pub trait ICameraPositionDataMethods: ICameraPositionData {
Show 39 methods
// Provided methods
fn get_is_reverse(self) -> bool { ... }
fn set_is_reverse(self, value: impl Into<bool>) { ... }
fn get_battle_center(self) -> Vector3 { ... }
fn set_battle_center(self, value: impl Into<Vector3>) { ... }
fn get_battle_vector(self) -> Vector3 { ... }
fn set_battle_vector(self, value: impl Into<Vector3>) { ... }
fn get_battle_normal_vector(self) -> Vector3 { ... }
fn set_battle_normal_vector(self, value: impl Into<Vector3>) { ... }
fn get_battle_distance(self) -> f32 { ... }
fn set_battle_distance(self, value: impl Into<f32>) { ... }
fn get_base_position(self) -> Array<Vector3> { ... }
fn set_base_position(self, value: impl Into<Array<Vector3>>) { ... }
fn get_chara_array(self) -> Array<Character> { ... }
fn set_chara_array(self, value: impl Into<Array<Character>>) { ... }
fn get_m_dead_height(self) -> Array<f32> { ... }
fn set_m_dead_height(self, value: impl Into<Array<f32>>) { ... }
fn get_unit_tall(self) -> Array<f32> { ... }
fn set_unit_tall(self, value: impl Into<Array<f32>>) { ... }
fn get_joint_list(self) -> Array<CharacterJoint> { ... }
fn set_joint_list(self, value: impl Into<Array<CharacterJoint>>) { ... }
fn get_is_before_dragon_change(self) -> Array<bool> { ... }
fn set_is_before_dragon_change(self, value: impl Into<Array<bool>>) { ... }
fn get_is_initialized(self) -> bool { ... }
fn get_is_character_load_finished(self) -> bool { ... }
fn late_update(self) { ... }
fn update_impl(self) { ... }
fn initialize(self, record: impl Into<CombatRecord>) { ... }
fn initialize_2(self, chara: impl Into<Array<Character>>) { ... }
fn get_center(self, side: impl Into<i32>) -> Vector3 { ... }
fn ge_tall(self, side: impl Into<i32>) -> f32 { ... }
fn load_tall(self, record: impl Into<CombatRecord>) { ... }
fn load_tall_2(self, chara_array: impl Into<Array<Character>>) { ... }
fn load_joint(self) { ... }
fn culculate_info(
self,
is_initialize: impl Into<bool>,
record: impl Into<CombatRecord>,
) { ... }
fn get_joint_pos(
self,
side: impl Into<i32>,
target: impl Into<CameraPositionData_TargetJoint>,
) -> Vector3 { ... }
fn get_joint(
self,
side: impl Into<i32>,
t: impl Into<CameraPositionData_TargetJoint>,
) -> Transform { ... }
fn get_look_at_stacks(self) -> Array<List_1<Vector3>> { ... }
fn get_lines(self) -> Array<LineRenderer> { ... }
fn ctor(self) { ... }
}Provided Methods§
Sourcefn get_is_reverse(self) -> bool
fn get_is_reverse(self) -> bool
get_IsReverse() overload
Sourcefn set_is_reverse(self, value: impl Into<bool>)
fn set_is_reverse(self, value: impl Into<bool>)
set_IsReverse(bool) overload
Sourcefn get_battle_center(self) -> Vector3
fn get_battle_center(self) -> Vector3
get_BattleCenter() overload
Sourcefn set_battle_center(self, value: impl Into<Vector3>)
fn set_battle_center(self, value: impl Into<Vector3>)
set_BattleCenter(crate::unity_engine::vector3::Vector3) overload
Sourcefn get_battle_vector(self) -> Vector3
fn get_battle_vector(self) -> Vector3
get_BattleVector() overload
Sourcefn set_battle_vector(self, value: impl Into<Vector3>)
fn set_battle_vector(self, value: impl Into<Vector3>)
set_BattleVector(crate::unity_engine::vector3::Vector3) overload
Sourcefn get_battle_normal_vector(self) -> Vector3
fn get_battle_normal_vector(self) -> Vector3
get_BattleNormalVector() overload
Sourcefn set_battle_normal_vector(self, value: impl Into<Vector3>)
fn set_battle_normal_vector(self, value: impl Into<Vector3>)
set_BattleNormalVector(crate::unity_engine::vector3::Vector3) overload
Sourcefn get_battle_distance(self) -> f32
fn get_battle_distance(self) -> f32
get_BattleDistance() overload
Sourcefn set_battle_distance(self, value: impl Into<f32>)
fn set_battle_distance(self, value: impl Into<f32>)
set_BattleDistance(f32) overload
Sourcefn get_base_position(self) -> Array<Vector3>
fn get_base_position(self) -> Array<Vector3>
get_BasePosition() overload
Sourcefn set_base_position(self, value: impl Into<Array<Vector3>>)
fn set_base_position(self, value: impl Into<Array<Vector3>>)
set_BasePosition(::unity::Array<crate::unity_engine::vector3::Vector3>) overload
