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§
Sourcefn get_chain_id(self) -> i32
fn get_chain_id(self) -> i32
get_ChainId() overload
Sourcefn set_chain_id(self, value: impl Into<i32>)
fn set_chain_id(self, value: impl Into<i32>)
set_ChainId(i32) overload
Sourcefn get_prefetched(self) -> PrefetchedSignalStore
fn get_prefetched(self) -> PrefetchedSignalStore
get_Prefetched() overload
Sourcefn set_prefetched(self, value: impl Into<PrefetchedSignalStore>)
fn set_prefetched(self, value: impl Into<PrefetchedSignalStore>)
set_Prefetched(crate::combat::prefetchedsignalstore::PrefetchedSignalStore) overload
Sourcefn get_launcher(self) -> LaunchBehaviour
fn get_launcher(self) -> LaunchBehaviour
get_Launcher() overload
Sourcefn get_throwing(self) -> Throwing
fn get_throwing(self) -> Throwing
get_Throwing() overload
Sourcefn get_effect(self) -> CharacterEffect
fn get_effect(self) -> CharacterEffect
get_Effect() overload
Sourcefn set_effect(self, value: impl Into<CharacterEffect>)
fn set_effect(self, value: impl Into<CharacterEffect>)
set_Effect(crate::combat::charactereffect::CharacterEffect) overload
Sourcefn get_observable(self) -> CharacterObservable
fn get_observable(self) -> CharacterObservable
get_Observable() overload
Sourcefn get_idle_smb(self) -> CharacterIdleSMB
fn get_idle_smb(self) -> CharacterIdleSMB
get_IdleSMB() overload
Sourcefn set_idle_smb(self, value: impl Into<CharacterIdleSMB>)
fn set_idle_smb(self, value: impl Into<CharacterIdleSMB>)
set_IdleSMB(crate::combat::characteridlesmb::CharacterIdleSMB) overload
Sourcefn start_grandew_brain(self)
fn start_grandew_brain(self)
StartGrandewBrain() overload
Sourcefn dispose_grandew_brain(self)
fn dispose_grandew_brain(self)
DisposeGrandewBrain() overload
Sourcefn get_world(self) -> CombatWorld
fn get_world(self) -> CombatWorld
get_World() overload
Sourcefn get_record(self) -> CombatRecord
fn get_record(self) -> CombatRecord
get_Record() overload
Sourcefn get_game_status(self) -> CharacterGameStatus
fn get_game_status(self) -> CharacterGameStatus
get_GameStatus() overload
Sourcefn set_game_status(self, value: impl Into<CharacterGameStatus>)
fn set_game_status(self, value: impl Into<CharacterGameStatus>)
set_GameStatus(crate::combat::charactergamestatus::CharacterGameStatus) overload
Sourcefn get_is_setup_done(self) -> bool
fn get_is_setup_done(self) -> bool
get_IsSetupDone() overload
Sourcefn set_is_setup_done(self, value: impl Into<bool>)
fn set_is_setup_done(self, value: impl Into<bool>)
set_IsSetupDone(bool) overload
Sourcefn get_is_visible(self) -> bool
fn get_is_visible(self) -> bool
get_IsVisible() overload
Sourcefn set_is_visible(self, value: impl Into<bool>)
fn set_is_visible(self, value: impl Into<bool>)
set_IsVisible(bool) overload
Sourcefn get_look_at_ik_head(self) -> LookAtIK
fn get_look_at_ik_head(self) -> LookAtIK
get_LookAtIK_Head() overload
Sourcefn get_look_at_ik_body(self) -> LookAtIK
fn get_look_at_ik_body(self) -> LookAtIK
get_LookAtIK_Body() overload
Sourcefn get_grandew(self) -> Character
fn get_grandew(self) -> Character
get_Grandew() overload
Sourcefn get_master(self) -> Character
fn get_master(self) -> Character
get_Master() overload
Sourcefn get_enemy_grandew(self) -> Character
fn get_enemy_grandew(self) -> Character
get_EnemyGrandew() overload
Sourcefn set_enemy_for_chain_guard(self, c: impl Into<Character>)
fn set_enemy_for_chain_guard(self, c: impl Into<Character>)
SetEnemyForChainGuard(crate::combat::character::Character) overload
Sourcefn set_enemy_to_default(self)
fn set_enemy_to_default(self)
SetEnemyToDefault() overload
Sourcefn get_ground_level(self) -> f32
fn get_ground_level(self) -> f32
get_GroundLevel() overload
