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ICharacterMethods

Trait ICharacterMethods 

Source
pub trait ICharacterMethods: ICharacter {
Show 125 methods // Provided methods fn get_side(self) -> i32 { ... } fn set_side(self, value: impl Into<i32>) { ... } fn get_chain_id(self) -> i32 { ... } fn set_chain_id(self, value: impl Into<i32>) { ... } fn get_prefetched(self) -> PrefetchedSignalStore { ... } fn set_prefetched(self, value: impl Into<PrefetchedSignalStore>) { ... } fn get_launcher(self) -> LaunchBehaviour { ... } fn get_magic(self) -> Magic { ... } fn get_throwing(self) -> Throwing { ... } fn get_effect(self) -> CharacterEffect { ... } fn set_effect(self, value: impl Into<CharacterEffect>) { ... } fn get_observable(self) -> CharacterObservable { ... } fn get_idle_smb(self) -> CharacterIdleSMB { ... } fn set_idle_smb(self, value: impl Into<CharacterIdleSMB>) { ... } fn start_grandew_brain(self) { ... } fn dispose_grandew_brain(self) { ... } fn get_world(self) -> CombatWorld { ... } fn get_record(self) -> CombatRecord { ... } fn get_phase(self) -> Phase { ... } fn get_game_status(self) -> CharacterGameStatus { ... } fn set_game_status(self, value: impl Into<CharacterGameStatus>) { ... } fn get_is_setup_done(self) -> bool { ... } fn set_is_setup_done(self, value: impl Into<bool>) { ... } fn get_is_visible(self) -> bool { ... } fn set_is_visible(self, value: impl Into<bool>) { ... } fn get_look_at_ik_head(self) -> LookAtIK { ... } fn get_look_at_ik_body(self) -> LookAtIK { ... } fn get_grandew(self) -> Character { ... } fn get_master(self) -> Character { ... } fn get_enemy_grandew(self) -> Character { ... } fn get_enemy(self) -> Character { ... } fn set_enemy_for_chain_guard(self, c: impl Into<Character>) { ... } fn set_enemy_to_default(self) { ... } fn get_ground_level(self) -> f32 { ... } fn set_ground_level(self, value: impl Into<f32>) { ... } fn adjust_ground_level_to(self, target_side: impl Into<i32>) { ... } fn get_pos2_d(self) -> FXZ { ... } fn get_pos3_d(self) -> Vector3 { ... } fn to_xhz(self, pos: impl Into<Vector3>) -> Vector3 { ... } fn to_abcd(self, pos: impl Into<Vector3>) -> Vector4 { ... } fn transform_to_world(self, local_offset: impl Into<Vector3>) -> Vector3 { ... } fn get_dir2_d(self) -> FXZ { ... } fn get_dir_to_enemy2_d(self) -> FXZ { ... } fn get_sq_dist_to_enemy2_d(self) -> f32 { ... } fn get_sq_dist_to_partner2_d(self) -> f32 { ... } fn get_dist_to_enemy2_d(self) -> f32 { ... } fn get_world_hit_dir(self) -> Vector3 { ... } fn set_world_hit_dir(self, value: impl Into<Vector3>) { ... } fn get_attack_beaten_dir(self) -> FXZ { ... } fn set_attack_beaten_dir(self, value: impl Into<FXZ>) { ... } fn get_tall(self) -> f32 { ... } fn on_enable(self) { ... } fn on_destroy(self) { ... } fn start(self) { ... } fn my_update(self) { ... } fn is_appeared_from_beginning(self) -> bool { ... } fn manual_awake_for_combat( self, my_side: impl Into<i32>, chain_id: impl Into<i32>, ) { ... } fn setup_for_combat(self, my_side: impl Into<i32>) { ... } fn setup_by_race(self) { ... } fn set_collision_offset( self, name: impl Into<Il2CppString>, move_offset: impl Into<f32>, size_offset: impl Into<f32>, ) { ... } fn set_collision_offset_2( self, scale: impl Into<f32>, move_offset: impl Into<f32>, size_offset: impl Into<f32>, ) { ... } fn add_and_get_rb_and_collider(self, t: impl Into<Transform>) { ... } fn setup_for_grandew(self) { ... } fn hide_whole_shadow(self) { ... } fn teardown_for_combat(self) { ... } fn