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ICharacter

Trait ICharacter 

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pub trait ICharacter: IMonoBehaviour {
Show 104 methods // Provided methods fn observable(self) -> CharacterObservable { ... } fn set_observable(self, value: CharacterObservable) { ... } fn fsm(self) -> FSM { ... } fn set_fsm(self, value: FSM) { ... } fn m_brain(self) -> GrandewBrain { ... } fn set_m_brain(self, value: GrandewBrain) { ... } fn gs(self) -> CharacterGameStatus { ... } fn set_gs(self, value: CharacterGameStatus) { ... } fn head_look_at_ik(self) -> LookAtIK { ... } fn set_head_look_at_ik(self, value: LookAtIK) { ... } fn body_look_at_ik(self) -> LookAtIK { ... } fn set_body_look_at_ik(self, value: LookAtIK) { ... } fn m_enemy_side(self) -> i32 { ... } fn set_m_enemy_side(self, value: i32) { ... } fn rush_dir(self) -> FXZ { ... } fn set_rush_dir(self, value: FXZ) { ... } fn body_animator(self) -> Animator { ... } fn set_body_animator(self, value: Animator) { ... } fn ride_animator(self) -> Animator { ... } fn set_ride_animator(self, value: Animator) { ... } fn face_animator(self) -> Animator { ... } fn set_face_animator(self, value: Animator) { ... } fn play直後_idle誤判断防止フレーム数(self) -> i32 { ... } fn set_play直後_idle誤判断防止フレーム数(self, value: i32) { ... } fn 同じアニメ再生時の前回の再生時刻(self) -> f32 { ... } fn set_同じアニメ再生時の前回の再生時刻(self, value: f32) { ... } fn m_play_end_world_pos(self) -> FXZ { ... } fn set_m_play_end_world_pos(self, value: FXZ) { ... } fn dither_fade(self) -> Iron19CharacterFader { ... } fn set_dither_fade(self, value: Iron19CharacterFader) { ... } fn cached_dither_fade(self) -> bool { ... } fn set_cached_dither_fade(self, value: bool) { ... } fn material_engage(self) -> Iron19CharacterSuperEngage { ... } fn set_material_engage(self, value: Iron19CharacterSuperEngage) { ... } fn cached_material_engage(self) -> bool { ... } fn set_cached_material_engage(self, value: bool) { ... } fn signal(self) -> CharacterSignal { ... } fn set_signal(self, value: CharacterSignal) { ... } fn lying(self) -> CharacterLying { ... } fn set_lying(self, value: CharacterLying) { ... } fn joint(self) -> CharacterJoint { ... } fn set_joint(self, value: CharacterJoint) { ... } fn cached_joint(self) -> bool { ... } fn set_cached_joint(self, value: bool) { ... } fn proportion(self) -> CharacterProportion { ... } fn set_proportion(self, value: CharacterProportion) { ... } fn cached_proportion(self) -> bool { ... } fn set_cached_proportion(self, value: bool) { ... } fn config(self) -> CharacterConfig { ... } fn set_config(self, value: CharacterConfig) { ... } fn cached_config(self) -> bool { ... } fn set_cached_config(self, value: bool) { ... } fn move(self) -> CharacterMove { ... } fn set_move(self, value: CharacterMove) { ... } fn cached_move(self) -> bool { ... } fn set_cached_move(self, value: bool) { ... } fn turn(self) -> CharacterTurn { ... } fn set_turn(self, value: CharacterTurn) { ... } fn cached_turn(self) -> bool { ... } fn set_cached_turn(self, value: bool) { ... } fn timespace(self) -> CharacterTimespace { ... } fn set_timespace(self, value: CharacterTimespace) { ... } fn cached_timespace(self) -> bool { ... } fn set_cached_timespace(self, value: bool) { ... } fn hud(self) -> CharacterHUD { ... } fn set_hud(self, value: CharacterHUD) { ... } fn cached_hud(self) -> bool { ... } fn set_cached_hud(self, value: bool) { ... } fn sound(self) -> CharacterSound { ... } fn set_sound(self, value: CharacterSound) { ... } fn cached_sound(self) -> bool { ... } fn set_cached_sound(self, value: bool) { ... } fn builder(self) -> CharacterBuilder { ... } fn set_builder(self, value: CharacterBuilder) { ... } fn cached_builder(self) -> bool { ... } fn set_cached_builder(self, value: bool) { ... } fn aura(self) -> CharacterAura { ... } fn set_aura(self, value: CharacterAura) { ... } fn cached_aura(self) -> bool { ... } fn set_cached_aura(self, value: bool) { ... } fn illusion(self) -> CharacterIllusion { ... } fn set_illusion(self, value: CharacterIllusion) { ... } fn cached_illusion(self) -> bool { ... } fn set_cached_illusion(self, value: bool) { ... } fn ik_foot(self) -> CharacterIKFoot { ... } fn set_ik_foot(self, value: CharacterIKFoot) { ... } fn cached_ik_foot(self) -> bool { ... } fn set_cached_ik_foot(self, value: bool) { ... } fn ik_look_at(self) -> CharacterIKLookAt { ... } fn set_ik_look_at(self, value: CharacterIKLookAt) { ... } fn cached_ik_look_at(self) -> bool { ... } fn set_cached_ik_look_at(self, value: bool) { ... } fn ik_aim(self) -> CharacterIKAim { ... } fn set_ik_aim(self, value: CharacterIKAim) { ... } fn cached_ik_aim(self) -> bool { ... } fn set_cached_ik_aim(self, value: bool) { ... } fn weapon(self) -> CharacterWeapon { ... } fn set_weapon(self, value: CharacterWeapon) { ... } fn cached_weapon(self) -> bool { ... } fn set_cached_weapon(self, value: bool) { ... } fn signal_observer(self) -> CharacterSignalObserver { ... } fn set_signal_observer(self, value: CharacterSignalObserver) { ... } fn cached_signal_observer(self) -> bool { ... } fn set_cached_signal_observer(self, value: bool) { ... }
}

