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IMagicSignalProcessor

Trait IMagicSignalProcessor 

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pub trait IMagicSignalProcessor: IMonoBehaviour {
Show 42 methods // Provided methods fn cp(self) -> Character { ... } fn set_cp(self, value: Character) { ... } fn m_flying_object(self) -> MagicFlying { ... } fn set_m_flying_object(self, value: MagicFlying) { ... } fn m_cached_node_constraint(self) -> CharacterNodeConstraint { ... } fn set_m_cached_node_constraint(self, value: CharacterNodeConstraint) { ... } fn m_phase(self) -> Phase { ... } fn set_m_phase(self, value: Phase) { ... } fn m_decay_time(self) -> f32 { ... } fn set_m_decay_time(self, value: f32) { ... } fn m_is_focus_enemy_passed(self) -> bool { ... } fn set_m_is_focus_enemy_passed(self, value: bool) { ... } fn m_b_reached(self) -> bool { ... } fn set_m_b_reached(self, value: bool) { ... } fn tl開始時処理(self) -> MagicSignalTimeline { ... } fn set_tl開始時処理(self, value: MagicSignalTimeline) { ... } fn tl魔法動作1処理(self) -> MagicSignalTimeline { ... } fn set_tl魔法動作1処理(self, value: MagicSignalTimeline) { ... } fn tl魔法動作2処理(self) -> MagicSignalTimeline { ... } fn set_tl魔法動作2処理(self, value: MagicSignalTimeline) { ... } fn tl魔法動作3処理(self) -> MagicSignalTimeline { ... } fn set_tl魔法動作3処理(self, value: MagicSignalTimeline) { ... } fn tlヒット時処理(self) -> MagicSignalTimeline { ... } fn set_tlヒット時処理(self, value: MagicSignalTimeline) { ... } fn tlミス時処理(self) -> MagicSignalTimeline { ... } fn set_tlミス時処理(self, value: MagicSignalTimeline) { ... } fn tlガード時処理(self) -> MagicSignalTimeline { ... } fn set_tlガード時処理(self, value: MagicSignalTimeline) { ... } fn tlパリィ時処理(self) -> MagicSignalTimeline { ... } fn set_tlパリィ時処理(self, value: MagicSignalTimeline) { ... } fn tl衝突時処理(self) -> MagicSignalTimeline { ... } fn set_tl衝突時処理(self, value: MagicSignalTimeline) { ... } fn tl自然消滅処理(self) -> MagicSignalTimeline { ... } fn set_tl自然消滅処理(self, value: MagicSignalTimeline) { ... } fn tl打撃命中処理(self) -> MagicSignalTimeline { ... } fn set_tl打撃命中処理(self, value: MagicSignalTimeline) { ... } fn m_managed_objects(self) -> List_1<GameObject> { ... } fn set_m_managed_objects(self, value: List_1<GameObject>) { ... } fn m_deleted_objects(self) -> List_1<GameObject> { ... } fn set_m_deleted_objects(self, value: List_1<GameObject>) { ... } fn m_knockoff_attack_hash(self) -> i32 { ... } fn set_m_knockoff_attack_hash(self, value: i32) { ... }
}

Provided Methods§

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fn cp(self) -> Character

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fn set_cp(self, value: Character)

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fn m_flying_object(self) -> MagicFlying

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fn set_m_flying_object(self, value: MagicFlying)

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fn m_cached_node_constraint(self) -> CharacterNodeConstraint

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fn set_m_cached_node_constraint(self, value: CharacterNodeConstraint)

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fn m_phase(self) -> Phase

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fn set_m_phase(self, value: Phase)

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fn m_decay_time(self) -> f32

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fn set_m_decay_time(self, value: f32)

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fn m_is_focus_enemy_passed(self) -> bool

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fn set_m_is_focus_enemy_passed(self, value: bool)

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fn m_b_reached(self) -> bool

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fn set_m_b_reached(self, value: bool)

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fn tl開始時処理(self) -> MagicSignalTimeline

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fn set_tl開始時処理(self, value: MagicSignalTimeline)

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fn tl魔法動作1処理(self) -> MagicSignalTimeline

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fn set_tl魔法動作1処理(self, value: MagicSignalTimeline)

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fn tl魔法動作2処理(self) -> MagicSignalTimeline

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fn set_tl魔法動作2処理(self, value: MagicSignalTimeline)

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fn tl魔法動作3処理(self) -> MagicSignalTimeline

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fn set_tl魔法動作3処理(self, value: MagicSignalTimeline)

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fn tlヒット時処理(self) -> MagicSignalTimeline

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fn set_tlヒット時処理(self, value: MagicSignalTimeline)

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fn tlミス時処理(self) -> MagicSignalTimeline

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fn set_tlミス時処理(self, value: MagicSignalTimeline)

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fn tlガード時処理(self) -> MagicSignalTimeline

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fn set_tlガード時処理(self, value: MagicSignalTimeline)

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fn tlパリィ時処理(self) -> MagicSignalTimeline

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fn set_tlパリィ時処理(self, value: MagicSignalTimeline)

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fn tl衝突時処理(self) -> MagicSignalTimeline

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fn set_tl衝突時処理(self, value: MagicSignalTimeline)

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fn tl自然消滅処理(self) -> MagicSignalTimeline

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fn set_tl自然消滅処理(self, value: MagicSignalTimeline)

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fn tl打撃命中処理(self) -> MagicSignalTimeline

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fn set_tl打撃命中処理(self, value: MagicSignalTimeline)

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fn m_managed_objects(self) -> List_1<GameObject>

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fn set_m_managed_objects(self, value: List_1<GameObject>)

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fn m_deleted_objects(self) -> List_1<GameObject>

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fn set_m_deleted_objects(self, value: List_1<GameObject>)

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fn m_knockoff_attack_hash(self) -> i32

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fn set_m_knockoff_attack_hash(self, value: i32)

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§