setup_for_talk(self) { ... } fn setup_for_hub(self) { ... } fn get_is_left_in_screen_space(self) -> bool { ... } fn get_body_animator(self) -> Animator { ... } fn get_ride_animator(self) -> Animator { ... } fn get_face_animator(self) -> Animator { ... } fn get_constant_speed_playback(self) -> bool { ... } fn set_constant_speed_playback(self, value: impl Into<bool>) { ... } fn get_playing_hash(self) -> i32 { ... } fn set_playing_hash(self, value: impl Into<i32>) { ... } fn get_playing_store(self) -> PrefetchedSignal { ... } fn set_playing_store(self, value: impl Into<PrefetchedSignal>) { ... } fn set_playing_hash_and_store(self, hash: impl Into<i32>) { ... } fn get_playing_event(self) -> AnimationEvent { ... } fn set_playing_event(self, value: impl Into<AnimationEvent>) { ... } fn get_play_end_world_pos(self) -> FXZ { ... } fn set_animator_parameter( self, parameter_hash: impl Into<i32>, value: impl Into<f32>, ) { ... } fn set_animator_parameter_2( self, parameter_hash: impl Into<i32>, value: impl Into<bool>, ) { ... } fn set_playing_animation_time(self, fixed_time: impl Into<f32>) { ... } fn get_animator_state_info(self) -> AnimatorStateInfo { ... } fn get_playing_time(self) -> f32 { ... } fn get_playback_rate(self) -> f32 { ... } fn set_playback_rate(self, value: impl Into<f32>) { ... } fn get_weapon_style(self) -> WeaponStyle { ... } fn will_play(self, hash: impl Into<i32>) { ... } fn will_not_play(self, hash: impl Into<i32>) { ... } fn play_dying_instant(self) { ... } fn play_idle_normal_instant(self) { ... } fn play( self, target_name: impl Into<Il2CppString>, flags: impl Into<PlayFlags>, transition_duration: impl Into<f32>, start_time: impl Into<f32>, ) -> f32 { ... } fn play_instant(self, hash: impl Into<i32>) { ... } fn play_2( self, hash: impl Into<i32>, flags: impl Into<PlayFlags>, transition_duration: impl Into<f32>, start_time: impl Into<f32>, ) -> f32 { ... } fn get_is_idle(self) -> bool { ... } fn get_is_physical_attacking(self) -> bool { ... } fn play_facial(self, state_name: impl Into<Il2CppString>) { ... } fn play_facial_2( self, state_hash: impl Into<i32>, fixed_transition_duration: impl Into<f32>, ) { ... } fn skip_combat(self) -> bool { ... } fn hide(self) { ... } fn get_dither_fade(self) -> Iron19CharacterFader { ... } fn get_material_engage(self) -> Iron19CharacterSuperEngage { ... } fn get_signal(self) -> CharacterSignal { ... } fn get_lying(self) -> CharacterLying { ... } fn get_joint(self) -> CharacterJoint { ... } fn get_proportion(self) -> CharacterProportion { ... } fn get_config(self) -> CharacterConfig { ... } fn get_move(self) -> CharacterMove { ... } fn get_turn(self) -> CharacterTurn { ... } fn get_timespace(self) -> CharacterTimespace { ... } fn get_hud(self) -> CharacterHUD { ... } fn get_sound(self) -> CharacterSound { ... } fn get_builder(self) -> CharacterBuilder { ... } fn get_aura(self) -> CharacterAura { ... } fn get_illusion(self) -> CharacterIllusion { ... } fn get_ik_foot(self) -> CharacterIKFoot { ... } fn get_ik_look_at(self) -> CharacterIKLookAt { ... } fn get_ik_aim(self) -> CharacterIKAim { ... } fn get_weapon(self) -> CharacterWeapon { ... } fn get_signal_observer(self) -> CharacterSignalObserver { ... } fn call_on_setup_done(self, func: impl Into<Action>) { ... } fn call_on_setup_done_2( self, component: impl Into<MonoBehaviour>, my_start: impl Into<Action>, my_update: impl Into<Action>, my_late_update: impl Into<Action>, ) { ... } fn ctor(self) { ... }
}

