pub trait ICharacterAnimset: IObject {
Show 148 methods
// Provided methods
fn body_daoc(self) -> AnimatorOverrideController { ... }
fn set_body_daoc(self, value: AnimatorOverrideController) { ... }
fn ride_daoc(self) -> AnimatorOverrideController { ... }
fn set_ride_daoc(self, value: AnimatorOverrideController) { ... }
fn attack1(self) -> AnimAsset { ... }
fn set_attack1(self, value: AnimAsset) { ... }
fn attack1_r(self) -> AnimAsset { ... }
fn set_attack1_r(self, value: AnimAsset) { ... }
fn attack2(self) -> AnimAsset { ... }
fn set_attack2(self, value: AnimAsset) { ... }
fn attack2_r(self) -> AnimAsset { ... }
fn set_attack2_r(self, value: AnimAsset) { ... }
fn attack3(self) -> AnimAsset { ... }
fn set_attack3(self, value: AnimAsset) { ... }
fn attack3_r(self) -> AnimAsset { ... }
fn set_attack3_r(self, value: AnimAsset) { ... }
fn attack4(self) -> AnimAsset { ... }
fn set_attack4(self, value: AnimAsset) { ... }
fn attack4_r(self) -> AnimAsset { ... }
fn set_attack4_r(self, value: AnimAsset) { ... }
fn attack5(self) -> AnimAsset { ... }
fn set_attack5(self, value: AnimAsset) { ... }
fn attack5_r(self) -> AnimAsset { ... }
fn set_attack5_r(self, value: AnimAsset) { ... }
fn attack_c(self) -> AnimAsset { ... }
fn set_attack_c(self, value: AnimAsset) { ... }
fn attack_cr(self) -> AnimAsset { ... }
fn set_attack_cr(self, value: AnimAsset) { ... }
fn attack_t(self) -> AnimAsset { ... }
fn set_attack_t(self, value: AnimAsset) { ... }
fn attack_tr(self) -> AnimAsset { ... }
fn set_attack_tr(self, value: AnimAsset) { ... }
fn damage_high(self) -> AnimAsset { ... }
fn set_damage_high(self, value: AnimAsset) { ... }
fn damage_high_r(self) -> AnimAsset { ... }
fn set_damage_high_r(self, value: AnimAsset) { ... }
fn damage_mid_b(self) -> AnimAsset { ... }
fn set_damage_mid_b(self, value: AnimAsset) { ... }
fn damage_mid_br(self) -> AnimAsset { ... }
fn set_damage_mid_br(self, value: AnimAsset) { ... }
fn damage_mid_du(self) -> AnimAsset { ... }
fn set_damage_mid_du(self, value: AnimAsset) { ... }
fn damage_mid_dur(self) -> AnimAsset { ... }
fn set_damage_mid_dur(self, value: AnimAsset) { ... }
fn damage_mid_ud(self) -> AnimAsset { ... }
fn set_damage_mid_ud(self, value: AnimAsset) { ... }
fn damage_mid_udr(self) -> AnimAsset { ... }
fn set_damage_mid_udr(self, value: AnimAsset) { ... }
fn die_b(self) -> AnimAsset { ... }
fn set_die_b(self, value: AnimAsset) { ... }
fn die_br(self) -> AnimAsset { ... }
fn set_die_br(self, value: AnimAsset) { ... }
fn die_l(self) -> AnimAsset { ... }
fn set_die_l(self, value: AnimAsset) { ... }
fn die_lr(self) -> AnimAsset { ... }
fn set_die_lr(self, value: AnimAsset) { ... }
fn die_r(self) -> AnimAsset { ... }
fn set_die_r(self, value: AnimAsset) { ... }
fn die_rr(self) -> AnimAsset { ... }
fn set_die_rr(self, value: AnimAsset) { ... }
fn dive(self) -> AnimAsset { ... }
fn set_dive(self, value: AnimAsset) { ... }
fn dive_r(self) -> AnimAsset { ... }
fn set_dive_r(self, value: AnimAsset) { ... }
fn engage1(self) -> AnimAsset { ... }
fn set_engage1(self, value: AnimAsset) { ... }
