pub trait IPhaseMethods: IPhase {
Show 32 methods
// Provided methods
fn get_is_standing_die(self) -> bool { ... }
fn get_prev(self) -> Phase { ... }
fn set_prev(self, value: impl Into<Phase>) { ... }
fn get_next(self) -> Phase { ... }
fn set_next(self, value: impl Into<Phase>) { ... }
fn make_pair(self, prev: impl Into<Phase>) { ... }
fn get_is_critical(self) -> bool { ... }
fn get_damage_side(self) -> i32 { ... }
fn get_guard_side(self) -> i32 { ... }
fn is_dead_someone(self) -> bool { ... }
fn find_die_side(self) -> i32 { ... }
fn is_dead_damager(self) -> bool { ... }
fn is_dead(self, side: impl Into<i32>) -> bool { ... }
fn is_self_damage(self) -> bool { ... }
fn is_suicide(self) -> bool { ... }
fn is_heal(self) -> bool { ... }
fn get_damage_ratio(self) -> f32 { ... }
fn set_damage_ratio(self, value: impl Into<f32>) { ... }
fn get_damage_effect_level(self) -> i32 { ... }
fn get_is_damage_high(self) -> bool { ... }
fn get_prev_continuous_attack(self) -> i32 { ... }
fn get_prev_continuous_damage(self) -> i32 { ... }
fn get_is_combo_from_prev(self) -> bool { ... }
fn get_is_combo_to_next(self) -> bool { ... }
fn get_is_first_attack(self) -> bool { ... }
fn get_is_last_attack(self) -> bool { ... }
fn get_is_player_side_attack(self) -> bool { ... }
fn get_is_enemy_side_attack(self) -> bool { ... }
fn get_attacker(self) -> Character { ... }
fn get_damager(self) -> Character { ... }
fn get_chain_attack_count(self) -> i32 { ... }
fn ctor(self) { ... }
}Provided Methods§
Sourcefn get_is_standing_die(self) -> bool
fn get_is_standing_die(self) -> bool
get_IsStandingDie() overload
Sourcefn get_is_critical(self) -> bool
fn get_is_critical(self) -> bool
get_IsCritical() overload
Sourcefn get_damage_side(self) -> i32
fn get_damage_side(self) -> i32
get_DamageSide() overload
Sourcefn get_guard_side(self) -> i32
fn get_guard_side(self) -> i32
GetGuardSide() overload
Sourcefn is_dead_someone(self) -> bool
fn is_dead_someone(self) -> bool
IsDeadSomeone() overload
Sourcefn find_die_side(self) -> i32
fn find_die_side(self) -> i32
FindDieSide() overload
Sourcefn is_dead_damager(self) -> bool
fn is_dead_damager(self) -> bool
IsDeadDamager() overload
Sourcefn is_self_damage(self) -> bool
fn is_self_damage(self) -> bool
IsSelfDamage() overload
Sourcefn is_suicide(self) -> bool
fn is_suicide(self) -> bool
IsSuicide() overload
Sourcefn get_damage_ratio(self) -> f32
fn get_damage_ratio(self) -> f32
get_DamageRatio() overload
Sourcefn set_damage_ratio(self, value: impl Into<f32>)
fn set_damage_ratio(self, value: impl Into<f32>)
set_DamageRatio(f32) overload
Sourcefn get_damage_effect_level(self) -> i32
fn get_damage_effect_level(self) -> i32
get_DamageEffectLevel() overload
Sourcefn get_is_damage_high(self) -> bool
fn get_is_damage_high(self) -> bool
get_IsDamageHigh() overload
Sourcefn get_prev_continuous_attack(self) -> i32
fn get_prev_continuous_attack(self) -> i32
get_PrevContinuousAttack() overload
Sourcefn get_prev_continuous_damage(self) -> i32
fn get_prev_continuous_damage(self) -> i32
get_PrevContinuousDamage() overload
Sourcefn get_is_combo_from_prev(self) -> bool
fn get_is_combo_from_prev(self) -> bool
get_IsComboFromPrev() overload
Sourcefn get_is_combo_to_next(self) -> bool
fn get_is_combo_to_next(self) -> bool
get_IsComboToNext() overload
Sourcefn get_is_first_attack(self) -> bool
fn get_is_first_attack(self) -> bool
get_IsFirstAttack() overload
Sourcefn get_is_last_attack(self) -> bool
fn get_is_last_attack(self) -> bool
get_IsLastAttack() overload
Sourcefn get_is_player_side_attack(self) -> bool
fn get_is_player_side_attack(self) -> bool
get_IsPlayerSideAttack() overload
Sourcefn get_is_enemy_side_attack(self) -> bool
fn get_is_enemy_side_attack(self) -> bool
get_IsEnemySideAttack() overload
Sourcefn get_attacker(self) -> Character
fn get_attacker(self) -> Character
get_Attacker() overload
Sourcefn get_damager(self) -> Character
fn get_damager(self) -> Character
get_Damager() overload
Sourcefn get_chain_attack_count(self) -> i32
fn get_chain_attack_count(self) -> i32
get_ChainAttackCount() 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: IPhase> IPhaseMethods for __T
combat-phase only.