Sourcefn set_ground_level(self, value: impl Into<f32>)
fn set_ground_level(self, value: impl Into<f32>)
set_GroundLevel(f32) overload
Sourcefn adjust_ground_level_to(self, target_side: impl Into<i32>)
fn adjust_ground_level_to(self, target_side: impl Into<i32>)
AdjustGroundLevelTo(i32) overload
Sourcefn get_pos2_d(self) -> FXZ
fn get_pos2_d(self) -> FXZ
get_Pos2D() overload
Sourcefn get_pos3_d(self) -> Vector3
fn get_pos3_d(self) -> Vector3
get_Pos3D() overload
Sourcefn to_xhz(self, pos: impl Into<Vector3>) -> Vector3
fn to_xhz(self, pos: impl Into<Vector3>) -> Vector3
ToXHZ(crate::unity_engine::vector3::Vector3) overload
Sourcefn to_abcd(self, pos: impl Into<Vector3>) -> Vector4
fn to_abcd(self, pos: impl Into<Vector3>) -> Vector4
ToABCD(crate::unity_engine::vector3::Vector3) overload
Sourcefn transform_to_world(self, local_offset: impl Into<Vector3>) -> Vector3
fn transform_to_world(self, local_offset: impl Into<Vector3>) -> Vector3
TransformToWorld(crate::unity_engine::vector3::Vector3) overload
Sourcefn get_dir2_d(self) -> FXZ
fn get_dir2_d(self) -> FXZ
get_Dir2D() overload
Sourcefn get_dir_to_enemy2_d(self) -> FXZ
fn get_dir_to_enemy2_d(self) -> FXZ
get_DirToEnemy2D() overload
Sourcefn get_sq_dist_to_enemy2_d(self) -> f32
fn get_sq_dist_to_enemy2_d(self) -> f32
get_SqDistToEnemy2D() overload
Sourcefn get_sq_dist_to_partner2_d(self) -> f32
fn get_sq_dist_to_partner2_d(self) -> f32
get_SqDistToPartner2D() overload
Sourcefn get_dist_to_enemy2_d(self) -> f32
fn get_dist_to_enemy2_d(self) -> f32
get_DistToEnemy2D() overload
Sourcefn get_world_hit_dir(self) -> Vector3
fn get_world_hit_dir(self) -> Vector3
get_WorldHitDir() overload
Sourcefn set_world_hit_dir(self, value: impl Into<Vector3>)
fn set_world_hit_dir(self, value: impl Into<Vector3>)
set_WorldHitDir(crate::unity_engine::vector3::Vector3) overload
Sourcefn get_attack_beaten_dir(self) -> FXZ
fn get_attack_beaten_dir(self) -> FXZ
get_AttackBeatenDir() overload
Sourcefn set_attack_beaten_dir(self, value: impl Into<FXZ>)
fn set_attack_beaten_dir(self, value: impl Into<FXZ>)
set_AttackBeatenDir(crate::combat::fxz::FXZ) overload
Sourcefn on_destroy(self)
fn on_destroy(self)
OnDestroy() overload
Sourcefn is_appeared_from_beginning(self) -> bool
fn is_appeared_from_beginning(self) -> bool
IsAppearedFromBeginning() overload
Sourcefn manual_awake_for_combat(
self,
my_side: impl Into<i32>,
chain_id: impl Into<i32>,
)
fn manual_awake_for_combat( self, my_side: impl Into<i32>, chain_id: impl Into<i32>, )
ManualAwakeForCombat(i32, i32) overload
Sourcefn setup_for_combat(self, my_side: impl Into<i32>)
fn setup_for_combat(self, my_side: impl Into<i32>)
SetupForCombat(i32) overload
Sourcefn setup_by_race(self)
fn setup_by_race(self)
SetupByRace() overload
Sourcefn set_collision_offset(
self,
name: impl Into<Il2CppString>,
move_offset: impl Into<f32>,
size_offset: impl Into<f32>,
)
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
Sourcefn set_collision_offset_2(
self,
scale: impl Into<f32>,
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>, )
SetCollisionOffset(f32, f32, f32) overload
Sourcefn add_and_get_rb_and_collider(self, t: impl Into<Transform>)
fn add_and_get_rb_and_collider(self, t: impl Into<Transform>)
AddAndGetRBAndCollider(crate::unity_engine::transform::Transform) overload
Sourcefn setup_for_grandew(self)
fn setup_for_grandew(self)
SetupForGrandew() overload
Sourcefn hide_whole_shadow(self)
fn hide_whole_shadow(self)
HideWholeShadow() overload
Sourcefn teardown_for_combat(self)
fn teardown_for_combat(self)
TeardownForCombat() overload
Sourcefn setup_for_talk(self)
fn setup_for_talk(self)
SetupForTalk() overload
Sourcefn setup_for_hub(self)
fn setup_for_hub(self)