Provided Methods§

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fn get_side(self) -> i32

get_Side() overload

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fn set_side(self, value: impl Into<i32>)

set_Side(i32) overload

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fn get_chain_id(self) -> i32

get_ChainId() overload

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fn set_chain_id(self, value: impl Into<i32>)

set_ChainId(i32) overload

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fn get_prefetched(self) -> PrefetchedSignalStore

get_Prefetched() overload

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fn set_prefetched(self, value: impl Into<PrefetchedSignalStore>)

set_Prefetched(crate::combat::prefetchedsignalstore::PrefetchedSignalStore) overload

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fn get_launcher(self) -> LaunchBehaviour

get_Launcher() overload

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fn get_magic(self) -> Magic

get_Magic() overload

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fn get_throwing(self) -> Throwing

get_Throwing() overload

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fn get_effect(self) -> CharacterEffect

get_Effect() overload

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fn set_effect(self, value: impl Into<CharacterEffect>)

set_Effect(crate::combat::charactereffect::CharacterEffect) overload

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fn get_observable(self) -> CharacterObservable

get_Observable() overload

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fn get_idle_smb(self) -> CharacterIdleSMB

get_IdleSMB() overload

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fn set_idle_smb(self, value: impl Into<CharacterIdleSMB>)

set_IdleSMB(crate::combat::characteridlesmb::CharacterIdleSMB) overload

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fn start_grandew_brain(self)

StartGrandewBrain() overload

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fn dispose_grandew_brain(self)

DisposeGrandewBrain() overload

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fn get_world(self) -> CombatWorld

get_World() overload

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fn get_record(self) -> CombatRecord

get_Record() overload

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fn get_phase(self) -> Phase

get_Phase() overload

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fn get_game_status(self) -> CharacterGameStatus

get_GameStatus() overload

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fn set_game_status(self, value: impl Into<CharacterGameStatus>)

set_GameStatus(crate::combat::charactergamestatus::CharacterGameStatus) overload

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fn get_is_setup_done(self) -> bool

get_IsSetupDone() overload

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fn set_is_setup_done(self, value: impl Into<bool>)

set_IsSetupDone(bool) overload

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fn get_is_visible(self) -> bool

get_IsVisible() overload

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fn set_is_visible(self, value: impl Into<bool>)

set_IsVisible(bool) overload

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fn get_look_at_ik_head(self) -> LookAtIK

get_LookAtIK_Head() overload

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fn get_look_at_ik_body(self) -> LookAtIK

get_LookAtIK_Body() overload

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fn get_grandew(self) -> Character

get_Grandew() overload

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fn get_master(self) -> Character

get_Master() overload

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fn get_enemy_grandew(self) -> Character

get_EnemyGrandew() overload

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fn get_enemy(self) -> Character

get_Enemy() overload

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fn set_enemy_for_chain_guard(self, c: impl Into<Character>)

SetEnemyForChainGuard(crate::combat::character::Character) overload

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fn set_enemy_to_default(self)

SetEnemyToDefault() overload

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fn get_ground_level(self) -> f32

get_GroundLevel() overload

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fn set_ground_level(self, value: impl Into<f32>)

set_GroundLevel(f32) overload

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fn adjust_ground_level_to(self, target_side: impl Into<i32>)

AdjustGroundLevelTo(i32) overload

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fn get_pos2_d(self) -> FXZ

get_Pos2D() overload

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fn get_pos3_d(self) -> Vector3

get_Pos3D() overload

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fn to_xhz(self, pos: impl Into<Vector3>) -> Vector3

ToXHZ(crate::unity_engine::vector3::Vector3) overload

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fn to_abcd(self, pos: impl Into<Vector3>) -> Vector4

ToABCD(crate::unity_engine::vector3::Vector3) overload

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fn transform_to_world(self, local_offset: impl Into<Vector3>) -> Vector3