fn engage1_r(self) -> AnimAsset { ... }
fn set_engage1_r(self, value: AnimAsset) { ... }
fn engage2(self) -> AnimAsset { ... }
fn set_engage2(self, value: AnimAsset) { ... }
fn engage2_r(self) -> AnimAsset { ... }
fn set_engage2_r(self, value: AnimAsset) { ... }
fn engage3(self) -> AnimAsset { ... }
fn set_engage3(self, value: AnimAsset) { ... }
fn engage3_r(self) -> AnimAsset { ... }
fn set_engage3_r(self, value: AnimAsset) { ... }
fn evasion_b(self) -> AnimAsset { ... }
fn set_evasion_b(self, value: AnimAsset) { ... }
fn evasion_br(self) -> AnimAsset { ... }
fn set_evasion_br(self, value: AnimAsset) { ... }
fn evasion_l(self) -> AnimAsset { ... }
fn set_evasion_l(self, value: AnimAsset) { ... }
fn evasion_lr(self) -> AnimAsset { ... }
fn set_evasion_lr(self, value: AnimAsset) { ... }
fn evasion_r(self) -> AnimAsset { ... }
fn set_evasion_r(self, value: AnimAsset) { ... }
fn evasion_rr(self) -> AnimAsset { ... }
fn set_evasion_rr(self, value: AnimAsset) { ... }
fn guard(self) -> AnimAsset { ... }
fn set_guard(self, value: AnimAsset) { ... }
fn guard_r(self) -> AnimAsset { ... }
fn set_guard_r(self, value: AnimAsset) { ... }
fn hovering_loop(self) -> AnimAsset { ... }
fn set_hovering_loop(self, value: AnimAsset) { ... }
fn hovering_loop_r(self) -> AnimAsset { ... }
fn set_hovering_loop_r(self, value: AnimAsset) { ... }
fn idle_dying(self) -> AnimAsset { ... }
fn set_idle_dying(self, value: AnimAsset) { ... }
fn idle_dying_r(self) -> AnimAsset { ... }
fn set_idle_dying_r(self, value: AnimAsset) { ... }
fn idle_normal(self) -> AnimAsset { ... }
fn set_idle_normal(self, value: AnimAsset) { ... }
fn idle_normal_r(self) -> AnimAsset { ... }
fn set_idle_normal_r(self, value: AnimAsset) { ... }
fn parry_l(self) -> AnimAsset { ... }
fn set_parry_l(self, value: AnimAsset) { ... }
fn parry_lr(self) -> AnimAsset { ... }
fn set_parry_lr(self, value: AnimAsset) { ... }
fn parry_r(self) -> AnimAsset { ... }
fn set_parry_r(self, value: AnimAsset) { ... }
fn parry_rr(self) -> AnimAsset { ... }
fn set_parry_rr(self, value: AnimAsset) { ... }
fn ready(self) -> AnimAsset { ... }
fn set_ready(self, value: AnimAsset) { ... }
fn ready_r(self) -> AnimAsset { ... }
fn set_ready_r(self, value: AnimAsset) { ... }
fn relax_loop(self) -> AnimAsset { ... }
fn set_relax_loop(self, value: AnimAsset) { ... }
fn relax_loop_r(self) -> AnimAsset { ... }
fn set_relax_loop_r(self, value: AnimAsset) { ... }
fn repelled(self) -> AnimAsset { ... }
fn set_repelled(self, value: AnimAsset) { ... }
fn repelled_r(self) -> AnimAsset { ... }
fn set_repelled_r(self, value: AnimAsset) { ... }
fn run_loop(self) -> AnimAsset { ... }
fn set_run_loop(self, value: AnimAsset) { ... }
fn run_loop_r(self) -> AnimAsset { ... }
fn set_run_loop_r(self, value: AnimAsset) { ... }
fn run_start(self) -> AnimAsset { ... }
fn set_run_start(self, value: AnimAsset) { ... }
fn run_start_r(self) -> AnimAsset { ... }
fn set_run_start_r(self, value: AnimAsset) { ... }
fn special1(self) -> AnimAsset { ... }
fn set_special1(self, value: AnimAsset) { ... }
