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ICombatWorldMethods

Trait ICombatWorldMethods 

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pub trait ICombatWorldMethods: ICombatWorld {
Show 38 methods // Provided methods fn awake(self) { ... } fn on_destroy(self) { ... } fn get_characters(self) -> Array<Character> { ... } fn get_chain_attackers(self) -> Array<Character> { ... } fn set_chain_attackers(self, value: impl Into<Array<Character>>) { ... } fn get_chara_dragonic(self) -> Array<Character> { ... } fn set_chara_dragonic(self, value: impl Into<Array<Character>>) { ... } fn get_record(self) -> CombatRecord { ... } fn set_record(self, value: impl Into<CombatRecord>) { ... } fn get_effect_catalog(self) -> EffectCatalog { ... } fn set_effect_catalog(self, value: impl Into<EffectCatalog>) { ... } fn get_fsm_builder(self) -> FSMBuilder { ... } fn set_fsm_builder(self, value: impl Into<FSMBuilder>) { ... } fn get_combat_time(self) -> f32 { ... } fn set_combat_time(self, value: impl Into<f32>) { ... } fn get_timespace(self) -> CombatTimespace { ... } fn get_staging(self) -> CombatStaging { ... } fn get_observable(self) -> CombatObservable { ... } fn get_config(self) -> CombatConfig { ... } fn get_skip(self) -> CombatSkip { ... } fn get_input(self) -> CombatInput { ... } fn run(self, record: impl Into<CombatRecord>) { ... } fn initialize_after_create_chara(self) -> IEnumerator { ... } fn register_hit_observer(self) { ... } fn sync_params(self) { ... } fn create_characters(self) { ... } fn create_characters_impl( self, side: impl Into<i32>, gs: impl Into<CharacterGameStatus>, chain_id: impl Into<i32>, ) { ... } fn is_character_created(self) -> bool { ... } fn setup_characters(self) { ... } fn load_animset(self) { ... } fn is_anim_set_loading(self) -> bool { ... } fn fade_in_hud(self) { ... } fn fade_out_hud(self) { ... } fn instant_out_hud(self) { ... } fn force_end(self) { ... } fn update(self) { ... } fn finalize_when_trans_camera(self) { ... } fn ctor(self) { ... }
}

Provided Methods§

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fn awake(self)

Awake() overload

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fn on_destroy(self)

OnDestroy() overload

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fn get_characters(self) -> Array<Character>

get_Characters() overload

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fn get_chain_attackers(self) -> Array<Character>

get_ChainAttackers() overload

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fn set_chain_attackers(self, value: impl Into<Array<Character>>)

set_ChainAttackers(::unity::Array<crate::combat::character::Character>) overload

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fn get_chara_dragonic(self) -> Array<Character>

get_CharaDragonic() overload

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fn set_chara_dragonic(self, value: impl Into<Array<Character>>)

set_CharaDragonic(::unity::Array<crate::combat::character::Character>) overload

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fn get_record(self) -> CombatRecord

get_Record() overload

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fn set_record(self, value: impl Into<CombatRecord>)

set_Record(crate::combat::combatrecord::CombatRecord) overload

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fn get_effect_catalog(self) -> EffectCatalog

get_EffectCatalog() overload

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fn set_effect_catalog(self, value: impl Into<EffectCatalog>)

set_EffectCatalog(crate::combat::effectcatalog::EffectCatalog) overload

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fn get_fsm_builder(self) -> FSMBuilder

get_FSMBuilder() overload

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fn set_fsm_builder(self, value: impl Into<FSMBuilder>)

set_FSMBuilder(crate::combat::fsmbuilder::FSMBuilder) overload

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fn get_combat_time(self) -> f32

get_CombatTime() overload

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

set_CombatTime(f32) overload

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fn get_timespace(self) -> CombatTimespace

get_Timespace() overload

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fn get_staging(self) -> CombatStaging

get_Staging() overload

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fn get_observable(self) -> CombatObservable

get_Observable() overload

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fn get_config(self) -> CombatConfig

get_Config() overload

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fn get_skip(self) -> CombatSkip

get_Skip() overload

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fn get_input(self) -> CombatInput

get_Input() overload

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fn run(self, record: impl Into<CombatRecord>)

Run(crate::combat::combatrecord::CombatRecord) overload

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fn initialize_after_create_chara(self) -> IEnumerator

InitializeAfterCreateChara() overload

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fn register_hit_observer(self)

RegisterHitObserver() overload

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fn sync_params(self)

SyncParams() overload

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fn create_characters(self)

CreateCharacters() overload

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fn create_characters_impl( self, side: impl Into<i32>, gs: impl Into<CharacterGameStatus>, chain_id: impl Into<i32>, )

CreateCharactersImpl(i32, crate::combat::charactergamestatus::CharacterGameStatus, i32) overload

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fn is_character_created(self) -> bool

IsCharacterCreated() overload

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fn setup_characters(self)

SetupCharacters() overload

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fn load_animset(self)

LoadAnimset() overload

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fn is_anim_set_loading(self) -> bool

IsAnimSetLoading() overload

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fn fade_in_hud(self)

FadeInHUD() overload

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fn fade_out_hud(self)

FadeOutHUD() overload

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fn instant_out_hud(self)

InstantOutHUD() overload

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fn force_end(self)

ForceEnd() overload

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fn update(self)

Update() overload

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fn finalize_when_trans_camera(self)

FinalizeWhenTransCamera() 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: ICombatWorld> ICombatWorldMethods for __T

Available on crate feature combat-combatworld only.