SetupForHub() overload
Sourcefn get_is_left_in_screen_space(self) -> bool
fn get_is_left_in_screen_space(self) -> bool
get_IsLeftInScreenSpace() overload
Sourcefn get_body_animator(self) -> Animator
fn get_body_animator(self) -> Animator
get_BodyAnimator() overload
Sourcefn get_ride_animator(self) -> Animator
fn get_ride_animator(self) -> Animator
get_RideAnimator() overload
Sourcefn get_face_animator(self) -> Animator
fn get_face_animator(self) -> Animator
get_FaceAnimator() overload
Sourcefn get_constant_speed_playback(self) -> bool
fn get_constant_speed_playback(self) -> bool
get_ConstantSpeedPlayback() overload
Sourcefn set_constant_speed_playback(self, value: impl Into<bool>)
fn set_constant_speed_playback(self, value: impl Into<bool>)
set_ConstantSpeedPlayback(bool) overload
Sourcefn get_playing_hash(self) -> i32
fn get_playing_hash(self) -> i32
get_PlayingHash() overload
Sourcefn set_playing_hash(self, value: impl Into<i32>)
fn set_playing_hash(self, value: impl Into<i32>)
set_PlayingHash(i32) overload
Sourcefn get_playing_store(self) -> PrefetchedSignal
fn get_playing_store(self) -> PrefetchedSignal
get_PlayingStore() overload
Sourcefn set_playing_store(self, value: impl Into<PrefetchedSignal>)
fn set_playing_store(self, value: impl Into<PrefetchedSignal>)
set_PlayingStore(crate::combat::prefetchedsignal::PrefetchedSignal) overload
Sourcefn set_playing_hash_and_store(self, hash: impl Into<i32>)
fn set_playing_hash_and_store(self, hash: impl Into<i32>)
SetPlayingHashAndStore(i32) overload
Sourcefn get_playing_event(self) -> AnimationEvent
fn get_playing_event(self) -> AnimationEvent
get_PlayingEvent() overload
Sourcefn set_playing_event(self, value: impl Into<AnimationEvent>)
fn set_playing_event(self, value: impl Into<AnimationEvent>)
set_PlayingEvent(crate::unity_engine::animationevent::AnimationEvent) overload
Sourcefn get_play_end_world_pos(self) -> FXZ
fn get_play_end_world_pos(self) -> FXZ
get_PlayEndWorldPos() overload
Sourcefn set_animator_parameter(
self,
parameter_hash: impl Into<i32>,
value: impl Into<f32>,
)
fn set_animator_parameter( self, parameter_hash: impl Into<i32>, value: impl Into<f32>, )
SetAnimatorParameter(i32, f32) overload
Sourcefn set_animator_parameter_2(
self,
parameter_hash: impl Into<i32>,
value: impl Into<bool>,
)
fn set_animator_parameter_2( self, parameter_hash: impl Into<i32>, value: impl Into<bool>, )
SetAnimatorParameter(i32, bool) overload
Sourcefn set_playing_animation_time(self, fixed_time: impl Into<f32>)
fn set_playing_animation_time(self, fixed_time: impl Into<f32>)
SetPlayingAnimationTime(f32) overload
Sourcefn get_animator_state_info(self) -> AnimatorStateInfo
fn get_animator_state_info(self) -> AnimatorStateInfo
GetAnimatorStateInfo() overload
Sourcefn get_playing_time(self) -> f32
fn get_playing_time(self) -> f32
GetPlayingTime() overload
Sourcefn get_playback_rate(self) -> f32
fn get_playback_rate(self) -> f32
GetPlaybackRate() overload
Sourcefn set_playback_rate(self, value: impl Into<f32>)
fn set_playback_rate(self, value: impl Into<f32>)
SetPlaybackRate(f32) overload
Sourcefn get_weapon_style(self) -> WeaponStyle
fn get_weapon_style(self) -> WeaponStyle
get_WeaponStyle() overload
Sourcefn will_not_play(self, hash: impl Into<i32>)
fn will_not_play(self, hash: impl Into<i32>)
WillNotPlay(i32) overload
Sourcefn play_dying_instant(self)
fn play_dying_instant(self)
PlayDyingInstant() overload
Sourcefn play_idle_normal_instant(self)
fn play_idle_normal_instant(self)
PlayIdleNormalInstant() overload
Sourcefn play(
self,
target_name: impl Into<Il2CppString>,
flags: impl Into<PlayFlags>,
transition_duration: impl Into<f32>,
start_time: impl Into<f32>,
) -> f32