TransformToWorld(crate::unity_engine::vector3::Vector3) overload

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fn get_dir2_d(self) -> FXZ

get_Dir2D() overload

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fn get_dir_to_enemy2_d(self) -> FXZ

get_DirToEnemy2D() overload

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fn get_sq_dist_to_enemy2_d(self) -> f32

get_SqDistToEnemy2D() overload

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fn get_sq_dist_to_partner2_d(self) -> f32

get_SqDistToPartner2D() overload

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fn get_dist_to_enemy2_d(self) -> f32

get_DistToEnemy2D() overload

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fn get_world_hit_dir(self) -> Vector3

get_WorldHitDir() overload

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fn set_world_hit_dir(self, value: impl Into<Vector3>)

set_WorldHitDir(crate::unity_engine::vector3::Vector3) overload

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fn get_attack_beaten_dir(self) -> FXZ

get_AttackBeatenDir() overload

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fn set_attack_beaten_dir(self, value: impl Into<FXZ>)

set_AttackBeatenDir(crate::combat::fxz::FXZ) overload

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fn get_tall(self) -> f32

GetTall() overload

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fn on_enable(self)

OnEnable() overload

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fn on_destroy(self)

OnDestroy() overload

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fn start(self)

Start() overload

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fn my_update(self)

MyUpdate() overload

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fn is_appeared_from_beginning(self) -> bool

IsAppearedFromBeginning() overload

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fn manual_awake_for_combat( self, my_side: impl Into<i32>, chain_id: impl Into<i32>, )

ManualAwakeForCombat(i32, i32) overload

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fn setup_for_combat(self, my_side: impl Into<i32>)

SetupForCombat(i32) overload

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fn setup_by_race(self)

SetupByRace() overload

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fn set_collision_offset( self, name: impl Into<Il2CppString>, move_offset: impl Into<f32>, size_offset: impl Into<f32>, )

SetCollisionOffset(::unity::Il2CppString, f32, f32) overload

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fn set_collision_offset_2( self, scale: impl Into<f32>, move_offset: impl Into<f32>, size_offset: impl Into<f32>, )

SetCollisionOffset(f32, f32, f32) overload

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fn add_and_get_rb_and_collider(self, t: impl Into<Transform>)

AddAndGetRBAndCollider(crate::unity_engine::transform::Transform) overload

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fn setup_for_grandew(self)

SetupForGrandew() overload

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fn hide_whole_shadow(self)

HideWholeShadow() overload

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fn teardown_for_combat(self)

TeardownForCombat() overload

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fn setup_for_talk(self)

SetupForTalk() overload

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fn setup_for_hub(self)

SetupForHub() overload

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fn get_is_left_in_screen_space(self) -> bool

get_IsLeftInScreenSpace() overload

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fn get_body_animator(self) -> Animator

get_BodyAnimator() overload

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fn get_ride_animator(self) -> Animator

get_RideAnimator() overload

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fn get_face_animator(self) -> Animator

get_FaceAnimator() overload

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fn get_constant_speed_playback(self) -> bool

get_ConstantSpeedPlayback() overload

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fn set_constant_speed_playback(self, value: impl Into<bool>)

set_ConstantSpeedPlayback(bool) overload

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fn get_playing_hash(self) -> i32

get_PlayingHash() overload

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fn set_playing_hash(self, value: impl Into<i32>)

set_PlayingHash(i32) overload

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fn get_playing_store(self) -> PrefetchedSignal

get_PlayingStore() overload

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fn set_playing_store(self, value: impl Into<PrefetchedSignal>)

set_PlayingStore(crate::combat::prefetchedsignal::PrefetchedSignal) overload

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fn set_playing_hash_and_store(self, hash: impl Into<i32>)

SetPlayingHashAndStore(i32) overload

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fn get_playing_event(self) -> AnimationEvent

get_PlayingEvent() overload

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fn set_playing_event(self, value: impl Into<AnimationEvent>)

set_PlayingEvent(crate::unity_engine::animationevent::AnimationEvent) overload

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fn get_play_end_world_pos(self) -> FXZ

get_PlayEndWorldPos() overload

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fn set_animator_parameter( self, parameter_hash: impl Into<i32>, value: impl Into<f32>, )

SetAnimatorParameter(i32, f32) overload

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fn set_animator_parameter_2( self, parameter_hash: impl Into<i32>, value: impl Into<bool>, )

SetAnimatorParameter(i32, bool) overload

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fn set_playing_animation_time(self, fixed_time: impl Into<f32>)

