pub trait ICharacterAnimsetMethods: ICharacterAnimset {
Show 21 methods
// Provided methods
fn get_preload_anims(self) -> PreloadAnims { ... }
fn set_preload_anims(self, value: impl Into<PreloadAnims>) { ... }
fn dispose(self) { ... }
fn finalize(self) { ... }
fn ctor(self) { ... }
fn ctor_2(
self,
animset_names: impl Into<List_1<Il2CppString>>,
weapon_style: impl Into<WeaponStyle>,
) { ... }
fn override(self, animset_name: impl Into<Il2CppString>) { ... }
fn mask_unused_anims(self, f: impl Into<PreloadAnims>) { ... }
fn load_async(self) { ... }
fn is_loading(self) -> bool { ... }
fn make_daoc(self, ap: impl Into<CharacterAppearance>) { ... }
fn use_engage2(self) { ... }
fn has(self, hash: impl Into<i32>) -> bool { ... }
fn has_die(self) -> bool { ... }
fn get_anim_assets_name_list(self) -> List_1<Il2CppString> { ... }
fn get_has_win_as_standing_die(self) -> bool { ... }
fn get_can_be_smashed(self) -> bool { ... }
fn select_impl(
self,
shuffle: impl Into<bool>,
last_hash: impl Into<i32>,
candidates: impl Into<Array<i32>>,
) -> i32 { ... }
fn select_random(
self,
lash_hash: impl Into<i32>,
candidates: impl Into<Array<i32>>,
) -> i32 { ... }
fn select_random_attack12345(self, last_hash: impl Into<i32>) -> i32 { ... }
fn select_in_order(self, candidates: impl Into<Array<i32>>) -> i32 { ... }
}Provided Methods§
Sourcefn get_preload_anims(self) -> PreloadAnims
fn get_preload_anims(self) -> PreloadAnims
get_PreloadAnims() overload
Sourcefn set_preload_anims(self, value: impl Into<PreloadAnims>)
fn set_preload_anims(self, value: impl Into<PreloadAnims>)
set_PreloadAnims(crate::combat::preloadanims::PreloadAnims) overload
Sourcefn ctor_2(
self,
animset_names: impl Into<List_1<Il2CppString>>,
weapon_style: impl Into<WeaponStyle>,
)
fn ctor_2( self, animset_names: impl Into<List_1<Il2CppString>>, weapon_style: impl Into<WeaponStyle>, )
.ctor(crate::system::collections::generic::list_1::List_1<::unity::Il2CppString>, crate::combat::weaponstyle::WeaponStyle) overload
Sourcefn override(self, animset_name: impl Into<Il2CppString>)
fn override(self, animset_name: impl Into<Il2CppString>)
Override(::unity::Il2CppString) overload
Sourcefn mask_unused_anims(self, f: impl Into<PreloadAnims>)
fn mask_unused_anims(self, f: impl Into<PreloadAnims>)
MaskUnusedAnims(crate::combat::preloadanims::PreloadAnims) overload
Sourcefn load_async(self)
fn load_async(self)
LoadAsync() overload
Sourcefn is_loading(self) -> bool
fn is_loading(self) -> bool
IsLoading() overload
Sourcefn make_daoc(self, ap: impl Into<CharacterAppearance>)
fn make_daoc(self, ap: impl Into<CharacterAppearance>)
MakeDAOC(crate::combat::characterappearance::CharacterAppearance) overload
Sourcefn use_engage2(self)
fn use_engage2(self)
UseEngage2() overload
Sourcefn get_anim_assets_name_list(self) -> List_1<Il2CppString>
fn get_anim_assets_name_list(self) -> List_1<Il2CppString>
GetAnimAssetsNameList() overload
Sourcefn get_has_win_as_standing_die(self) -> bool
fn get_has_win_as_standing_die(self) -> bool
get_HasWinAsStandingDie() overload
Sourcefn get_can_be_smashed(self) -> bool
fn get_can_be_smashed(self) -> bool
get_CanBeSmashed() overload
Sourcefn select_impl(
self,
shuffle: impl Into<bool>,
last_hash: impl Into<i32>,
candidates: impl Into<Array<i32>>,
) -> i32
fn select_impl( self, shuffle: impl Into<bool>, last_hash: impl Into<i32>, candidates: impl Into<Array<i32>>, ) -> i32
SelectImpl(bool, i32, ::unity::Array<i32>) overload
Sourcefn select_random(
self,
lash_hash: impl Into<i32>,
candidates: impl Into<Array<i32>>,
) -> i32
fn select_random( self, lash_hash: impl Into<i32>, candidates: impl Into<Array<i32>>, ) -> i32
SelectRandom(i32, ::unity::Array<i32>) overload
Sourcefn select_random_attack12345(self, last_hash: impl Into<i32>) -> i32
fn select_random_attack12345(self, last_hash: impl Into<i32>) -> i32
SelectRandomAttack12345(i32) overload
Sourcefn select_in_order(self, candidates: impl Into<Array<i32>>) -> i32
fn select_in_order(self, candidates: impl Into<Array<i32>>) -> i32
SelectInOrder(::unity::Array<i32>) 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: ICharacterAnimset> ICharacterAnimsetMethods for __T
combat-characteranimset only.