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ICameraControllerDie

Trait ICameraControllerDie 

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pub trait ICameraControllerDie: IBaseCameraController {
Show 34 methods // Provided methods fn height_fixer(self) -> f32 { ... } fn set_height_fixer(self, value: f32) { ... } fn look_down_max(self) -> f32 { ... } fn set_look_down_max(self, value: f32) { ... } fn distance(self) -> f32 { ... } fn set_distance(self, value: f32) { ... } fn base_degree(self) -> f32 { ... } fn set_base_degree(self, value: f32) { ... } fn start_camera_down_time(self) -> f32 { ... } fn set_start_camera_down_time(self, value: f32) { ... } fn start_rotate_time(self) -> f32 { ... } fn set_start_rotate_time(self, value: f32) { ... } fn m_is_before_dead(self) -> bool { ... } fn set_m_is_before_dead(self, value: bool) { ... } fn m_degree(self) -> f32 { ... } fn set_m_degree(self, value: f32) { ... } fn m_dead_time(self) -> f32 { ... } fn set_m_dead_time(self, value: f32) { ... } fn m_dead_height(self) -> f32 { ... } fn set_m_dead_height(self, value: f32) { ... } fn m_is_enemy(self) -> bool { ... } fn set_m_is_enemy(self, value: bool) { ... } fn m_is_inverse(self) -> bool { ... } fn set_m_is_inverse(self, value: bool) { ... } fn m_is_standing_die(self) -> bool { ... } fn set_m_is_standing_die(self, value: bool) { ... } fn m_look_down(self) -> f32 { ... } fn set_m_look_down(self, value: f32) { ... } fn m_is_engage_atk(self) -> bool { ... } fn set_m_is_engage_atk(self, value: bool) { ... } fn look_down_time(self) -> f32 { ... } fn set_look_down_time(self, value: f32) { ... } fn m_forward_vec(self) -> Vector3 { ... } fn set_m_forward_vec(self, value: Vector3) { ... }
}

Provided Methods§

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fn height_fixer(self) -> f32

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fn set_height_fixer(self, value: f32)

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fn look_down_max(self) -> f32

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fn set_look_down_max(self, value: f32)

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fn distance(self) -> f32

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fn set_distance(self, value: f32)

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fn base_degree(self) -> f32

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fn set_base_degree(self, value: f32)

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fn start_camera_down_time(self) -> f32

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fn set_start_camera_down_time(self, value: f32)

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fn start_rotate_time(self) -> f32

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fn set_start_rotate_time(self, value: f32)

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fn m_is_before_dead(self) -> bool

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fn set_m_is_before_dead(self, value: bool)

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fn m_degree(self) -> f32

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fn set_m_degree(self, value: f32)

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fn m_dead_time(self) -> f32

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fn set_m_dead_time(self, value: f32)

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fn m_dead_height(self) -> f32

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fn set_m_dead_height(self, value: f32)

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fn m_is_enemy(self) -> bool

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fn set_m_is_enemy(self, value: bool)

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fn m_is_inverse(self) -> bool

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fn set_m_is_inverse(self, value: bool)

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fn m_is_standing_die(self) -> bool

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fn set_m_is_standing_die(self, value: bool)

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fn m_look_down(self) -> f32

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fn set_m_look_down(self, value: f32)

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fn m_is_engage_atk(self) -> bool

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fn set_m_is_engage_atk(self, value: bool)

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fn look_down_time(self) -> f32

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fn set_look_down_time(self, value: f32)

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fn m_forward_vec(self) -> Vector3

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fn set_m_forward_vec(self, value: Vector3)

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§