pub trait IAkEventPlayableBehaviorMethods: IAkEventPlayableBehavior {
Show 18 methods
// Provided methods
fn callback_handler(
self,
in_cookie: impl Into<Object>,
in_type: impl Into<AkCallbackType>,
in_info: impl Into<AkCallbackInfo>,
) { ... }
fn is_scrubbing(self, info: impl Into<FrameData>) -> bool { ... }
fn prepare_frame(
self,
playable: impl Into<Playable>,
info: impl Into<FrameData>,
) { ... }
fn on_behaviour_play(
self,
playable: impl Into<Playable>,
info: impl Into<FrameData>,
) { ... }
fn on_behaviour_pause(
self,
playable: impl Into<Playable>,
info: impl Into<FrameData>,
) { ... }
fn process_frame(
self,
playable: impl Into<Playable>,
info: impl Into<FrameData>,
player_data: impl Into<Object>,
) { ... }
fn should_play(self, playable: impl Into<Playable>) -> bool { ... }
fn check_for_fade_in_fade_out(self, playable: impl Into<Playable>) { ... }
fn check_for_fade_out(
self,
playable: impl Into<Playable>,
current_clip_time: impl Into<f64>,
) { ... }
fn trigger_fade_in(self, playable: impl Into<Playable>) { ... }
fn trigger_fade_out(self, playable: impl Into<Playable>) { ... }
fn stop_event(self, transition: impl Into<i32>) { ... }
fn post_event(self) -> bool { ... }
fn play_event(self) { ... }
fn retrigger_event(self, playable: impl Into<Playable>) { ... }
fn get_proportional_time(self, playable: impl Into<Playable>) -> f32 { ... }
fn seek_to_time(self, playable: impl Into<Playable>) -> f32 { ... }
fn ctor(self) { ... }
}Provided Methods§
Sourcefn callback_handler(
self,
in_cookie: impl Into<Object>,
in_type: impl Into<AkCallbackType>,
in_info: impl Into<AkCallbackInfo>,
)
fn callback_handler( self, in_cookie: impl Into<Object>, in_type: impl Into<AkCallbackType>, in_info: impl Into<AkCallbackInfo>, )
CallbackHandler(crate::system::object::Object, crate::root::akcallbacktype::AkCallbackType, crate::root::akcallbackinfo::AkCallbackInfo) overload
Sourcefn is_scrubbing(self, info: impl Into<FrameData>) -> bool
fn is_scrubbing(self, info: impl Into<FrameData>) -> bool
IsScrubbing(crate::unity_engine::playables::framedata::FrameData) overload
Sourcefn prepare_frame(
self,
playable: impl Into<Playable>,
info: impl Into<FrameData>,
)
fn prepare_frame( self, playable: impl Into<Playable>, info: impl Into<FrameData>, )
PrepareFrame(crate::unity_engine::playables::playable::Playable, crate::unity_engine::playables::framedata::FrameData) overload
Sourcefn on_behaviour_play(
self,
playable: impl Into<Playable>,
info: impl Into<FrameData>,
)
fn on_behaviour_play( self, playable: impl Into<Playable>, info: impl Into<FrameData>, )
OnBehaviourPlay(crate::unity_engine::playables::playable::Playable, crate::unity_engine::playables::framedata::FrameData) overload
Sourcefn on_behaviour_pause(
self,
playable: impl Into<Playable>,
info: impl Into<FrameData>,
)
fn on_behaviour_pause( self, playable: impl Into<Playable>, info: impl Into<FrameData>, )
OnBehaviourPause(crate::unity_engine::playables::playable::Playable, crate::unity_engine::playables::framedata::FrameData) overload
Sourcefn process_frame(
self,
playable: impl Into<Playable>,
info: impl Into<FrameData>,
player_data: impl Into<Object>,
)
fn process_frame( self, playable: impl Into<Playable>, info: impl Into<FrameData>, player_data: impl Into<Object>, )
ProcessFrame(crate::unity_engine::playables::playable::Playable, crate::unity_engine::playables::framedata::FrameData, crate::system::object::Object) overload
Sourcefn should_play(self, playable: impl Into<Playable>) -> bool
fn should_play(self, playable: impl Into<Playable>) -> bool
ShouldPlay(crate::unity_engine::playables::playable::Playable) overload
Sourcefn check_for_fade_in_fade_out(self, playable: impl Into<Playable>)
fn check_for_fade_in_fade_out(self, playable: impl Into<Playable>)
CheckForFadeInFadeOut(crate::unity_engine::playables::playable::Playable) overload
Sourcefn check_for_fade_out(
self,
playable: impl Into<Playable>,
current_clip_time: impl Into<f64>,
)
fn check_for_fade_out( self, playable: impl Into<Playable>, current_clip_time: impl Into<f64>, )
CheckForFadeOut(crate::unity_engine::playables::playable::Playable, f64) overload
Sourcefn trigger_fade_in(self, playable: impl Into<Playable>)
fn trigger_fade_in(self, playable: impl Into<Playable>)
TriggerFadeIn(crate::unity_engine::playables::playable::Playable) overload
Sourcefn trigger_fade_out(self, playable: impl Into<Playable>)
fn trigger_fade_out(self, playable: impl Into<Playable>)
TriggerFadeOut(crate::unity_engine::playables::playable::Playable) overload
Sourcefn stop_event(self, transition: impl Into<i32>)
fn stop_event(self, transition: impl Into<i32>)
StopEvent(i32) overload
Sourcefn post_event(self) -> bool
fn post_event(self) -> bool
PostEvent() overload
Sourcefn play_event(self)
fn play_event(self)
PlayEvent() overload
Sourcefn retrigger_event(self, playable: impl Into<Playable>)
fn retrigger_event(self, playable: impl Into<Playable>)
RetriggerEvent(crate::unity_engine::playables::playable::Playable) overload
Sourcefn get_proportional_time(self, playable: impl Into<Playable>) -> f32
fn get_proportional_time(self, playable: impl Into<Playable>) -> f32
GetProportionalTime(crate::unity_engine::playables::playable::Playable) overload
Sourcefn seek_to_time(self, playable: impl Into<Playable>) -> f32
fn seek_to_time(self, playable: impl Into<Playable>) -> f32
SeekToTime(crate::unity_engine::playables::playable::Playable) 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: IAkEventPlayableBehavior> IAkEventPlayableBehaviorMethods for __T
root-akeventplayablebehavior only.