fn special1_r(self) -> AnimAsset { ... }
fn set_special1_r(self, value: AnimAsset) { ... }
fn start(self) -> AnimAsset { ... }
fn set_start(self, value: AnimAsset) { ... }
fn start_r(self) -> AnimAsset { ... }
fn set_start_r(self, value: AnimAsset) { ... }
fn win(self) -> AnimAsset { ... }
fn set_win(self, value: AnimAsset) { ... }
fn win_r(self) -> AnimAsset { ... }
fn set_win_r(self, value: AnimAsset) { ... }
fn win_loop(self) -> AnimAsset { ... }
fn set_win_loop(self, value: AnimAsset) { ... }
fn win_loop_r(self) -> AnimAsset { ... }
fn set_win_loop_r(self, value: AnimAsset) { ... }
}Provided Methods§
fn body_daoc(self) -> AnimatorOverrideController
fn set_body_daoc(self, value: AnimatorOverrideController)
fn ride_daoc(self) -> AnimatorOverrideController
fn set_ride_daoc(self, value: AnimatorOverrideController)
fn attack1(self) -> AnimAsset
fn set_attack1(self, value: AnimAsset)
fn attack1_r(self) -> AnimAsset
fn set_attack1_r(self, value: AnimAsset)
fn attack2(self) -> AnimAsset
fn set_attack2(self, value: AnimAsset)
fn attack2_r(self) -> AnimAsset
fn set_attack2_r(self, value: AnimAsset)
fn attack3(self) -> AnimAsset
fn set_attack3(self, value: AnimAsset)
fn attack3_r(self) -> AnimAsset
fn set_attack3_r(self, value: AnimAsset)
fn attack4(self) -> AnimAsset
fn set_attack4(self, value: AnimAsset)
fn attack4_r(self) -> AnimAsset
fn set_attack4_r(self, value: AnimAsset)
fn attack5(self) -> AnimAsset
fn set_attack5(self, value: AnimAsset)
fn attack5_r(self) -> AnimAsset
fn set_attack5_r(self, value: AnimAsset)
fn attack_c(self) -> AnimAsset
fn set_attack_c(self, value: AnimAsset)
fn attack_cr(self) -> AnimAsset
fn set_attack_cr(self, value: AnimAsset)
fn attack_t(self) -> AnimAsset
fn set_attack_t(self, value: AnimAsset)
fn attack_tr(self) -> AnimAsset
fn set_attack_tr(self, value: AnimAsset)
fn damage_high(self) -> AnimAsset
fn set_damage_high(self, value: AnimAsset)
fn damage_high_r(self) -> AnimAsset
fn set_damage_high_r(self, value: AnimAsset)
fn damage_mid_b(self) -> AnimAsset
fn set_damage_mid_b(self, value: AnimAsset)
fn damage_mid_br(self) -> AnimAsset
fn set_damage_mid_br(self, value: AnimAsset)
fn damage_mid_du(self) -> AnimAsset
fn set_damage_mid_du(self, value: AnimAsset)
fn damage_mid_dur(self) -> AnimAsset
fn set_damage_mid_dur(self, value: AnimAsset)
fn damage_mid_ud(self) -> AnimAsset
fn set_damage_mid_ud(self, value: AnimAsset)
fn damage_mid_udr(self) -> AnimAsset
fn set_damage_mid_udr(self, value: AnimAsset)
fn die_b(self) -> AnimAsset
fn set_die_b(self, value: AnimAsset)
fn die_br(self) -> AnimAsset
fn set_die_br(self, value: AnimAsset)
fn die_l(self) -> AnimAsset
fn set_die_l(self, value: AnimAsset)
fn die_lr(self) -> AnimAsset
fn set_die_lr(self, value: AnimAsset)
fn die_r(self) -> AnimAsset
fn set_die_r(self, value: AnimAsset)
fn die_rr(self) -> AnimAsset
fn set_die_rr(self, value: AnimAsset)
fn dive(self) -> AnimAsset
fn set_dive(self, value: AnimAsset)
fn dive_r(self) -> AnimAsset
fn set_dive_r(self, value: AnimAsset)
fn engage1(self) -> AnimAsset
fn set_engage1(self, value: AnimAsset)