SetPlayingAnimationTime(f32) overload

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fn get_animator_state_info(self) -> AnimatorStateInfo

GetAnimatorStateInfo() overload

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fn get_playing_time(self) -> f32

GetPlayingTime() overload

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fn get_playback_rate(self) -> f32

GetPlaybackRate() overload

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fn set_playback_rate(self, value: impl Into<f32>)

SetPlaybackRate(f32) overload

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fn get_weapon_style(self) -> WeaponStyle

get_WeaponStyle() overload

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fn will_play(self, hash: impl Into<i32>)

WillPlay(i32) overload

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fn will_not_play(self, hash: impl Into<i32>)

WillNotPlay(i32) overload

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fn play_dying_instant(self)

PlayDyingInstant() overload

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fn play_idle_normal_instant(self)

PlayIdleNormalInstant() overload

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fn play( self, target_name: impl Into<Il2CppString>, flags: impl Into<PlayFlags>, transition_duration: impl Into<f32>, start_time: impl Into<f32>, ) -> f32

Play(::unity::Il2CppString, crate::combat::playflags::PlayFlags, f32, f32) overload

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fn play_instant(self, hash: impl Into<i32>)

PlayInstant(i32) overload

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fn play_2( self, hash: impl Into<i32>, flags: impl Into<PlayFlags>, transition_duration: impl Into<f32>, start_time: impl Into<f32>, ) -> f32

Play(i32, crate::combat::playflags::PlayFlags, f32, f32) overload

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fn get_is_idle(self) -> bool

get_IsIdle() overload

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fn get_is_physical_attacking(self) -> bool

get_IsPhysicalAttacking() overload

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fn play_facial(self, state_name: impl Into<Il2CppString>)

PlayFacial(::unity::Il2CppString) overload

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fn play_facial_2( self, state_hash: impl Into<i32>, fixed_transition_duration: impl Into<f32>, )

PlayFacial(i32, f32) overload

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fn skip_combat(self) -> bool

SkipCombat() overload

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fn hide(self)

Hide() overload

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fn get_dither_fade(self) -> Iron19CharacterFader

get_DitherFade() overload

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fn get_material_engage(self) -> Iron19CharacterSuperEngage

get_MaterialEngage() overload

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fn get_signal(self) -> CharacterSignal

get_Signal() overload

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fn get_lying(self) -> CharacterLying

get_Lying() overload

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fn get_joint(self) -> CharacterJoint

get_Joint() overload

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fn get_proportion(self) -> CharacterProportion

get_Proportion() overload

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fn get_config(self) -> CharacterConfig

get_Config() overload

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fn get_move(self) -> CharacterMove

get_Move() overload

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fn get_turn(self) -> CharacterTurn

get_Turn() overload

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fn get_timespace(self) -> CharacterTimespace

get_Timespace() overload

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fn get_hud(self) -> CharacterHUD

get_HUD() overload

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fn get_sound(self) -> CharacterSound

get_Sound() overload

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fn get_builder(self) -> CharacterBuilder

get_Builder() overload

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fn get_aura(self) -> CharacterAura

get_Aura() overload

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fn get_illusion(self) -> CharacterIllusion

get_Illusion() overload

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fn get_ik_foot(self) -> CharacterIKFoot

get_IKFoot() overload

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fn get_ik_look_at(self) -> CharacterIKLookAt

get_IKLookAt() overload

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fn get_ik_aim(self) -> CharacterIKAim

get_IKAim() overload

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fn get_weapon(self) -> CharacterWeapon

get_Weapon() overload

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fn get_signal_observer(self) -> CharacterSignalObserver

get_SignalObserver() overload

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fn call_on_setup_done(self, func: impl Into<Action>)

CallOnSetupDone(crate::system::action::Action) overload

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fn call_on_setup_done_2( self, component: impl Into<MonoBehaviour>, my_start: impl Into<Action>, my_update: impl Into<Action>, my_late_update: impl Into<Action>, )

CallOnSetupDone(crate::unity_engine::monobehaviour::MonoBehaviour, crate::system::action::Action, crate::system::action::Action, crate::system::action::Action) overload

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fn ctor(self)

.ctor() 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§

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impl<__T: ICharacter> ICharacterMethods for __T

Available on crate feature combat-character only.