Into<i32>) -> bool { ... } fn is_over_wall( self, s_x: impl Into<i32>, s_z: impl Into<i32>, g_x: impl Into<i32>, g_z: impl Into<i32>, is_fly: impl Into<bool>, ) -> bool { ... } fn is_wall(self, side: impl Into<i32>, is_brawl: impl Into<bool>) -> bool { ... } fn is_wall_2( self, x: impl Into<i32>, z: impl Into<i32>, is_brawl: impl Into<bool>, is_fly: impl Into<bool>, ) -> bool { ... } fn is_over_border(self, is_debug: impl Into<bool>) -> bool { ... } fn is_over_head_border(self, is_debug: impl Into<bool>) -> bool { ... } fn is_over_head_border_2( self, side: impl Into<i32>, is_debug: impl Into<bool>, ) -> bool { ... } fn is_rotate_too_much(self) -> bool { ... } fn is_standable(self, is_debug: impl Into<bool>) -> bool { ... } fn is_standable_2( self, side: impl Into<i32>, is_debug: impl Into<bool>, ) -> bool { ... } fn is_standable_3( self, side: impl Into<i32>, size: impl Into<f32>, is_debug: impl Into<bool>, ) -> bool { ... } fn is_standable_4( self, center: impl Into<Vector3>, size: impl Into<f32>, mask: impl Into<i32>, is_debug: impl Into<bool>, ) -> bool { ... } fn is_out_of_map(self) -> bool { ... } fn aboid_step(self) { ... } fn aboid_step_2(self, side: impl Into<i32>, dist: impl Into<f32>) { ... } fn get_height_for_fly( self, pos: impl Into<FXZ>, fly: impl Into<f32>, is_debug: impl Into<bool>, ) -> f32 { ... } fn get_dist2_cliff_or_wall( self, side: impl Into<i32>, dir: impl Into<FXZ>, check_dist: impl Into<f32>, is_debug: impl Into<bool>, ) -> f32 { ... } fn get_dist2_cliff( self, side: impl Into<i32>, dir: impl Into<FXZ>, check_dist: impl Into<f32>, is_debug: impl Into<bool>, ) -> f32 { ... } fn get_dist2_wall( self, side: impl Into<i32>, dir: impl Into<FXZ>, check_dist: impl Into<f32>, is_debug: impl Into<bool>, ) -> f32 { ... } fn is_shootable(self, is_debug: impl Into<bool>) -> bool { ... } fn check_camera_space( self, side: impl Into<i32>, forward_dist: impl Into<f32>, side_dist: impl Into<f32>, is_debug: impl Into<bool>, ) -> bool { ... } fn locate_for_solo( self, side: impl Into<i32>, try_count: impl Into<i32>, ) -> bool { ... } fn locate_to_open_space(self, is_debug: impl Into<bool>) -> bool { ... } fn relocate_to_space(self, is_start: impl Into<bool>) { ... } fn locate_for_win(self, chara_array: impl Into<Array<Character>>) { ... } fn locate_solo_for_win( self, side: impl Into<i32>, check_en_pos: impl Into<bool>, forward: impl Into<FXZ>, check_radius: impl Into<f32>, ) -> i32 { ... } fn locate_for_skip(self, chara_array: impl Into<Array<Character>>) { ... } fn locate_for_end_training(self, chara_array: impl Into<Array<Character>>) { ... } fn locate_for_chain_attack( self, chain: impl Into<Character>, chars: impl Into<Array<Character>>, attack_hash: impl Into<i32>, chain_attack_time: impl Into<f32>, ) { ... } fn relocate_after_chain_guard( self, chara_array: impl Into<Array<Character>>, guard: impl Into<Character>, ) { ... } fn locate_emblem_after_combat(self, emblem: impl Into<Character>) { ... } fn load_current_pos(self, chara_array: impl Into<Array<Character>>) { ... }
}

Provided Methods§

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fn get_item(self, i: impl Into<i32>) -> Vector3

get_Item(i32) overload

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fn get_is_calculated(self) -> bool

get_IsCalculated() overload

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

set_IsCalculated(bool) overload

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fn get_is_located(self) -> bool

get_IsLocated() overload

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

set_IsLocated(bool) overload

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fn get_standard_flying_hight(self) -> f32

get_StandardFlyingHight() overload

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fn get_shoot_flying_hight(self) -> f32

get_ShootFlyingHight() overload

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fn get_height_over_flying_hight(self) -> f32

get_HeightOverFlyingHight() overload

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fn get_try_count(self) -> i32

get_TryCount() overload

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fn set_try_count(self, value: impl Into<i32>)

set_TryCount(i32) overload

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fn get_pattern(self) -> i32

get_Pattern() overload

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fn set_pattern(self, value: impl Into<i32>)

set_Pattern(i32) overload

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fn get_use_open_style(self) -> bool

get_UseOpenStyle() overload

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

set_UseOpenStyle(bool) overload

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fn calculate(self, gs: impl Into<Array<CharacterGameStatus>>)