Provided Methods§

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fn observable(self) -> CharacterObservable

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fn set_observable(self, value: CharacterObservable)

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fn fsm(self) -> FSM

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fn set_fsm(self, value: FSM)

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fn m_brain(self) -> GrandewBrain

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fn set_m_brain(self, value: GrandewBrain)

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fn gs(self) -> CharacterGameStatus

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fn set_gs(self, value: CharacterGameStatus)

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fn head_look_at_ik(self) -> LookAtIK

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fn set_head_look_at_ik(self, value: LookAtIK)

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fn body_look_at_ik(self) -> LookAtIK

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fn set_body_look_at_ik(self, value: LookAtIK)

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fn m_enemy_side(self) -> i32

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fn set_m_enemy_side(self, value: i32)

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fn rush_dir(self) -> FXZ

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fn set_rush_dir(self, value: FXZ)

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fn body_animator(self) -> Animator

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fn set_body_animator(self, value: Animator)

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fn ride_animator(self) -> Animator

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fn set_ride_animator(self, value: Animator)

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fn face_animator(self) -> Animator

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fn set_face_animator(self, value: Animator)

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fn play直後_idle誤判断防止フレーム数(self) -> i32

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fn set_play直後_idle誤判断防止フレーム数(self, value: i32)

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fn 同じアニメ再生時の前回の再生時刻(self) -> f32

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fn set_同じアニメ再生時の前回の再生時刻(self, value: f32)

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fn m_play_end_world_pos(self) -> FXZ

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fn set_m_play_end_world_pos(self, value: FXZ)

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fn dither_fade(self) -> Iron19CharacterFader

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fn set_dither_fade(self, value: Iron19CharacterFader)

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fn cached_dither_fade(self) -> bool

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fn set_cached_dither_fade(self, value: bool)

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fn material_engage(self) -> Iron19CharacterSuperEngage

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fn set_material_engage(self, value: Iron19CharacterSuperEngage)

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fn cached_material_engage(self) -> bool

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fn set_cached_material_engage(self, value: bool)

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fn signal(self) -> CharacterSignal

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fn set_signal(self, value: CharacterSignal)

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fn lying(self) -> CharacterLying

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fn set_lying(self, value: CharacterLying)

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fn joint(self) -> CharacterJoint

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fn set_joint(self, value: CharacterJoint)

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fn cached_joint(self) -> bool

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fn set_cached_joint(self, value: bool)

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fn proportion(self) -> CharacterProportion

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fn set_proportion(self, value: CharacterProportion)

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fn cached_proportion(self) -> bool

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fn set_cached_proportion(self, value: bool)

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fn config(self) -> CharacterConfig

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fn set_config(self, value: CharacterConfig)

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fn cached_config(self) -> bool

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fn set_cached_config(self, value: bool)

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fn move(self) -> CharacterMove

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fn set_move(self, value: CharacterMove)

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fn cached_move(self) -> bool

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fn set_cached_move(self, value: bool)

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fn turn(self) -> CharacterTurn

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fn set_turn(self, value: CharacterTurn)

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fn cached_turn(self) -> bool

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fn set_cached_turn(self, value: bool)

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fn timespace(self) -> CharacterTimespace

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fn set_timespace(self, value: CharacterTimespace)

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fn cached_timespace(self) -> bool

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fn set_cached_timespace(self, value: bool)

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fn hud(self) -> CharacterHUD

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fn set_hud(self, value: CharacterHUD)

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fn cached_hud(self) -> bool

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fn set_cached_hud(self, value: bool)

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fn sound(self) -> CharacterSound

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fn set_sound(self, value: CharacterSound)

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fn cached_sound(self) -> bool

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fn set_cached_sound(self, value: bool)

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fn builder(self) -> CharacterBuilder

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fn set_builder(self, value: CharacterBuilder)

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fn cached_builder(self) -> bool

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fn set_cached_builder(self, value: bool)

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fn aura(self) -> CharacterAura

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fn set_aura(self, value: CharacterAura)

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fn cached_aura(self) -> bool

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fn set_cached_aura(self, value: bool)

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fn illusion(self) -> CharacterIllusion

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fn set_illusion(self, value: CharacterIllusion)

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fn cached_illusion(self) -> bool

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fn set_cached_illusion(self, value: bool)

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fn ik_foot(self) -> CharacterIKFoot

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fn set_ik_foot(self, value: CharacterIKFoot)

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fn cached_ik_foot(self) -> bool

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fn set_cached_ik_foot(self, value: bool)

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fn ik_look_at(self) -> CharacterIKLookAt

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fn set_ik_look_at(self, value: CharacterIKLookAt)

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fn cached_ik_look_at(self) -> bool

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fn set_cached_ik_look_at(self, value: bool)

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fn ik_aim(self) -> CharacterIKAim

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fn set_ik_aim(self, value: CharacterIKAim)

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fn cached_ik_aim(self) -> bool

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fn set_cached_ik_aim(self, value: bool)

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fn weapon(self) -> CharacterWeapon

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fn set_weapon(self, value: CharacterWeapon)

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fn cached_weapon(self) -> bool

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fn set_cached_weapon(self, value: bool)

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fn signal_observer(self) -> CharacterSignalObserver

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fn set_signal_observer(self, value: CharacterSignalObserver)

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fn cached_signal_observer(self) -> bool

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fn set_cached_signal_observer(self, value: bool)

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§