pub struct GameMessageOpen(/* private fields */);Expand description
IL2CPP class: GameMessageOpen
Inherits: StateMachineBehaviour
Implementations§
Source§impl GameMessageOpen
impl GameMessageOpen
pub fn base(self) -> StateMachineBehaviour
Source§impl GameMessageOpen
impl GameMessageOpen
pub fn on_state_enter_method_info() -> &'static MethodInfo
pub fn on_state_exit_method_info() -> &'static MethodInfo
pub fn ctor_method_info() -> &'static MethodInfo
Source§impl GameMessageOpen
impl GameMessageOpen
Sourcepub unsafe fn on_state_enter(
this: impl Into<IlInstance>,
animator: Animator,
state_info: AnimatorStateInfo,
layer_index: i32,
)
pub unsafe fn on_state_enter( this: impl Into<IlInstance>, animator: Animator, state_info: AnimatorStateInfo, layer_index: i32, )
Direct (non-virtual) call to GameMessageOpen’s own OnStateEnter. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Sourcepub unsafe fn on_state_exit(
this: impl Into<IlInstance>,
animator: Animator,
state_info: AnimatorStateInfo,
layer_index: i32,
)
pub unsafe fn on_state_exit( this: impl Into<IlInstance>, animator: Animator, state_info: AnimatorStateInfo, layer_index: i32, )
Direct (non-virtual) call to GameMessageOpen’s own OnStateExit. Bypasses the vtable, so it won’t hit an override/patch — use it for base calls.
Trait Implementations§
Source§impl ClassIdentity for GameMessageOpen
impl ClassIdentity for GameMessageOpen
Source§impl Clone for GameMessageOpen
impl Clone for GameMessageOpen
Source§fn clone(&self) -> GameMessageOpen
fn clone(&self) -> GameMessageOpen
Returns a duplicate of the value. Read more
1.0.0§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreSource§impl FromIlInstance for GameMessageOpen
impl FromIlInstance for GameMessageOpen
fn from_il_instance(instance: IlInstance) -> Self
fn instantiate() -> Option<Self>
§fn instantiate_with_class(class: Class) -> Option<Self>
fn instantiate_with_class(class: Class) -> Option<Self>
Caller swears
class is a subtype of Self or layout compatibleSource§impl IObject_2 for GameMessageOpen
impl IObject_2 for GameMessageOpen
fn m_cached_ptr(self) -> IntPtr
fn set_m_cached_ptr(self, value: IntPtr)
impl Copy for GameMessageOpen
impl IGameMessageOpen for GameMessageOpen
impl IObject for GameMessageOpen
impl IScriptableObject for GameMessageOpen
impl IStateMachineBehaviour for GameMessageOpen
Auto Trait Implementations§
impl Freeze for GameMessageOpen
impl RefUnwindSafe for GameMessageOpen
impl !Send for GameMessageOpen
impl !Sync for GameMessageOpen
impl Unpin for GameMessageOpen
impl UnwindSafe for GameMessageOpen
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Source§impl<__T> IGameMessageOpenMethods for __Twhere
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Self: Sized,
fn system_collections_i_enumerator_get_current(self) -> Objectwhere
Self: Sized,
fn get_not_started_or_ended(self) -> boolwhere
Self: Sized,
fn reset(self)where
Self: Sized,
fn system_collections_i_enumerator_reset(self)where
Self: Sized,
fn cctor()
Source§impl<T0, __U> IStack_1_EnumeratorMethods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
impl<T0, __U> IStack_1_EnumeratorMethods<T0> for __Uwhere
T0: ClassIdentity,
__U: ClassIdentity,
fn ctor(self, stack: Stack_1<T0>)where
Self: Sized,
fn dispose(self)where
Self: Sized,
fn move_next(self) -> boolwhere
Self: Sized,
fn get_current(self) -> T0where
Self: Sized,