Calculate(::unity::Array<crate::combat::charactergamestatus::CharacterGameStatus>) overload

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fn locate( self, chara_array: impl Into<Array<Character>>, locate_style: impl Into<LocationParams_LocateStyle>, )

Locate(::unity::Array<crate::combat::character::Character>, crate::combat::locationparams::LocationParams_LocateStyle) overload

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fn locate_emblem( self, master_side: impl Into<i32>, master: impl Into<Character>, emblem: impl Into<Character>, locate_style: impl Into<LocationParams_LocateStyle>, )

LocateEmblem(i32, crate::combat::character::Character, crate::combat::character::Character, crate::combat::locationparams::LocationParams_LocateStyle) overload

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fn get_record(self) -> CombatRecord

get_Record() overload

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fn get_world_pos(self) -> Array<FXZ>

get_WorldPos() overload

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fn set_world_pos(self, value: impl Into<Array<FXZ>>)

set_WorldPos(::unity::Array<crate::combat::fxz::FXZ>) overload

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fn get_damage_count(self) -> Array<i32>

get_DamageCount() overload

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fn set_damage_count(self, value: impl Into<Array<i32>>)

set_DamageCount(::unity::Array<i32>) overload

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fn get_chara_tall(self) -> Array<f32>

get_CharaTall() overload

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

set_CharaTall(::unity::Array<f32>) overload

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fn get_chara_body_size(self) -> Array<f32>

get_CharaBodySize() overload

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

set_CharaBodySize(::unity::Array<f32>) overload

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fn get_is_riding(self) -> Array<bool>

get_IsRiding() overload

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

set_IsRiding(::unity::Array<bool>) overload

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fn get_is_flying(self) -> Array<bool>

get_IsFlying() overload

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

set_IsFlying(::unity::Array<bool>) overload

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fn get_can_fly(self) -> Array<bool>

get_CanFly() overload

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

set_CanFly(::unity::Array<bool>) overload

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fn get_is_big_dragon(self) -> Array<bool>

get_IsBigDragon() overload

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

set_IsBigDragon(::unity::Array<bool>) overload

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fn get_rough_pos(self) -> Array<FXZ>

get_RoughPos() overload

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fn set_rough_pos(self, value: impl Into<Array<FXZ>>)

set_RoughPos(::unity::Array<crate::combat::fxz::FXZ>) overload

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fn get_out_pos(self) -> Array<Vector3>

get_OutPos() overload

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

set_OutPos(::unity::Array<crate::unity_engine::vector3::Vector3>) overload

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fn get_out_dir(self) -> Array<FXZ>

get_OutDir() overload

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fn set_out_dir(self, value: impl Into<Array<FXZ>>)

set_OutDir(::unity::Array<crate::combat::fxz::FXZ>) overload

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fn get_set_flying(self) -> Array<bool>

get_SetFlying() overload

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

set_SetFlying(::unity::Array<bool>) overload

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fn get_skip_check_over_wall(self) -> bool

get_SkipCheckOverWall() overload

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

set_SkipCheckOverWall(bool) overload

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fn get_start_distance(self) -> f32

get_StartDistance() overload

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fn ctor(self, record: impl Into<CombatRecord>)

.ctor(crate::combat::combatrecord::CombatRecord) overload

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fn base_setup(self, gs: impl Into<Array<CharacterGameStatus>>)

BaseSetup(::unity::Array<crate::combat::charactergamestatus::CharacterGameStatus>) overload

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fn setup(self, gs: impl Into<Array<CharacterGameStatus>>)

Setup(::unity::Array<crate::combat::charactergamestatus::CharacterGameStatus>) overload

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fn get_rough_pos_count(self) -> i32

get_RoughPosCount() overload

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fn set_rough_pos_2(self, try_count: impl Into<i32>)

SetRoughPos(i32) overload

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fn get_pattern_count(self) -> i32

get_PatternCount() overload

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fn set_battle_patern(self, pattern: impl Into<i32>)

SetBattlePatern(i32) overload

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fn calc_location(self)

CalcLocation() overload

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fn get_side_atk(self) -> i32

get_SideAtk() overload

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fn get_side_dmg(self) -> i32

get_SideDmg() overload

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fn is_move_over_wall(self) -> bool

IsMoveOverWall() overload

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fn is_move_over_wall_2(self, side: impl Into<i32>) -> bool

IsMoveOverWall(i32) overload

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fn is_over_wall( self, s_x: impl Into<i32>, s_z: impl Into<i32>, g_x: impl Into<i32>, g_z: impl Into<i32>, is_fly: impl Into<bool>, ) -> bool

IsOverWall(i32, i32, i32, i32, bool) overload

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fn is_wall(self, side: impl Into<i32>, is_brawl: impl Into<bool>) -> bool

IsWall(i32, bool) overload

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fn is_wall_2( self, x: impl Into<i32>, z: impl Into<i32>, is_brawl: impl Into<bool>, is_fly: impl Into<bool>, ) -> bool