Sourcefn get_chara_array(self) -> Array<Character>
fn get_chara_array(self) -> Array<Character>
get_CharaArray() overload
Sourcefn set_chara_array(self, value: impl Into<Array<Character>>)
fn set_chara_array(self, value: impl Into<Array<Character>>)
set_CharaArray(::unity::Array<crate::combat::character::Character>) overload
Sourcefn get_m_dead_height(self) -> Array<f32>
fn get_m_dead_height(self) -> Array<f32>
get_m_DeadHeight() overload
Sourcefn set_m_dead_height(self, value: impl Into<Array<f32>>)
fn set_m_dead_height(self, value: impl Into<Array<f32>>)
set_m_DeadHeight(::unity::Array<f32>) overload
Sourcefn get_unit_tall(self) -> Array<f32>
fn get_unit_tall(self) -> Array<f32>
get_UnitTall() overload
Sourcefn set_unit_tall(self, value: impl Into<Array<f32>>)
fn set_unit_tall(self, value: impl Into<Array<f32>>)
set_UnitTall(::unity::Array<f32>) overload
Sourcefn get_joint_list(self) -> Array<CharacterJoint>
fn get_joint_list(self) -> Array<CharacterJoint>
get_JointList() overload
Sourcefn set_joint_list(self, value: impl Into<Array<CharacterJoint>>)
fn set_joint_list(self, value: impl Into<Array<CharacterJoint>>)
set_JointList(::unity::Array<crate::combat::characterjoint::CharacterJoint>) overload
Sourcefn get_is_before_dragon_change(self) -> Array<bool>
fn get_is_before_dragon_change(self) -> Array<bool>
get_IsBeforeDragonChange() overload
Sourcefn set_is_before_dragon_change(self, value: impl Into<Array<bool>>)
fn set_is_before_dragon_change(self, value: impl Into<Array<bool>>)
set_IsBeforeDragonChange(::unity::Array<bool>) overload
Sourcefn get_is_initialized(self) -> bool
fn get_is_initialized(self) -> bool
get_IsInitialized() overload
Sourcefn get_is_character_load_finished(self) -> bool
fn get_is_character_load_finished(self) -> bool
get_IsCharacterLoadFinished() overload
Sourcefn late_update(self)
fn late_update(self)
LateUpdate() overload
Sourcefn update_impl(self)
fn update_impl(self)
UpdateImpl() overload
Sourcefn initialize(self, record: impl Into<CombatRecord>)
fn initialize(self, record: impl Into<CombatRecord>)
Initialize(crate::combat::combatrecord::CombatRecord) overload
Sourcefn initialize_2(self, chara: impl Into<Array<Character>>)
fn initialize_2(self, chara: impl Into<Array<Character>>)
Initialize(::unity::Array<crate::combat::character::Character>) overload
Sourcefn get_center(self, side: impl Into<i32>) -> Vector3
fn get_center(self, side: impl Into<i32>) -> Vector3
GetCenter(i32) overload
Sourcefn load_tall(self, record: impl Into<CombatRecord>)
fn load_tall(self, record: impl Into<CombatRecord>)
LoadTall(crate::combat::combatrecord::CombatRecord) overload
Sourcefn load_tall_2(self, chara_array: impl Into<Array<Character>>)
fn load_tall_2(self, chara_array: impl Into<Array<Character>>)
LoadTall(::unity::Array<crate::combat::character::Character>) overload
Sourcefn load_joint(self)
fn load_joint(self)
LoadJoint() overload
Sourcefn culculate_info(
self,
is_initialize: impl Into<bool>,
record: impl Into<CombatRecord>,
)
fn culculate_info( self, is_initialize: impl Into<bool>, record: impl Into<CombatRecord>, )
CulculateInfo(bool, crate::combat::combatrecord::CombatRecord) overload
Sourcefn get_joint_pos(
self,
side: impl Into<i32>,
target: impl Into<CameraPositionData_TargetJoint>,
) -> Vector3
fn get_joint_pos( self, side: impl Into<i32>, target: impl Into<CameraPositionData_TargetJoint>, ) -> Vector3
GetJointPos(i32, crate::combat::camerapositiondata::CameraPositionData_TargetJoint) overload
Sourcefn get_joint(
self,
side: impl Into<i32>,
t: impl Into<CameraPositionData_TargetJoint>,
) -> Transform
fn get_joint( self, side: impl Into<i32>, t: impl Into<CameraPositionData_TargetJoint>, ) -> Transform
GetJoint(i32, crate::combat::camerapositiondata::CameraPositionData_TargetJoint) overload
Sourcefn get_look_at_stacks(self) -> Array<List_1<Vector3>>
fn get_look_at_stacks(self) -> Array<List_1<Vector3>>
get_LookAtStacks() overload
Sourcefn get_lines(self) -> Array<LineRenderer>
fn get_lines(self) -> Array<LineRenderer>
get_Lines() 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: ICameraPositionData> ICameraPositionDataMethods for __T
combat-camerapositiondata only.