fn throw_enumeration_not_started_or_ended(self)where
Self: Sized,
fn system_collections_i_enumerator_get_current(self) -> Objectwhere
Self: Sized,
fn system_collections_i_enumerator_reset(self)where
Self: Sized,
Source§impl<__T> IStateMachineBehaviourMethods for __Twhere
__T: IStateMachineBehaviour,
impl<__T> IStateMachineBehaviourMethods for __Twhere
__T: IStateMachineBehaviour,
Source§fn on_state_enter(
self,
animator: impl Into<Animator>,
state_info: impl Into<AnimatorStateInfo>,
layer_index: impl Into<i32>,
)
fn on_state_enter( self, animator: impl Into<Animator>, state_info: impl Into<AnimatorStateInfo>, layer_index: impl Into<i32>, )
OnStateEnter(crate::unity_engine::animator::Animator, crate::unity_engine::animatorstateinfo::AnimatorStateInfo, i32) overloadSource§fn on_state_update(
self,
animator: impl Into<Animator>,
state_info: impl Into<AnimatorStateInfo>,
layer_index: impl Into<i32>,
)
fn on_state_update( self, animator: impl Into<Animator>, state_info: impl Into<AnimatorStateInfo>, layer_index: impl Into<i32>, )
OnStateUpdate(crate::unity_engine::animator::Animator, crate::unity_engine::animatorstateinfo::AnimatorStateInfo, i32) overloadSource§fn on_state_exit(
self,
animator: impl Into<Animator>,
state_info: impl Into<AnimatorStateInfo>,
layer_index: impl Into<i32>,
)
fn on_state_exit( self, animator: impl Into<Animator>, state_info: impl Into<AnimatorStateInfo>, layer_index: impl Into<i32>, )
OnStateExit(crate::unity_engine::animator::Animator, crate::unity_engine::animatorstateinfo::AnimatorStateInfo, i32) overloadSource§fn on_state_move(
self,
animator: impl Into<Animator>,
state_info: impl Into<AnimatorStateInfo>,
layer_index: impl Into<i32>,
)
fn on_state_move( self, animator: impl Into<Animator>, state_info: impl Into<AnimatorStateInfo>, layer_index: impl Into<i32>, )
OnStateMove(crate::unity_engine::animator::Animator, crate::unity_engine::animatorstateinfo::AnimatorStateInfo, i32) overloadSource§fn on_state_ik(
self,
animator: impl Into<Animator>,
state_info: impl Into<AnimatorStateInfo>,
layer_index: impl Into<i32>,
)
fn on_state_ik( self, animator: impl Into<Animator>, state_info: impl Into<AnimatorStateInfo>, layer_index: impl Into<i32>, )
OnStateIK(crate::unity_engine::animator::Animator, crate::unity_engine::animatorstateinfo::AnimatorStateInfo, i32) overloadSource§fn on_state_machine_enter(
self,
animator: impl Into<Animator>,
state_machine_path_hash: impl Into<i32>,
)
fn on_state_machine_enter( self, animator: impl Into<Animator>, state_machine_path_hash: impl Into<i32>, )
OnStateMachineEnter(crate::unity_engine::animator::Animator, i32) overloadSource§fn on_state_machine_exit(
self,
animator: impl Into<Animator>,
state_machine_path_hash: impl Into<i32>,
)
fn on_state_machine_exit( self, animator: impl Into<Animator>, state_machine_path_hash: impl Into<i32>, )
OnStateMachineExit(crate::unity_engine::animator::Animator, i32) overloadSource§fn on_state_enter_2(
self,
animator: impl Into<Animator>,
state_info: impl Into<AnimatorStateInfo>,
layer_index: impl Into<i32>,
controller: impl Into<AnimatorControllerPlayable>,
)
fn on_state_enter_2( self, animator: impl Into<Animator>, state_info: impl Into<AnimatorStateInfo>, layer_index: impl Into<i32>, controller: impl Into<AnimatorControllerPlayable>, )
OnStateEnter(crate::unity_engine::animator::Animator, crate::unity_engine::animatorstateinfo::AnimatorStateInfo, i32, crate::unity_engine::animations::animatorcontrollerplayable::AnimatorControllerPlayable) overloadSource§fn on_state_update_2(