IsWall(i32, i32, bool, bool) overload

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fn is_over_border(self, is_debug: impl Into<bool>) -> bool

IsOverBorder(bool) overload

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fn is_over_head_border(self, is_debug: impl Into<bool>) -> bool

IsOverHeadBorder(bool) overload

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fn is_over_head_border_2( self, side: impl Into<i32>, is_debug: impl Into<bool>, ) -> bool

IsOverHeadBorder(i32, bool) overload

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fn is_rotate_too_much(self) -> bool

IsRotateTooMuch() overload

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fn is_standable(self, is_debug: impl Into<bool>) -> bool

IsStandable(bool) overload

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fn is_standable_2(self, side: impl Into<i32>, is_debug: impl Into<bool>) -> bool

IsStandable(i32, bool) overload

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fn is_standable_3( self, side: impl Into<i32>, size: impl Into<f32>, is_debug: impl Into<bool>, ) -> bool

IsStandable(i32, f32, bool) overload

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fn is_standable_4( self, center: impl Into<Vector3>, size: impl Into<f32>, mask: impl Into<i32>, is_debug: impl Into<bool>, ) -> bool

IsStandable(crate::unity_engine::vector3::Vector3, f32, i32, bool) overload

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fn is_out_of_map(self) -> bool

IsOutOfMap() overload

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fn aboid_step(self)

AboidStep() overload

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fn aboid_step_2(self, side: impl Into<i32>, dist: impl Into<f32>)

AboidStep(i32, f32) overload

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fn get_height_for_fly( self, pos: impl Into<FXZ>, fly: impl Into<f32>, is_debug: impl Into<bool>, ) -> f32

GetHeightForFly(crate::combat::fxz::FXZ, f32, bool) overload

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fn get_dist2_cliff_or_wall( self, side: impl Into<i32>, dir: impl Into<FXZ>, check_dist: impl Into<f32>, is_debug: impl Into<bool>, ) -> f32

GetDist2CliffOrWall(i32, crate::combat::fxz::FXZ, f32, bool) overload

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fn get_dist2_cliff( self, side: impl Into<i32>, dir: impl Into<FXZ>, check_dist: impl Into<f32>, is_debug: impl Into<bool>, ) -> f32

GetDist2Cliff(i32, crate::combat::fxz::FXZ, f32, bool) overload

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fn get_dist2_wall( self, side: impl Into<i32>, dir: impl Into<FXZ>, check_dist: impl Into<f32>, is_debug: impl Into<bool>, ) -> f32

GetDist2Wall(i32, crate::combat::fxz::FXZ, f32, bool) overload

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fn is_shootable(self, is_debug: impl Into<bool>) -> bool

IsShootable(bool) overload

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fn check_camera_space( self, side: impl Into<i32>, forward_dist: impl Into<f32>, side_dist: impl Into<f32>, is_debug: impl Into<bool>, ) -> bool

CheckCameraSpace(i32, f32, f32, bool) overload

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fn locate_for_solo( self, side: impl Into<i32>, try_count: impl Into<i32>, ) -> bool

LocateForSolo(i32, i32) overload

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fn locate_to_open_space(self, is_debug: impl Into<bool>) -> bool

LocateToOpenSpace(bool) overload

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fn relocate_to_space(self, is_start: impl Into<bool>)

RelocateToSpace(bool) overload

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fn locate_for_win(self, chara_array: impl Into<Array<Character>>)

LocateForWin(::unity::Array<crate::combat::character::Character>) overload

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fn locate_solo_for_win( self, side: impl Into<i32>, check_en_pos: impl Into<bool>, forward: impl Into<FXZ>, check_radius: impl Into<f32>, ) -> i32

LocateSoloForWin(i32, bool, crate::combat::fxz::FXZ, f32) overload

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fn locate_for_skip(self, chara_array: impl Into<Array<Character>>)

LocateForSkip(::unity::Array<crate::combat::character::Character>) overload

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fn locate_for_end_training(self, chara_array: impl Into<Array<Character>>)

LocateForEndTraining(::unity::Array<crate::combat::character::Character>) overload

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fn locate_for_chain_attack( self, chain: impl Into<Character>, chars: impl Into<Array<Character>>, attack_hash: impl Into<i32>, chain_attack_time: impl Into<f32>, )

LocateForChainAttack(crate::combat::character::Character, ::unity::Array<crate::combat::character::Character>, i32, f32) overload

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fn relocate_after_chain_guard( self, chara_array: impl Into<Array<Character>>, guard: impl Into<Character>, )

RelocateAfterChainGuard(::unity::Array<crate::combat::character::Character>, crate::combat::character::Character) overload

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fn locate_emblem_after_combat(self, emblem: impl Into<Character>)

LocateEmblemAfterCombat(crate::combat::character::Character) overload

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fn load_current_pos(self, chara_array: impl Into<Array<Character>>)

LoadCurrentPos(::unity::Array<crate::combat::character::Character>) 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: IBaseCombatLocation> IBaseCombatLocationMethods for __T

Available on crate feature combat-basecombatlocation only.