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
Sourcefn play_instant(self, hash: impl Into<i32>)
fn play_instant(self, hash: impl Into<i32>)
PlayInstant(i32) overload
Sourcefn play_2(
self,
hash: impl Into<i32>,
flags: impl Into<PlayFlags>,
transition_duration: impl Into<f32>,
start_time: impl Into<f32>,
) -> f32
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
Sourcefn get_is_idle(self) -> bool
fn get_is_idle(self) -> bool
get_IsIdle() overload
Sourcefn get_is_physical_attacking(self) -> bool
fn get_is_physical_attacking(self) -> bool
get_IsPhysicalAttacking() overload
Sourcefn play_facial(self, state_name: impl Into<Il2CppString>)
fn play_facial(self, state_name: impl Into<Il2CppString>)
PlayFacial(::unity::Il2CppString) overload
Sourcefn play_facial_2(
self,
state_hash: impl Into<i32>,
fixed_transition_duration: impl Into<f32>,
)
fn play_facial_2( self, state_hash: impl Into<i32>, fixed_transition_duration: impl Into<f32>, )
PlayFacial(i32, f32) overload
Sourcefn skip_combat(self) -> bool
fn skip_combat(self) -> bool
SkipCombat() overload
Sourcefn get_dither_fade(self) -> Iron19CharacterFader
fn get_dither_fade(self) -> Iron19CharacterFader
get_DitherFade() overload
Sourcefn get_material_engage(self) -> Iron19CharacterSuperEngage
fn get_material_engage(self) -> Iron19CharacterSuperEngage
get_MaterialEngage() overload
Sourcefn get_signal(self) -> CharacterSignal
fn get_signal(self) -> CharacterSignal
get_Signal() overload
Sourcefn get_lying(self) -> CharacterLying
fn get_lying(self) -> CharacterLying
get_Lying() overload
Sourcefn get_joint(self) -> CharacterJoint
fn get_joint(self) -> CharacterJoint
get_Joint() overload
Sourcefn get_proportion(self) -> CharacterProportion
fn get_proportion(self) -> CharacterProportion
get_Proportion() overload
Sourcefn get_config(self) -> CharacterConfig
fn get_config(self) -> CharacterConfig
get_Config() overload
Sourcefn get_move(self) -> CharacterMove
fn get_move(self) -> CharacterMove
get_Move() overload
Sourcefn get_turn(self) -> CharacterTurn
fn get_turn(self) -> CharacterTurn
get_Turn() overload
Sourcefn get_timespace(self) -> CharacterTimespace
fn get_timespace(self) -> CharacterTimespace
get_Timespace() overload
Sourcefn get_hud(self) -> CharacterHUD
fn get_hud(self) -> CharacterHUD
get_HUD() overload
Sourcefn get_sound(self) -> CharacterSound
fn get_sound(self) -> CharacterSound
get_Sound() overload
Sourcefn get_builder(self) -> CharacterBuilder
fn get_builder(self) -> CharacterBuilder
get_Builder() overload
Sourcefn get_aura(self) -> CharacterAura
fn get_aura(self) -> CharacterAura
get_Aura() overload
Sourcefn get_illusion(self) -> CharacterIllusion
fn get_illusion(self) -> CharacterIllusion
get_Illusion() overload
Sourcefn get_ik_foot(self) -> CharacterIKFoot
fn get_ik_foot(self) -> CharacterIKFoot
get_IKFoot() overload
Sourcefn get_ik_look_at(self) -> CharacterIKLookAt
fn get_ik_look_at(self) -> CharacterIKLookAt
get_IKLookAt() overload
Sourcefn get_ik_aim(self) -> CharacterIKAim
fn get_ik_aim(self) -> CharacterIKAim
get_IKAim() overload
Sourcefn get_weapon(self) -> CharacterWeapon
fn get_weapon(self) -> CharacterWeapon
get_Weapon() overload
Sourcefn get_signal_observer(self) -> CharacterSignalObserver
fn get_signal_observer(self) -> CharacterSignalObserver
get_SignalObserver() overload
Sourcefn call_on_setup_done(self, func: impl Into<Action>)
fn call_on_setup_done(self, func: impl Into<Action>)
CallOnSetupDone(crate::system::action::Action) overload
Sourcefn 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 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
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: ICharacter> ICharacterMethods for __T
combat-character only.