self,
animator: impl Into<Animator>,
state_info: impl Into<AnimatorStateInfo>,
layer_index: impl Into<i32>,
controller: impl Into<AnimatorControllerPlayable>,
)
fn on_state_update_2( self, animator: impl Into<Animator>, state_info: impl Into<AnimatorStateInfo>, layer_index: impl Into<i32>, controller: impl Into<AnimatorControllerPlayable>, )
OnStateUpdate(crate::unity_engine::animator::Animator, crate::unity_engine::animatorstateinfo::AnimatorStateInfo, i32, crate::unity_engine::animations::animatorcontrollerplayable::AnimatorControllerPlayable) overloadSource§fn on_state_exit_2(
self,
animator: impl Into<Animator>,
state_info: impl Into<AnimatorStateInfo>,
layer_index: impl Into<i32>,
controller: impl Into<AnimatorControllerPlayable>,
)
fn on_state_exit_2( self, animator: impl Into<Animator>, state_info: impl Into<AnimatorStateInfo>, layer_index: impl Into<i32>, controller: impl Into<AnimatorControllerPlayable>, )
OnStateExit(crate::unity_engine::animator::Animator, crate::unity_engine::animatorstateinfo::AnimatorStateInfo, i32, crate::unity_engine::animations::animatorcontrollerplayable::AnimatorControllerPlayable) overloadSource§fn on_state_move_2(
self,
animator: impl Into<Animator>,
state_info: impl Into<AnimatorStateInfo>,
layer_index: impl Into<i32>,
controller: impl Into<AnimatorControllerPlayable>,
)
fn on_state_move_2( self, animator: impl Into<Animator>, state_info: impl Into<AnimatorStateInfo>, layer_index: impl Into<i32>, controller: impl Into<AnimatorControllerPlayable>, )
OnStateMove(crate::unity_engine::animator::Animator, crate::unity_engine::animatorstateinfo::AnimatorStateInfo, i32, crate::unity_engine::animations::animatorcontrollerplayable::AnimatorControllerPlayable) overloadSource§fn on_state_ik_2(
self,
animator: impl Into<Animator>,
state_info: impl Into<AnimatorStateInfo>,
layer_index: impl Into<i32>,
controller: impl Into<AnimatorControllerPlayable>,
)
fn on_state_ik_2( self, animator: impl Into<Animator>, state_info: impl Into<AnimatorStateInfo>, layer_index: impl Into<i32>, controller: impl Into<AnimatorControllerPlayable>, )
OnStateIK(crate::unity_engine::animator::Animator, crate::unity_engine::animatorstateinfo::AnimatorStateInfo, i32, crate::unity_engine::animations::animatorcontrollerplayable::AnimatorControllerPlayable) overloadSource§fn on_state_machine_enter_2(
self,
animator: impl Into<Animator>,
state_machine_path_hash: impl Into<i32>,
controller: impl Into<AnimatorControllerPlayable>,
)
fn on_state_machine_enter_2( self, animator: impl Into<Animator>, state_machine_path_hash: impl Into<i32>, controller: impl Into<AnimatorControllerPlayable>, )
OnStateMachineEnter(crate::unity_engine::animator::Animator, i32, crate::unity_engine::animations::animatorcontrollerplayable::AnimatorControllerPlayable) overloadSource§fn on_state_machine_exit_2(
self,
animator: impl Into<Animator>,
state_machine_path_hash: impl Into<i32>,
controller: impl Into<AnimatorControllerPlayable>,
)
fn on_state_machine_exit_2( self, animator: impl Into<Animator>, state_machine_path_hash: impl Into<i32>, controller: impl Into<AnimatorControllerPlayable>, )
OnStateMachineExit(crate::unity_engine::animator::Animator, i32, crate::unity_engine::animations::animatorcontrollerplayable::AnimatorControllerPlayable) overload