fn engage1_r(self) -> AnimAsset
fn set_engage1_r(self, value: AnimAsset)
fn engage2(self) -> AnimAsset
fn set_engage2(self, value: AnimAsset)
fn engage2_r(self) -> AnimAsset
fn set_engage2_r(self, value: AnimAsset)
fn engage3(self) -> AnimAsset
fn set_engage3(self, value: AnimAsset)
fn engage3_r(self) -> AnimAsset
fn set_engage3_r(self, value: AnimAsset)
fn evasion_b(self) -> AnimAsset
fn set_evasion_b(self, value: AnimAsset)
fn evasion_br(self) -> AnimAsset
fn set_evasion_br(self, value: AnimAsset)
fn evasion_l(self) -> AnimAsset
fn set_evasion_l(self, value: AnimAsset)
fn evasion_lr(self) -> AnimAsset
fn set_evasion_lr(self, value: AnimAsset)
fn evasion_r(self) -> AnimAsset
fn set_evasion_r(self, value: AnimAsset)
fn evasion_rr(self) -> AnimAsset
fn set_evasion_rr(self, value: AnimAsset)
fn guard(self) -> AnimAsset
fn set_guard(self, value: AnimAsset)
fn guard_r(self) -> AnimAsset
fn set_guard_r(self, value: AnimAsset)
fn hovering_loop(self) -> AnimAsset
fn set_hovering_loop(self, value: AnimAsset)
fn hovering_loop_r(self) -> AnimAsset
fn set_hovering_loop_r(self, value: AnimAsset)
fn idle_dying(self) -> AnimAsset
fn set_idle_dying(self, value: AnimAsset)
fn idle_dying_r(self) -> AnimAsset
fn set_idle_dying_r(self, value: AnimAsset)
fn idle_normal(self) -> AnimAsset
fn set_idle_normal(self, value: AnimAsset)
fn idle_normal_r(self) -> AnimAsset
fn set_idle_normal_r(self, value: AnimAsset)
fn parry_l(self) -> AnimAsset
fn set_parry_l(self, value: AnimAsset)
fn parry_lr(self) -> AnimAsset
fn set_parry_lr(self, value: AnimAsset)
fn parry_r(self) -> AnimAsset
fn set_parry_r(self, value: AnimAsset)
fn parry_rr(self) -> AnimAsset
fn set_parry_rr(self, value: AnimAsset)
fn ready(self) -> AnimAsset
fn set_ready(self, value: AnimAsset)
fn ready_r(self) -> AnimAsset
fn set_ready_r(self, value: AnimAsset)
fn relax_loop(self) -> AnimAsset
fn set_relax_loop(self, value: AnimAsset)
fn relax_loop_r(self) -> AnimAsset
fn set_relax_loop_r(self, value: AnimAsset)
fn repelled(self) -> AnimAsset
fn set_repelled(self, value: AnimAsset)
fn repelled_r(self) -> AnimAsset
fn set_repelled_r(self, value: AnimAsset)
fn run_loop(self) -> AnimAsset
fn set_run_loop(self, value: AnimAsset)
fn run_loop_r(self) -> AnimAsset
fn set_run_loop_r(self, value: AnimAsset)
fn run_start(self) -> AnimAsset
fn set_run_start(self, value: AnimAsset)
fn run_start_r(self) -> AnimAsset
fn set_run_start_r(self, value: AnimAsset)
fn special1(self) -> AnimAsset
fn set_special1(self, value: AnimAsset)
fn special1_r(self) -> AnimAsset
fn set_special1_r(self, value: AnimAsset)
fn start(self) -> AnimAsset
fn set_start(self, value: AnimAsset)
fn start_r(self) -> AnimAsset
fn set_start_r(self, value: AnimAsset)
fn win(self) -> AnimAsset
fn set_win(self, value: AnimAsset)
fn win_r(self) -> AnimAsset
fn set_win_r(self, value: AnimAsset)
fn win_loop(self) -> AnimAsset
fn set_win_loop(self, value: AnimAsset)
fn win_loop_r(self) -> AnimAsset
fn set_win_loop_r(self, value: AnimAsset)
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.