pub trait ICharacterAppearance: IObject {
Show 56 methods
// Provided methods
fn assets(self) -> Array<CharacterAsset> { ... }
fn set_assets(self, value: Array<CharacterAsset>) { ... }
fn animset_names(self) -> List_1<Il2CppString> { ... }
fn set_animset_names(self, value: List_1<Il2CppString>) { ... }
fn acc_targets(self) -> Array<Il2CppString> { ... }
fn set_acc_targets(self, value: Array<Il2CppString>) { ... }
fn mask_color100(self) -> Color { ... }
fn set_mask_color100(self, value: Color) { ... }
fn mask_color075(self) -> Color { ... }
fn set_mask_color075(self, value: Color) { ... }
fn mask_color050(self) -> Color { ... }
fn set_mask_color050(self, value: Color) { ... }
fn mask_color025(self) -> Color { ... }
fn set_mask_color025(self, value: Color) { ... }
fn skin_color(self) -> Color { ... }
fn set_skin_color(self, value: Color) { ... }
fn grad_color(self) -> Color { ... }
fn set_grad_color(self, value: Color) { ... }
fn hair_color(self) -> Color { ... }
fn set_hair_color(self, value: Color) { ... }
fn toon_shadow_color(self) -> Color { ... }
fn set_toon_shadow_color(self, value: Color) { ... }
fn sound(self) -> AssetTable_Sound { ... }
fn set_sound(self, value: AssetTable_Sound) { ... }
fn proportion(self) -> ProportionParameters { ... }
fn set_proportion(self, value: ProportionParameters) { ... }
fn m_instanced_materials(self) -> List_1<Material> { ... }
fn set_m_instanced_materials(self, value: List_1<Material>) { ... }
fn m_holder_load_simultaneous(self) -> GameParam_Holder { ... }
fn set_m_holder_load_simultaneous(self, value: GameParam_Holder) { ... }
fn m_chara_tall_walk(self) -> GameParam_Holder { ... }
fn set_m_chara_tall_walk(self, value: GameParam_Holder) { ... }
fn m_chara_tall_horse(self) -> GameParam_Holder { ... }
fn set_m_chara_tall_horse(self, value: GameParam_Holder) { ... }
fn m_chara_tall_wolf(self) -> GameParam_Holder { ... }
fn set_m_chara_tall_wolf(self, value: GameParam_Holder) { ... }
fn m_chara_tall_pegasus(self) -> GameParam_Holder { ... }
fn set_m_chara_tall_pegasus(self, value: GameParam_Holder) { ... }
fn m_chara_tall_dragon(self) -> GameParam_Holder { ... }
fn set_m_chara_tall_dragon(self, value: GameParam_Holder) { ... }
fn m_chara_tall_griffon(self) -> GameParam_Holder { ... }
fn set_m_chara_tall_griffon(self, value: GameParam_Holder) { ... }
fn m_chara_tall_engage(self) -> GameParam_Holder { ... }
fn set_m_chara_tall_engage(self, value: GameParam_Holder) { ... }
fn m_chara_tall_sombron_human(self) -> GameParam_Holder { ... }
fn set_m_chara_tall_sombron_human(self, value: GameParam_Holder) { ... }
fn m_chara_tall_sombron_dragon(self) -> GameParam_Holder { ... }
fn set_m_chara_tall_sombron_dragon(self, value: GameParam_Holder) { ... }
fn m_chara_tall_engage_tiki(self) -> GameParam_Holder { ... }
fn set_m_chara_tall_engage_tiki(self, value: GameParam_Holder) { ... }
fn m_chara_tall_phantom_wolf(self) -> GameParam_Holder { ... }
fn set_m_chara_tall_phantom_wolf(self, value: GameParam_Holder) { ... }
fn m_chara_tall_phantom_dragon(self) -> GameParam_Holder { ... }
fn set_m_chara_tall_phantom_dragon(self, value: GameParam_Holder) { ... }
fn m_chara_tall_corrupt_dragon(self) -> GameParam_Holder { ... }
fn set_m_chara_tall_corrupt_dragon(self, value: GameParam_Holder) { ... }
}Provided Methods§
fn assets(self) -> Array<CharacterAsset>
fn set_assets(self, value: Array<CharacterAsset>)
fn animset_names(self) -> List_1<Il2CppString>
fn set_animset_names(self, value: List_1<Il2CppString>)
fn acc_targets(self) -> Array<Il2CppString>
fn set_acc_targets(self, value: Array<Il2CppString>)
fn mask_color100(self) -> Color
fn set_mask_color100(self, value: Color)
fn mask_color075(self) -> Color
fn set_mask_color075(self, value: Color)
fn mask_color050(self) -> Color
fn set_mask_color050(self, value: Color)
fn mask_color025(self) -> Color
fn set_mask_color025(self, value: Color)
fn skin_color(self) -> Color
fn set_skin_color(self, value: Color)
fn grad_color(self) -> Color
fn set_grad_color(self, value: Color)
fn hair_color(self) -> Color
fn set_hair_color(self, value: Color)
fn toon_shadow_color(self) -> Color
fn set_toon_shadow_color(self, value: Color)
fn sound(self) -> AssetTable_Sound
fn set_sound(self, value: AssetTable_Sound)
fn proportion(self) -> ProportionParameters
fn set_proportion(self, value: ProportionParameters)
fn m_instanced_materials(self) -> List_1<Material>
fn set_m_instanced_materials(self, value: List_1<Material>)
fn m_holder_load_simultaneous(self) -> GameParam_Holder
fn set_m_holder_load_simultaneous(self, value: GameParam_Holder)
fn m_chara_tall_walk(self) -> GameParam_Holder
fn set_m_chara_tall_walk(self, value: GameParam_Holder)
fn m_chara_tall_horse(self) -> GameParam_Holder
fn set_m_chara_tall_horse(self, value: GameParam_Holder)
fn m_chara_tall_wolf(self) -> GameParam_Holder
fn set_m_chara_tall_wolf(self, value: GameParam_Holder)
fn m_chara_tall_pegasus(self) -> GameParam_Holder
fn set_m_chara_tall_pegasus(self, value: GameParam_Holder)
fn m_chara_tall_dragon(self) -> GameParam_Holder
fn set_m_chara_tall_dragon(self, value: GameParam_Holder)
fn m_chara_tall_griffon(self) -> GameParam_Holder
fn set_m_chara_tall_griffon(self, value: GameParam_Holder)
fn m_chara_tall_engage(self) -> GameParam_Holder
fn set_m_chara_tall_engage(self, value: GameParam_Holder)
fn m_chara_tall_sombron_human(self) -> GameParam_Holder
fn set_m_chara_tall_sombron_human(self, value: GameParam_Holder)
fn m_chara_tall_sombron_dragon(self) -> GameParam_Holder
fn set_m_chara_tall_sombron_dragon(self, value: GameParam_Holder)
fn m_chara_tall_engage_tiki(self) -> GameParam_Holder
fn set_m_chara_tall_engage_tiki(self, value: GameParam_Holder)
fn m_chara_tall_phantom_wolf(self) -> GameParam_Holder
fn set_m_chara_tall_phantom_wolf(self, value: GameParam_Holder)
fn m_chara_tall_phantom_dragon(self) -> GameParam_Holder
fn set_m_chara_tall_phantom_dragon(self, value: GameParam_Holder)
fn m_chara_tall_corrupt_dragon(self) -> GameParam_Holder
fn set_m_chara_tall_corrupt_dragon(self, value: GameParam_Holder)
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.